Helping Gym Members Achieve Their Goals Through Injury Prevention and Correct Technique

Product Design

Role

Project Lead

Time Line

2024-2025

Tools

Figma, Adobe Illustrator, InDesign, Miro

Tools

Figma, Adobe Illustrator, InDesign, Miro

The Problem

I began this project through researching BDD (Body Dysmorphic Disorder) and it's presence within the fitness community. Gym members who suffer from symptoms of BDD experience an increase in anxiety with regards to their training and progress. This leads to excess training while neglecting appropriate form and technique which results in injury.

These injuries prevent training and progress which causes further mental stress. It is a cycle of injury, stress, and anxiety that is difficult to escape from.

Gym members need a safer, more effective way to train to improve their physical health as well as their mental health.

The Solution

Vivera is unique piece of gym equipment that helps prevent injuries by promoting correct form and technique while exercising.

Promotional Video

Watch a visual summary of the entire project: from initial research and framing the problem through to the final solution and how it tackles the issue. This video captures the key insights, design decisions, and outcomes that shaped the product.

What is BDD?

Body dysmorphic disorder (BDD), is a mental health condition where an individual spends an excessive amount of time worrying about flaws in their appearance. These flaws are often unnoticeable to others. It is common for many adolescents to experience issues regarding self image. While it is a natural phase for any young person to go through, these issues can persist through to later stages of adulthood.

BDD is especially present within the gym community. People within the gym can suffer from only one or two symptoms to a mild extent while others may suffer from several symptoms at a more severe extent. Many people suffer in silence, leading to issues involving both mental and physical health.

As someone who has a passion for health and wellbeing, I want to design a solution that will benefit those who suffer from symptoms of BDD and help lessen the issues which come along with this disorder.

Secondary Research

A survey consisting of 27,000 participants from around the world asked people how satisfied they were with their body, only 12% said they were completely satisfied

-GFK, 2015

Usage of social media may be linked to an increased rate of body dysmorphic disorder (BDD) symptoms among users, and may pose harm to user's body perception.

-Department Psychology, California State University, 2020

It has been concluded that there is a rising surge of body dysmorphia amongst adolescents.

-Journal of family medicine & primary care 2020

It is estimated that 2% of the population have diagnosed BDD.

- Body Dysmorphic Diorder Foundation

market Research - Trends

01

Fitness Clubs & Gyms

Read More

The fitness industry has experienced a massive growth over recent years which has resulted in many people joining local gyms, sports clubs, and partaking in their own individual physical activities.

02

Read More

Health & Wellbeing

It is apparent that in today’s world there is much more emphasis put on eating healthy food and looking after one’s health compared to years before.

01

Read More

Fitness Clubs & Gyms

The fitness industry has experienced a massive growth over recent years which has resulted in many people joining local gyms, sports clubs, and partaking in their own individual physical activities.

02

Health & Wellbeing

Read More

It is apparent that in today’s world there is much more emphasis put on eating healthy food and looking after one’s health compared to years before.

market Research - Drivers

01

Social Media

Read More

Social media has revolutionised the way fitness, exercise, and wellbeing is viewed and shared. Various platforms have produced fitness influencers who spread their knowledge of the subject to the masses, inspiring people to start their fitness journey.

02

Millennials & Gen Z

Read More

Millennials and Gen Z have been a driving force for the two trends mentioned and it can be seen today that these two groups prioritize their physical health and wellbeing.

market Research - Drivers

02

Read More

Millenial & Gen Z

Millennials and Gen Z have been a driving force for the two trends mentioned and it can be seen today that these two groups prioritize their physical health and wellbeing.

01

Read More

Social Media

Social media has revolutionized the way fitness, exercise, and wellbeing is viewed and shared. Various platforms have produced fitness influencers who spread their knowledge of the subject to the masses, inspiring people to start their fitness journey.

market Research - Drivers

02

Read More

What Makes My Design Unique?

A lot of gyms are supplied with cable attachments at a fixed width that offer only one form of movement. As not everyone has the same body shape/size it is rare that a cable attachment is suitable for the majority of users.

01

Read More

What Does it Do?

My design concept is a new cable attachment that can be used for cable machines within in public and private gyms. These machines are extremely common and can be found in nearly any public gym. They are primarily used for pulling exercises.

Interviews

I carried out 1 to 1 interviews to gather primary research. This was a crucial step in understanding the user I am designing for. I carried out three interviews in total with both gym and non-gym members in order to explore similarities and differences in their answers.

I developed a general script for my interviews that I followed to help me keep structure to the interview and stay on topic. This structure also made it easier during the data analysis phase to compare answers from my participants.

Survey

BDD is a personal issue that many people may not feel comfortable talking about. For this reason I created a survey in order to collect quantitative data. I believed many people would feel more comfortable answering questions anonymously. I received a total of 108 responses, which gave me a very good sample group to gather insights from.

In total I received 106 responses to my online survey, 77% of my participants were between the ages of 18-24. As this is my target age range, I wanted this group to provide the majority of the answers for my primary research.

user Investigation

I compiled all my primary and secondary research onto a large board. This research board was a great tool for analysing the data collected. It allowed me to easily compare data to find similarities and differences.

I printed off useful photos that I thought would help generate ideas and insights. I also used pages from my lab book for this board. Using sticky notes I could add any additional thoughts/opinions about the information.

Key Findings

My findings suggest that BDD is far more prevalent in todays society than people think. BDD is not a black and white condition, where people either have it or they don't. It varies from person to person, with some people experiencing severe symptoms while others may experience minor symptoms.

People Aged 16-24 who have experienced symtoms of BDD

90%

People say their symptoms of BDD did not change or got worse after joining a gym

56%

Gym members experience symptoms everyday/often

60%

Key User Insights

1

Increased Risk of Injury

Gym Members who experience symptoms of BDD have a higher risk of injury. This is due to training while disregarding important aspects such as technique and weight being used.

2

Increased levels of Anxiety

People who experience symptoms of BDD have an increased level of anxiety which affects their day to day lives. This results in low self esteem and lower satisfaction with life

3

Over Exercising

Over-exercising was a prevalent theme amongst three of my participants. Overexercising poses a threat of fatigue, injury, and persistent muscles soreness as rest and recovery are neglected.

3

Over Exercising

Over-exercising was a prevalent theme amongst three of my participants. Overexercising poses a threat of fatigue, injury, and persistent muscles soreness as rest and recovery are neglected.

User Persona

Design Concept

01

What Does it Do?

Read More

My design concept is a new cable attachment that can be used for cable machines within in public and private gyms. These machines are extremely common and can be found in nearly any public gym. They are primarily used for pulling exercises.

02

What Makes My Design Unique?

Read More

A lot of gyms are supplied with cable attachments at a fixed width that offer only one form of movement. As not everyone has the same body shape/size it is rare that a cable attachment is suitable for the majority of users.

key Features

Swipe to see full diagram

Design Evolution/Ideation

Design Evolution / Ideation

Swipe to see full diagram

Swipe to see full diagram

Card Prototype

I used card prototyping throughout my design process. This allowed me to effectively visualise the scale and aesthetics of the product. Due to the large size of my product, prototyping was very important in determining the measurements of my final design.

I created multiple sketch prototypes using card and plastic, each one a more refined version of the previous. learned valuable insights into how the product will look and function from each of my prototypes.

Once I was satisfied with the scale and measurements of my design I made a CAD model before beginning my final physical prototype.

Test

In order to make the handle position adjustable I included spring loaded pins to lock the handles in position. To determine the spacing between these intervals I carried out ergonomic testing using my third prototype.

To test the ergonomics of the product I set up a scene which mimics a cable machine exercise. I tested each position, acting out the scenario of its use. I recorded my thoughts and continued to test this on other participants of varying heights and arm length.

Using this information was able to determine an appropriate maximum and minimum handle position as well as the distance between each position.

Physical Prototype

After creating several card prototypes I began development of my final prototype. Using the data collected from my previous prototypes I could determine the optimal measurements for my product.

I first created a CAD model of my product using SolidWorks before taking my design to the workshop and developing a physical prototype. I created my physical prototype using materials such as aluminium, perspex and ABS

CAD Model

Key Features

Conclusion

What Went Well:

Comprehensive research was carried out, resulting in a deep understanding of the problem.

Extensive ideation carried out resulting in a product that effectively tackles the issue.

Development of several prototypes resulted in an ergonomically designed product that offers a user focused experience.

What Could Be Improved:

I believe further research within gyms relating to equipment and how users interact with them should of been carried out.

LESSON

In future I will carry out more contextual research

Certain parts of the physical final prototype were fragile.

LESSON

Conduct better research into stronger materials in future

Lack of resources and time resulted in a prototype that was not fully functional.

LESSON

Better time management will result in a superior prototype.

The Problem

I began this project through researching BDD (Body Dysmorphic Disorder) and it's presence within the fitness community. Gym members who suffer from symptoms of BDD experience an increase in anxiety with regards to their training and progress. This leads to excess training while neglecting appropriate form and technique which results in injury.

These injuries prevent training and progress which causes further mental stress. It is a cycle of injury, stress, and anxiety that is difficult to escape from.

Gym members need a safer, more effective way to train to improve their physical health as well as their mental health.

The Solution

Vivera is unique piece of gym equipment that helps prevent injuries by promoting correct form and technique while exercising.

Interviews

I carried out 1 to 1 interviews to gather primary research. This was a crucial step in understanding the user I am designing for. I carried out three interviews in total with both gym and non-gym members in order to explore similarities and differences in their answers.

I developed a general script for my interviews that I followed to help me keep structure to the interview and stay on topic. This structure also made it easier during the data analysis phase to compare answers from my participants.

Survey

BDD is a personal issue that many people may not feel comfortable talking about. For this reason I created a survey in order to collect quantitative data. I believed many people would feel more comfortable answering questions anonymously. I received a total of 108 responses, which gave me a very good sample group to gather insights from.

In total I received 106 responses to my online survey, 77% of my participants were between the ages of 18-24. As this is my target age range, I wanted this group to provide the majority of the answers for my primary research.

Conclusion

What Went Well:

Comprehensive research was carried out, resulting in a deep understanding of the problem.

Extensive ideation carried out resulting in a product that effectively tackles the issue.

Development of several prototypes resulted in an ergonomically designed product that offers a user focused experience.

What Could Be Improved:

I believe further research within gyms relating to equipment and how users interact with them should of been carried out.

LESSON

In future I will carry out more contextual research

Certain parts of the physical final prototype were fragile.

LESSON

Conduct better research into stronger materials in future

Lack of resources and time resulted in a prototype that was not fully functional.

LESSON

Better time management will result in a superior prototype.

Let’s Work Together

elliottmullen14@gmail.com

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Let’s Work Together

elliottmullen14@gmail.com