Believe in yourself. Stay in your own lane. There’s only one you!
— Queen Latifah
All workYOYO Test case study cover

YOYO Test

Digitalizing the traditional maximal aerobic endurance fitness test (YO-YO/Beep Test)

Time frame
4 weeks
Role
Team Lead, UX Researcher, UX Designer, Visual Designer
Platform
Mobile app

The challengeCoaches record Yo-Yo test results on paper and retype them later. With around 15 athletes running at once, that is slow and easy to get wrong.

What I didI led research with 8 coaches and 12 athletes, mapped the whole test day, and designed one mobile app for both, with phone and manual capture plus team reports.

What happened19 of 25 test attempts succeeded. Core flows worked. Explaining the app and connecting phones failed, and that drove the next iteration.

YOYO Test case study

1. Understand

What the test is

The Yo-Yo test is a maximal aerobic endurance test: athletes run between markers 20 meters apart at increasing speeds until exhaustion. It was developed in the 1990s by Danish soccer physiologist Jens Bangsbo and colleagues, and it is still widely used because it is a great way to measure VO2 max.

YOYO/Beep intermittent recovery test
YOYO/Beep intermittent recovery test

The real problem

The test itself works. The system around it doesn't. Athletes also lack exact information about how to do the test on their own premises.

A coach's test day today: six stages, eight tools

AwareEmailPhoneCalendarDetails reach people one by one
Before testLaptopGoogle SheetPrinterLists are built and printed
Test dayPhoneSpeakerGround measured and set up by hand
IntroFace to faceRules explained again and again
TestPhoneSpeakerPaperResults marked on printed paper
EndPaperLaptopResults retyped and checked

Rebuilt from my customer journey map. The coach's emotion peaks negatively at the end, while checking that entered values are correct.

How might we let one coach capture accurate results for 15 running athletes, in real time, without paper?

For users: perform the test seamlessly and effectively.

For the business: 40% of athletes and 35% of sports teams in the world use the product, as a meaningful provider of insights and a companion to coaches and athletes.

How we worked

We followed IDEO's Human-Centered Design and Lean UX. With four weeks, we agreed a clear boundary in strategy sessions: a simple solution and minimal research, while still trying new technology.

Design process
Design process

Research at a glance

8coaches interviewed
12athletes interviewed
4competing apps compared
5users in task testing

Learning the rules

The test is more complicated than it looks: every level has its own shuttles, speeds and calculations. Level 1, for example, has 7 runs of 20 meters, or 140 meters in total.

Test footage and VO2 max score tables
Test footage and VO2 max score tables
Recording sheet and level schema
Recording sheet and level schema

The rule the design has to follow

1. RunningA timer starts with the test and triggers the Yo-Yo audio cues.
2. First missAn athlete who doesn't reach the other side before the cue gets a warning.
3. Second missThe athlete is out, and the coach adds their result.
4. ResultSaved as level and shuttle, such as 3-7, from a fixed set, so it can be corrected later.

From user story B and C. With up to 15 athletes, this cycle runs in parallel, which is why a coach can't look down at a form for long.

Looking at the market

We compared four apps on usability, interface, features and engagement. Market share data wasn't available, so we judged them on the experience.

Top applications in the market
Top applications in the market
Competitor benchmarking
Competitor benchmarking

What we learned: The gap was not another timer. Most apps gave coaches no real insight or report.

What it changed: Reports and team-level results became core to the MVP.

Talking to coaches and athletes

I used semi-structured interviews and put time into framing the questions, because the intent behind a question matters before any interview starts.

Original affinity map of interview findings
Original affinity map of interview findings

What 24 interview notes clustered into

Create and assign (7)
Create a new Yo-Yo test
Assign athletes to the test
Do all different types of tests
Do my test with my team mates
The team is the unit, not the individual
Edit and convert (6)
Edit results to fix a mistake
Convert my results to a VO2 max score
Delete a specific test
Results must be correctable and meaningful
Track and share (5)
Results added faster to the system
Track my exact result while running
My team can see results instantly
Speed of capture is the core value
How to do the test (3)
Measure the track without a tape
See details about a specific test
Eliminate paper and pen
Setup is part of the product
Help and support (3)
Help and support when I need it
Share practice results with my coach
Communicate with my coach
Only athletes raised this

Yellow notes came from coaches and blue notes from athletes. Representative notes shown; synthesised from the interview board below.

  • "I'm always overwhelmed by explaining the same thing again and again"
  • "This digital world, we are still using pen and paper for doing the test"
  • "I really struggle most of the times to get the small improvements that I did on the self-test"

Trying it myself

Anybody can do this test, so I tried it with the tools available to feel the experience first-hand.

Observation of YOYO/Beep tests
Observation of YOYO/Beep tests

2. Define

Two people, one journey

We created two primary personas: a coach aged 45 to 50, and an athlete aged 22 to 31.

Persona - Coach
Persona - Coach
Persona - Athlete
Persona - Athlete
User stories
User stories
Customer journey map - Coach
Customer journey map - Coach
Empathy map
Empathy map

What we learned: Most of the athlete's touchpoints already sit inside the coach's journey, and both need the same test, results and information.

What it changed: We chose one mobile application for both, rather than two products.

The journey showed four specific opportunities:

  • An easy way to share test information with a group of athletes
  • Create a team from an Excel sheet
  • Give players an overall idea before they arrive for the test
  • Capture the result automatically and instantly

Design principles

"Work everywhere" came straight from the setting. This app is used on a field or a court, not at a desk.

YOYO Test case studySeamless

Each user has their own schedule and habits. The experience should connect with daily life.

YOYO Test case studyWork everywhere

The design should work in sunlight, at night and under indoor lights.

YOYO Test case studySimple

No complicated design or experience.

YOYO Test case studyPerform automatically

Work in the background with less manual interaction.

3. Ideate

Deciding the MVP

We brainstormed solutions and placed them on a 2x2 matrix.

Brainstorming
Brainstorming
2x2 prioritisation matrix
2x2 prioritisation matrix

What made the MVP

In the MVP: high value to users and MVPTest multiple athletesCreate a teamAll test typesVO2 max auto conversionReal-time test levelScheduleSave and graph resultsEdit and updateShare resultsHow-to video and information
Later: high MVP value, lower user valueFitness ratingAR measuring scaleVoice commandLive video recordingCustom tests
Deprioritised: lower MVP valueFeedback on how to improveChat between coaches and athletesBlog
Testing later challenged thisAthletes kept asking how to improve, the very idea placed in the bottom row.

Selected items, rebuilt from the 2x2 matrix below.

The central decision

Capturing the result is where this product succeeds or fails. Keeping a manual route was deliberate: technology should never stop anyone from doing the test.

How should a result be captured?

IdeaWhat it needsWho recordsDecision
SmartwatchEach athlete owns a watchAutomaticLater: shown disabled in the prototype
Track sensorsSensors installed on the trackAutomaticNot chosen
ManualOnly the coach's phoneCoachMVP
Phone carried while runningPhones paired and carriedAutomaticMVP

Requirements summarised from each idea. We chose ideas 3 and 4 after voting and a technical feasibility check.

Scenarios and structure

Before any wireframes, I wrote task flows from user scenarios, then we ran workshops to build the information architecture.

User scenarios and task flows
User scenarios and task flows
User flow workshops
User flow workshops

Information architecture

Home
  • Hello, name
  • Test today
  • Athletes accepted
  • Tests this month
  • Average score
Team
  • Team list and members
  • Choose test type
  • Add a member
Run
  • Run with mobile
  • Run it manually
  • Run with smartwatch
  • Live test screen
Reports
  • Mine / Team
  • Filter by test
  • Score chart
  • Results / Upcoming
Profile
  • QR code
  • Test introduction
  • How to do the test
  • Settings: music, beep
  • Invite

Mapped from the final screens and five-tab navigation. Tab names are descriptive; the app uses icons. Run sits in the centre because it's the primary action.

Storyboards and paper

I storyboarded how people would use the app, then made paper wireframes to review with friends and seniors.

Storyboarding
Storyboarding
First stage of wireframes
First stage of wireframes

4. Design

From role to result

The first screen identifies a coach or an athlete, so the app can send relevant content. The next offers three ways to run the test, so it can always go ahead whatever equipment is available.

1. Identify the role
1. Identify the role
2. Choose how to run
2. Choose how to run

Running the test

The test screen shows the current level, time and distance in a large, simple layout that can be read at a glance. Run sits at the centre of the navigation because it is the main job.

Live test screen
Live test screen
Five-tab navigation
Five-tab navigation
Team view: scores, test count and average
Team view: scores, test count and average

Profile and report

Athletes wanted to see small improvements, so progress is visible from the home screen through to each result. Scroll inside the longer screens to see all of them.

Home
Home
Report
Report
Profile
Profile

A score scale coaches can read at a glance

Fair
Good
Excellent
Superior

Colours sampled from the final UI. White on the app's purple measures 9.6:1 contrast, which supports the Work everywhere principle.

5. Validate

Task testing

We ran a remote moderated test of 5 major functions with 5 users.

Results by task and user

TaskAthlete 1Athlete 2Coach 3Coach 4Athlete 5
Understand what the app is✓✕✕✕✕
Create a level 1 test and schedule it✓✓✓✓✓
Connect your team's phones✕2nd try✓✕✓
Create and perform a manual test✓✓✓✓✓
View your and your team's reports✓✓✓✓✓

19 of 25 attempts succeeded. Failures sit in two rows, so the problem is onboarding and connection, not the core test flow.

Original user testing sheet
Original user testing sheet

Only one person understood the app without help. One user suggested explaining more early on, with an option to skip.

Testing in the real world

We then tested outdoors and indoors, because a phone on a field behaves differently from a prototype on a call.

Outdoor test
Outdoor test
Indoor test
Indoor test

From finding to change

FindingDesign changeStatus
Coaches keep explaining the same contextTest Demonstration card on the home screenDesigned
Coaches can't find individual reportsEach athlete's result leads to their reportDesigned
Adding a member before starting is hardAdd member action on the test screenDesigned
How to carry the phone while runningNo change documentedOpen
Athletes ask how to improveNo change documentedOpen
Connecting phones failed for 2 of 5No change documentedOpen
Before and after: Test Demonstration card on the home screen
Before and after: Test Demonstration card on the home screen
Before and after: add member on the test type screen
Before and after: add member on the test type screen
Before and after: each athlete's result leads to their report
Before and after: each athlete's result leads to their report

6. Outcome

2International teams
7+International athletes
30+Academy

What I learned

  • Testing can overturn prioritisation. We ranked feedback on how to improve low, and athletes asked for it anyway.
  • Brainstorming works best when you know when you actually need a group. With an unfamiliar product, desk research and the people around you build understanding.
  • Remote research can cover most of a UX project.

What I'd measure next

Proposed measures for the next round

QuestionMeasure
Does it beat paper?Time from test end to all results in the system, compared with paper
Is capture accurate?How often coaches edit a result after the test
Is onboarding fixed?Share of first-time users who can say what the app does
Does connection work?Task success connecting team phones, up from 3 of 5

These are proposed measures, not results.