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EXOS 3D

MOVEMENT QUOTIENT

EXOS

3D MOVEMENT

QUOTIENT

EVOLVING THE END-TO-END EXPERIENCE FOR

A 3D MOTION-CAPTURE SCREENING TO HELP PEOPLE MOVE BETTER

CREATING THE END-TO-END EXPERIENCE FOR A 3D

MOTION-CAPTURE SCREENING

Exos has always been known for innovation, and this venture into cutting-edge 3D motion-capture technology was no exception. Leveraging new tech, we developed an in-person movement screen that uncovers movement dysfunction.

As Head of Creative for Exos, I led a cross-functional team to design the end-to-end experience for this new and novel service.

_PROJECT

Exos 3D

Movement Quotient Experience

_DATE

Summer 2017

_MY ROLE

Experience Design

In most people, there is typically some kind of hidden dysfunction or weakness in their everyday movement, leading to compensation in other parts of the body. For instance, a nagging pain in the knee could be coming from weak big toe. Or a pain in the lower back could be coming from stress in the hips.

These types of issues can go undiagnosed,  becoming chronic aches and pains that limit movement and quality of life.

WHY MOVEMENT DYSFUNCTION?

This new technology, DARI Movement, leverages multiple cameras to capture a participant's movements, providing real-time, comprehensive data and analytics. From this information, risk factors related to a person’s unique musculoskeletal (MSK) profile can be identified and eventually treated.

Over the course of only a few minutes, a participant is asked to go through a series of specific movements that represent the core of typical, everyday movement patterns.

 

The cameras capture data on how the participant moves, and from there, a report is drawn up to show the biggest areas for improvement.

 

SETTING THE STAGE  _BASELINE EXPERIENCE

SETTING THE STAGE

We introduced a privacy screen to block visibility from the waiting room into the screening area.

 

Understanding that participants may be waiting for up to 20 minutes, to calm their nerves and inform them about what they were going to experience, we added a live stream of the screening room. This allowed users to get a better understanding of what they could expect, calming their fears, reducing anxiety and preparing them for their own session.

Armed with insights from our initial tests, we envisioned the ideal future state, addressing the biggest pain points we discovered during the journey mapping exercise of the pilot.

 

Once we knew that our participants felt exposed during the screen, under prepared for the movements they needed to complete, and possibly embarrassed by not moving "well enough", we decided to address the waiting area more thoughtfully.

 

 

DESIGN _MAPPING THE IDEAL STATE

DESIGN

STEP 2

HYPOTHESIZING A SOLUTION

This whiteboard exercise mapped out the ideal state of our in-person experience, adjusting for the pain points and opportunities identified while mapping the "current state".

Through iterative user testing, we refined the report's design and content, focusing on clarity and simplicity. We eliminated superfluous details and translated technical findings into layman's terms.

 

Each iteration aimed to make it easier for users to understand their scores and the corrective steps needed to enhance their movement quality.​

TESTING THE REPORT

The culmination of the screening was the Movement Quotient Report, a user-facing comprehensive analysis derived from the screening experience.

Each movement recorded during the screen was scored out of 100, comparing the participant's performance against the "ideal zone". However, the initial reports were dense, filled with technical jargon, and overwhelmed users with unnecessary details. Our mission was to distill this complex data into an easy to understand, actionable format.

DELIVER _TESTING WITH REAL USERS

DELIVER

STEP 3

We conducted several rounds of user testing with the Movement Quotient report, including initial 'gut check' tests to assess user comprehension. This image captures the script and plan for these early evaluations, aiming to answer the crucial question: 'Does the report make sense to our users?'

The result of our user testing identified specific sticking points and areas where users encountered comprehension challenges. It provides objective feedback, highlighting exactly where and how the report can be improved for better user understanding.

A significant aspect of the refinement process was the evolution of the 3DMQ report. Through extensive user testing, we honed the report to ensure it was easy to understand and actionable for users.

The outcome of the report was to a prescriptive set of corrective physical therapy movements that were curated for the user based on their biggest areas for improvement. Although there was a need to improve how these corrective movements were delivered, they were not a part of this experience design exercise.

 

REFINE _ITERATE & EVOLVE

REFINE

STEP 4

In addition to making the report more usable, we found that the employees at Google needed to be better informed about the new service and why they should sign up. With that in mind, we developed a teaser video to support marketing efforts, attracting new participants by communicating the value and benefits of the 3DMQ experience.

GENERATING INTEREST WITH A TEASER VIDEO

This project was a testament to the power of user-centered design and rapid iteration. By continuously learning from and responding to user feedback, we were able to transform a baseline prototype into a sophisticated, well-received service that could help people move better.

REFLECTION

REFLECT

As we rolled out the experience at Google, the feedback and continued iteration only fueled our drive to perfect and expand the service to our larger corporate client base.

The result of our user testing identified specific sticking points and areas where users encountered comprehension challenges. It provides objective feedback, highlighting exactly where and how the report can be improved for better user understanding.

We conducted several rounds of user testing with the Movement Quotient report, including initial 'gut check' tests to assess user comprehension. This image captures the script and plan for these early evaluations, aiming to answer the crucial question: 'Does the report make sense to our users?'

The final version of the Movement Quotient report emerged as a user-friendly guide, empowering participants with clear insights and personalized corrective movement plans. This report, validated and refined through user feedback, was then ready for its launch at Google, marking a significant milestone in our commitment to improving wellness and performance.

To begin our journey, we ran a simple pilot at Google, running participants through the base-level DARI Motion experience. The goal was to identify the biggest opportunities to improve the experience for our target audience: the employee population of Google.

From this early test, we collected user feedback and created a journey map. From here we were able to clearly identify the largest sticking points and blockers in the experience.

LEARN _MAP THE CURRENT STATE

LEARN _

STEP 1

BIGGEST PAIN POINTS

We discovered that a large portion of our users felt exposed and anxious during the 5-minute movement screen, causing them to want to bail out before it even began.

This is a rendering of the waiting room, to show the privacy screen and live steam iPad. These were some of the ideas we wanted to test based on the insights we received from the journey mapping exercise.

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