Huf

A mobile exercise app for the competitive equestrian Huf enhances the rider’s ability to track horse and rider progress.

Project overview

This project included user testing, research, and UX design based on individual user needs. As an equestrian and product designer, I had a unique perspective on how to take on this project. I was able to test the experience while riding and interviewed other riders.

Huf helps horse riders to improve their riding and achieve their competitive goals.

My Role:
Product Designer

Tools:
Figma
InVision
Illustrator

Specialties:
User Research
User Testing
Interaction Design
Visual Design
Prototyping

Year
2018

THE GOAL

Develop a ride recording experience that provides valuable information for riders with quick interactions.

The user

The user wants to pursue their equine goals and stay connected within the equine community. They crave to improve their skills and look for new technology to advance in the sport. They are educated, and tech-savvy. 

User goals

  • Record ride

  • Limited interaction during the ride

  • Attain valuable data after the ride

Users are interested in:

  • The amount of time and distance they ride

  • How many jumps do they complete

  • Their horse’s heart rate

  • Average stride length

User tasks

  • Use application to start the ride

  • Ride the horse with the phone

  • Stop the ride


User interviews

“I would love to know how big my horse's stride is or how long I ride. I have never really known, but it's so important when I am at competing.”

- Sarah Goldstein, horseback rider

Jenny Shot for web.png

Analysis

Assumptions

  • The rider can use a phone while around a horse

  • They have a device to carry a phone while riding

  • The user has downloaded and logged into the app

Constraints

  • Can only record one horse ride at a time

  • Type of data available to track

  • No Wifi, but does have cellular data

Priorities

  • Enhance riding abilities

  • Track their progress over time

  • Track time, distance, jumps, heart rate, and average stride length

Pain Points

  • Controlling a horse while using the app

  • Manual input of horse information

  • Adjusting gear

Takeaways

  • Users will have limited focused time

  • Users may need to pause or come back to the app

  • Valuable data includes tracking time, distance, jumps, heart rate, and average stride length

  • May only have one hand available

  • The app will be used in dim outside lighting

Requirements

Requirements help meet user priorities and are essential for the success of the app.

  1. Quick start-up

  2. Minimal steps

  3. Can be interrupted

  4. Review later

  5. Compare over time

Trade-Offs

  • Push notifications

  • Interactive sound during the ride

  • Auto start and stop

User journey

After interviews, I created a user story to walk through what the user would be doing at each stage of the interaction.

I use illustrations to provide context for the user journey.

User-story compressed.png

Ideation and initial wireframes

User flows were designed based on user stories and research findings. After iterating user flows, I created lo-fi wireframes to test prototypes.

Initial prototypes

I tested prototypes to see if the flows were easy for a rider to use while in the equestrian environment.

The goal of prototype testing

The goal of prototype testing was to see if the riders could start recording their ride in under 15 seconds with a minimal amount of steps.

Details

Testing occurred at the two equestrian facilities with 10 riders on mobile prototypes.

I took notes on actions users took, where they first looked, and where they got stuck.

Results

I tested the mobile prototype with 10 riders and 60% were able to activate ride recording within 15 seconds and 5 steps.

Problems

Users took time to read unnecessary options

There were too many steps

Not all touchpoints were large enough for riders to use with one hand, or with gloves.

Solutions

Take out unnecessary menu options

Refine user flows and steps to start recording

Simplify interface with larger touchpoints

Notes:

The dark interface was helpful inside the barn where the lighting was commonly dark.

Screen flows

I use screen flows for communicating with engineers and stakeholders. I find they are a great visualization tool for showing how interaction is intended to work.

After implementing user feedback, I took out steps and removed unnecessary functions.

Visual design

After iterating the user flow, I began incorporating the design system into the app. I created data visualizations and updated interfaces.

I created branding assets such as the app logo, textures, and typography guidelines.

Final mockups

Final mockups included an updated design system and a refined user interface. The new interface design highlighted valuable information and primary actions.

Final prototype tests

When testing the final prototype, 90% of riders were able to activate ride recording within 15 seconds and 3 steps.

This was a 30% increase in riders starting their ride record within 15 seconds.

Final prototypes included updated user flows and design systems. We tested the same 10 riders.

Key take-aways

I used a user-centered approach to solve problems

I worked collaboratively with users, project managers, and engineers

The designs provided a simplified user experience

Continued Improvements

Develop scalable features such as sharing options and feature promotions

Continue to test with a more diverse user group

Final Thoughts

Huf’s user experience design provides riders with insightful, engaging, and gamified experiences. The combination of user research, testing, wireframes, and interface design creates a useful product for the equestrian community.

Next
Next

Greenbin design challenge