Project overview
Project type
Bachelor project
Tools
Figma
Team
Individual​​​​​​​
Time
Spring 2025 (6th semester)

Design field
UX/UI-design, Service design
The problem
Gjøvik municipality in Norway has many outdoor areas and facilities for recreation, social gathering and physical activity. However, many residents in Gjøvik don’t utilize the accessible outdoor areas—despite the benefits for health, physical activity and social engagement.
The solution
An app that encourages residents to use the recreational activity areas through features making it easy to connect with new people and groups, and also participate in activities together.
The core features of the the solution includes the following:
• Full overview of the recreational areas - both list and map view
• List and calendar overview of organized activities suitable for various levels, age groups and functional abilities
• Social functions where the users can plan activities with both familiar and new people in the area
Methods and workflow
The Double-Diamond model with methods used in each phase.
Research: Interviews, surveys, observations, desk research
Define: Affinity map, personas, journey maps
Ideate: HMW-statements, brainstorming, concept testing, MoSCoW
Design: Sitemap, flow chart, low- and high-fidelity prototyping, usability testing
Research

Overview of methods used during research phase.

Insights were gathered from various user groups of the recreational areas, through a combination of interviews, surveys, observations and desk research. These methods allowed for a deeper understanding of the factors influencing the use the outdoor areas.
Key findings

Non-active users response to survey question: "What keeps you from visiting Gjøvik municipality's outdoor activity areas more often?".

The survey revealed that the main challenges preventing residents from visiting local activity areas were lack of motivation (61%), difficulty finding information (56%), and lacking people to participate with (47%).
Quote from user interview
Quote from user interview
Quote from user interview
Quote from user interview
The interviews helped validating and give more context to the responses from the survey. Among the non-active users that were interviewed, 2/3 mentioned they lacked people to participate with, and all participants mentioned insufficient information as a barrier.
Define
User groups and personas
Based on the user research, three different personas were made to represent different levels of engagement with outdoor activities - non-active, casual and expert users.
Markus (24) - Non-active user
Markus recently moved to Gjøvik to study. Although he enjoys outdoor activities, he struggles with motivation and doesn’t know where to find reliable information or people to join him.
Anette (41) - Casual user
Anette is a married mother of two who regularly visits local activity areas year-round. She often coordinates with other families she met through her children’s school.
Bjørnar (52) - Expert user
Bjørnar is an experienced outdoor enthusiast and a key member of the local hiking association. He goes hiking multiple times a week and helps organize and maintain activities for others.
However, the main persona which respresents the final target group of the project is Markus - the non-active user.
Main persona Markus (24) - non-active user
Main persona Markus (24) - non-active user
In Markus' user journey he decides to change his situation. However, the challenges with finding relevant information and people to join with kills his motivation, and fails to do the changes.
Ideation
Early concepts
A wide range of ideas was brainstormed to address users' needs and challenges uncovered in the research phase. To identify which concept resonated most, 8 potential users from the target group were asked to vote for their top three favorites from a selection of 10 ideas that were drawn on so-called "idea-cards".
Idea cards with dot voting from users
The top 3 most liked ideas from the voting process were the following:

1) An "Uber-service" with snow scooters
2) Rental service of electric kicksleds
3) An app where you can find people in your area to join activities with
Among the most liked ideas, I chose to proceed further with idea 3. Idea number 3 had the most potential to solve the most prominent issues - lack of information, motivation and social connections.
Prioritization
MoSCoW (must, should, could, won't) was used to prioritize features based on user needs and technical feasibility. This helped me focus on delivering the most essential functionalities - such as joining and creating acitvities - within a limited time frame.
Design
Low-fidelity prototype
Low-fidelity prototype showing the 5 main sections of the design - activities, events, calendar, social and profile.
I went on to developing a low-fidelity prototype containing the core functions and simple navigation structure. This allowed for early feedback on layout, navigation, and functionality before investing time in visual details.​​​​​​​
High-fidelity prototype
Activity section - high-fidelity
Activity section - high-fidelity
Event section - high-fidelity
Event section - high-fidelity
Social section - high-fidelity
Social section - high-fidelity
Profile section - high-fidelity
Profile section - high-fidelity
Bsed on feedback and insights from earlier testing, I developed a high-fidelity prototype that reflects the app’s final design, including visual style, interactions, and refined user flows. This version was used for usability testing and to communicate the final concept clearly.
User testing and feedback
​​​​​​​​​​Early user testing with 3 participants provided valuable insights into the functionality of design. Test participants highlighted confusion around navigation when performing various tasks. For example, it was suggested making key actions like "create activity" more clear and intuitive to find.

Before and after making improvements to the "social" and "event" section after constructive feedback from early user testing.

Based on this feedback, I made several improvements in the high-fidelity version — including a more intuitive layout and clearer main functions. The "create activity" button were integrated into the navigation bar, while being highlighted with a strong color and contrast.
Reflection
What I've learned
Working on Active Together gave me the opportunity to explore how digital tools can support real-world social connection and physical activity. Throughout the design process, I gained valuable insights into:
• How different user groups experience outdoor spaces.
• How motivation, accessibility, and community all play a role in encouraging active lifestyles.
• The user testing highlighted the importance of simplicity, clarity, and emotional engagement in both visual design and feature prioritization.
• I also learned that even small design decisions—like using red color on a notification or changing the placement of a button—can significantly impact a user’s decision to engage.
Overall this project strengthened my skills in user-centered design, research, and interactive prototyping. Most importantly, it reminded me why I love working with design: the potential to create something meaningful that improves people’s everyday lives.
Further development
While ACTIVE together presents a foundation for promoting outdoor activity and social connection, there are several areas I would explore further. One key focus would be testing the app in real-world scenarios with a broader user base to validate its effectiveness and discover new pain points or opportunities for improvement.
Another important part of development would be refining features that support long-term engagement - such as allowing users to personalize their experience and participation more.
Can be improved
• Accessibility for users with varying functional abilities
• An increased precence of service design
• Content adaptations to various seasons
Can be added
• History of participation and progress
• Gamification elements and reward systems
• Language preferences
• Web-based version of the design
By continuing to iterate based on user feedback and testing, the goal would be to create a solution that supports genuine motivation, sustained participation and a sense of community.

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