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YOYO Test

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

Time frame

4 weeks - August 2020

Role

Team  Lead, UX Researcher, UX Designer, Visual Designer

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The Project

The Yo-Yo test is a maximal aerobic endurance fitness test, involving running between markers placed 20 meters apart, at increasing speeds, until exhaustion. The test was developed in the 1990s by the Danish soccer physiologist Jens Bangsbo and his colleagues and is now one of the most commonly conducted fitness tests around the world. Over 30 years later it’s still in popular use because it remains a great way to measure a person’s all-important VO2 max levels.

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Problem

Right now, coaches are writing down the test result on a physical piece of paper and later entering Yo-Yo test results in a web application. This is very time consuming and inefficient. For athletes, there is a lack of exact information and knowledge to do the YO-YO test on their premises.

User Goal

Perform the YOYO test seamlessly and effectively for coaches and athletes. It should be possible for a coach to enter and submit results in real-time, that is while the yo-yo test is ongoing and having around 15 athletes doing the test at the same time.

Business Goals

  • 40% of athletes and 35% of sports teams in the world use our product

  • A meaningful insights provider of athlete's physical strength improvements. 

  • Companion of coaches and athletes. 

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Design Process

We decided to follow IDEO’s Human-Centered Design and Lean UX Design Thinking process to make sure that my design decisions were supported by user research and feedback

Research

As it is a four weeks project, We have set a boundary to design a simple solution and minimal research. In the strategy sessions, we focused to use the latest technologies and experiment something new also. 

Deep understanding of the working model

In the very initial stage, we start with secondary research to understand the problem more deeply and gain more knowledge about the test. It's connected with the kind of different calculations. 

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Competitor analysis

In our initial research, We found a few applications that are already available in the market and their users by hunters of athelets. We are trying to figure out the "features, market share, pricing, marketing, differentiators, strengths, weaknesses, geography, culture, and customer reviews. and more"

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Top applications in the market

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Competitor benchmarking

Potential Users Interviews

Initially, We worked on the questions that ask the Coaches and Athletes through Interviews and surveys. We interviewed 8 coaches and 12 athletes.  I followed the semi-structured interview for getting more empathize with the users. View the question framed for the interview (I always believe, framing the right questions and intent behind the question should be important before starting the Interview/Survey.)

My First Board - Affinity Mapping Interv

Affinity mapping - Interview brainstorming 

Key Quotes from Users

“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 feel, A piece of good background music will help do the text in calm”

“I really struggle most of the times to get the small improvements  that I did on the self-test”

“I’m not very aware of the test

Observation 

Multiple videos and articles are helping us to deep dive into what is YOYO/Beep test The best part of the test is anybody can do the test.  As a curious person, I thought I should try this yoyo test with available information and tools that are currently available in the market. So I can feel the experience.

Observation

Primary Persona's

Based on the qualitative and quantitative research we created two primary personas for athletes and coaches respectively. 

  • Coach: Male, 45-50 yrs old, 

  • Athlete: Male, 22-31 yrs old, 

Persona - Coach & Athlete

User stories

We created primary user stories based on the research

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Customer Journey Map

The research helps us to identify the pain points and new opportunities while creating customer journey mapping for athletes and Coaches. But after creating the journey map for the coach I realized, Coaches journeys most of the touchpoints cover the athlete's journey.
 

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Customer Journey Map - Coach 

Opportunities  Identified from Customer Journey Map

  • An easy way to share the test information with a group of athletes.

  • Create a team from an excel sheet.

  • Players to get an overall idea before coming for the test

  • Instantly capture the result automatically.

Empathy Map

After the interview and the research findings, I mapped the response and thought of the user to understand their environment and emotional connection.

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Empathy map

As per the research findings and several brainstorming sessions, It makes us go with one mobile application that can be used by athletes and Coaches

Brainstorming & Feature Prioritisation 

After all the research, Observation, and mapping we started the brainstorming sessions. Identified solution and prioritized based on the 2x2 matrix. So Its will help us to identify the exact features for the MVP

2x2 Prioritisation matrix 

User Scenario & Task flow

Before starting the writing the Design Principle and Wireframe. I started to create a task flow based on user scenarios. It will help me to create the exact product journey for the ideal user

User scenario - Task flow

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User flow

We run a couple of workshops for creating the best Information Architecture (User flow)

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User flow

Design Principle

I created four design principles based on this concept, to focus on supporting positive human interactions with technology and adding more value to improve the coach's and athlete's experience at an individual level.

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Seamless

Each user has a unique schedule and habits. The experience has seamlessly connected with their daily life without any complicated

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Work everywhere

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

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Simple

It should look simple without any complicated design or experience.

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Perform automatically

Its have the ability to perform automatically in the background with less manual interaction

First-stage of Story Boarding
and Wireframe

We create a visual storyboard to study how they will explore this feature. And made the initial paper wireframe for the design review with my friends and seniors. 

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Story Boarding

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First stage of wireframe

Validation & Design Critics 

I come up with 5 different ideas There are some of the pros and cons we identified. After the voting and the technical feasibility, we decided to go with idea 3 & 4 for the MVP

  1. Connect with Smartwatches. 

  2. Sensors in the track 

  3. Do it manually 

  4. Pair and carry the phone while running 

Prototype

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Initial identification of the user segment. It's for sending the relevant notification/content to the user.

User have three different  options for do the test. The main intention is, we are not stoping the user to do the test.

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Profile & Report

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Working Prototype

User testing

We did the task-based test (Remote moderated test). We planned to test the 5 major functionalities with 5 users.  

User testing result

Real scenario testing 

We test the app in real scenarios. Outdoor and indoor.

Primary findings

Coaches still feel difficult to explain the context again and again

How to carry the phone while running? less informed to the athlete 

Coaches can't find the individual report

Adding a new member before start the YO-YO test

Athletes always asking for help on how to improve

Itration after the user testing

Impact

2

International teams

7+

International athletes

30+

Accademy 

Learnings

This project helped me understand when we exactly need a group of people for doing the brainstorming. When start creating a product that you don't have any idea what is that. So how the initial desk research and people around you to help you understand.

The best part is, I learned I can do the research remotely also. There is lots of new tools on the market for the do the most of the part in a UX project remotely 

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