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MINDBODY User Research

Usability research

Purpose

The goal for this project was to review the app with potential users to determine usability successes and improvement opportunities for MindBody’s Mobile application. The specific focus was on initial use of the application, to pinpoint any issues with onboarding and learning the application. This information will ideally be used to inform potential redesigns in the application.

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Overview

This research was done using nine participants working through different predetermined tasks. These tasks had users working with the application as they would normally if they had just downloaded it and needed to complete common goals on the platform. These tasks were scripted, so each user had the exact same tasks to complete allowing the researcher to easily compare answers. These sessions were recorded and analyzed, looking for indicators of items that were working on the app as well as items in need of improvement.

Methodology

For this summative research, I decided that moderated usability testing was the most appropriate research type, as we were looking for in-production design opportunities.  This gave us an in-depth look at how the product is currently used, allowed us to observe things that may have been missed in other testing forms, and allowed for the users to ask for clarification and guidance when needed if the questions or tasks confused them. 

For this study, there were nine participants. Each participant was asked to complete a set of tasks on the MindBody mobile application, and were recorded as they were going through these. Users were asked to think out loud to provide additional insight into thoughts and actions. In this research, quantitative measurers were taken (although not enough to be statistically significant) to determine length of time to finish tasks, number of ‘taps’ or clicks to achieve the given goals, and task success rates and failures. It also focused on more qualitative measures such as behavior and emotional observation.


The total results were then synthesized and analyzed to see common errors, points of confusion, as well as design elements that work well.

Task Highlights

01

Task One:

Select a fitness class near you. Before deciding to book a class, check the details or description of the class.

Results:

5 Succeeded, 2 Succeeded with difficulty, 1 Did not succeed, 1 No data provided

Main User Pain Points:

Initial search caused confusion, as well as where the users should be clicking to access details vs booking information

02

Task Two:

Favorite three different locations/businesses for any of the three categories (fitness, wellness, beauty).​

 

Results:

6 Succeeded, 3 Succeeded with difficulty*

Main User Pain Points:

Inconsistencies with favoriting businesses by going directly to the page compared to trying to access through a class search

03

Task Three:

Share an event with a friend (or the administrator of the test) by text or email.

Results:

7 Succeeded, 1 Succeeded with difficulty, 1 Did not succeed

Main User Pain Points:

Confusion in the placement of share button and color of share button

User Tasks

Click through to see tasks and specific detailed results

Positive Takeaways
  • Most users in general enjoyed using the application, and stated they would use it in the future to find additional fitness and beauty events.

  • 5/9 users gave the clarity of the information on the app a 4 or 5 out of 5

  • Users also commented on the ease of access to information and navigation

Recommendations
  • Change the search so that the results show the next available class, if there is not one in the current time frame. Additionally, change the calendar icon to indicate more clearly how to interact with it

  • Create a ‘favorite’ option in the class details page that mirrors the business ‘favorite’ option

  • Create an additional ‘share’ option lower in the details page for the classes

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