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
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.
Quick start-up
Minimal steps
Can be interrupted
Review later
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.
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.