We are a group of experts who teamed up with one common goal that all of us share: developing an app which could support home sportspeople with effective workouts, social media and motivational tracker. Our resources were limited and it was essential to conduct our research at the first step efficiently to understand our target audience better.
We wanted to recognize their motivation, hopes and abilities to highlight these sides in our app to help our users not lose the streak. It was also important to predict possible fears, limitations and frustrations to take them into account in our app.
- Understand the market of platforms related to sport;
- Identify the target audience of the Home Gym app;
- Learn about how the main competitors are catering to customers' needs, as well as their strengths and weaknesses;
- Get to know people's workout routine;
- Uncover people's experience of finding the workouts, trainers and diets
- Secondary Research (Market Research, Competitive Analysis);
- Primary Research (User Interview)
Market Research is needed to get a bigger picture of the market. It's important to start with market research to get a sense of the audience and understand their main drivers and barriers to do sports online. The insights gathered from the market research help frame provisional personas and ask meaningful questions in primary research.
Sport Industry & Platforms
The sports industry is gaining momentum in the world, this has become especially noticeable during the lockdown.
People with higher income, university degree, men and young people are more likely to do sports.
Research shows that 41% of people aged 18 to 60 use a mobile sports app, and this number is expected to grow.
Additionally, 51% exercise at home one or two times a week, focusing on activities like yoga or cardio. Meanwhile, 26% work out outdoors, and 16% go to the gym or pool.
Most respondents (62%) prefer online classes at home over offline options.
It is vital to research other popular sports apps as it can help recognize their strengths and weaknesses to use these insights to create an outstanding app. These results also help identify some gaps in features that Home Gym might address. I've analyzed three direct competitors, who have the same goal.
Each year, more and more people are engaging in sports for various reasons, leading to driving up demand for home equipment, comfortable activewear, and healthy food options. Sports apps are also becoming increasingly popular.
There are generally two types of sports platforms: those that offer ready-made workout programs for home or gym use, while the others provide lists of nearby group activities.
Young people aged 18 to 34 are often actively involved in sports.
Those with a university degree and higher income are 25% more likely to exercise regularly compared to those without higher education or in manual jobs.
Men tend to engage in sports more than women, with 33% of men and 20% of women regularly exercising outdoors.
People go in for sports mostly at home or outside, several times a month.
- People are ready to do sports online;
- People are willing to use digital platforms to organize their sport activities;
- People are expecting a similar experience of a workout online to workout at the gym;
- People want a variety of workouts so they stay motivated;
- Trainers are ready to arrange events, give gifts to motivate athletes, create general and individual sports programs for athletes