WEEK 5: HEALTH TECH USERS
- Aug 27, 2019
- 1 min read
Updated: Oct 9, 2019
The coach perspective and the athlete's perspective needs to be considered.
Existing strategies:
- Tangible interaction elements: feedback, attention, status
- User experience map and the coach, user and environment
- Creating user needs
- Usability knowledge
One size fits all? Are all athletes the same? Customisation?
- Adjustable, different options, unisex aesthetics
The health gadgets that I use, do they actually work? Do I bother to use them? Do they really help achieve fitness goals on just the surface level?

Different health tech users
Tech reliant- motivation through tech, cannot self manage without the tech, loyal to a program
Tech aware- awareness, new tech is cool, they like to track, can self manage their health, tech helps them achieve their goals but not necessary
Health conscious- specific tech, already active, may use some tracking, unlikely to engage in a program for long, gets easily bored with tech.
Engagement
-perception of the quality of their experience
-desire to use it longer and more regularly
-ability to share and compare
Most users drop the tech after a week, how can we keep reengaging them?
Transition from novice to expert- can be too basic and not progress with them or too complex to use and user ends up confused, object needs to be customised to user's abilities and adapt for them
Our product needs to feature monitoring/ tracking of skill level i.e. coordination, agility, box-tag specific skills, fitness level (aerobic capacity, muscle endurance) and allow the data to be viewed by coach.
To keep them engaged, they will need to be able to visually see their progress and easily use the technology.



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