Crossrope created a premium weighted jump rope system designed to give customers a fun and effective workout on the go. To make their workouts more accessible and engaging, I worked with their team to build an app that did just that and more. Here’s how we did it.
Role
Product Owner, UX Research, & Visual Design
Audience
Busy users with 10-15 mins of workout time a day
Milestones
Time Frame
2.5 Years
Auditing their current system
After doing an analysis of their current experience. I found that their ecosystem was not scalable. Instead of working together, each product worked independently causing friction to the overall experience.
Working closely with the team, I developed a strategy that would connect each touchpoint in the customer journey.
Identifying the customers problem
To most people, working out isn’t the first thing they think of when they have free time; it can be tiring, strenuous, or boring.
According to a study conducted by the University of Scranton, people abandon their New Years’ resolutions of staying fit by the end of January. It continues to drop every month thereafter. Sticking to hour-long routines multiple times a week can be tough, especially when more important, everyday tasks take up most of your attention.
View research: https://pubmed.ncbi.nlm.nih.gov/2980864/
Creating a new workout program
The mechanism: Quality fitness program that is short, sweet, and effective.
Working directly with stakeholders of the company allowed for smooth communication and instant feedback. This collaboration contributed to the structure of the digital experience.
Instead of only working out at the gym, jumpers can access their workout anywhere with their portable jump ropes and the mobile crossrope app.
Research and iteration
I worked with the Crossrope team to build wireframes of what we thought the app needed for the best experience. From there, we iterated the low fidelity designs frequently to find the best solution based on internal feedback.
Prototypes of the interaction helped us determine what functionality was needed before starting on the design phase.
User testing
In the wire-framing phase I had originally sketched out screens designed for a normal app experience, imagining that the device would be 8-12 inches from the user’s view. While this is true for the majority of the experience, we didn’t account for the visual feedback needed during the workout. When jump roping, users typically set their phone down at a distance making it difficult to view This meant that during the workout experience, the user relied on larger visual cues to know when to switch ropes or change excercies during their session.
The user experience
Enhancing the customers experience is always key to a great product. We kept the design simple to allow the user to easily navigate through section that services their needs.
During workouts, colors were a big factor when associating types of ropes with specific intervals allowing the user to identify what rope to use.
Results
After six months since the app’s launch on both iOS and Android app stores, we’ve witnessed a remarkable shift in user data that has truly transformed the game. We’ve evolved from having a mere idea to crafting a better fitness program catered to the jump rope community. This evolution has not only assisted thousands in their fitness journeys but also continued to inspire new customers to embrace jump rope as a fun and convenient means of achieving their daily fitness goals.