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When training got lonely

  • B2C
  • iOS
  • Android
  • Lead Designer

Staedium was a new business unit inside Freeletics, started during the pandemic, when people wanted to train together but couldn’t.

It turned a phone, a TV and connected dumbbells into one multiplayer fitness game: pick a workout, challenge someone, and compete on your own schedule, while the phone tracks every rep in real time.

“How might we make home training more engaging in the long run?”

[The question behind Staedium]

Problem

During the pandemic, Freeletics bet on strength gaming: a phone, a TV and connected dumbbells as one game. By the time I joined as Lead Designer, the concept was set. The hard part was making it work as one product.

  • Two development crews, game and app, building in parallel
  • Hardware and software that had to feel like a single experience
  • A new behavior to teach, from training alone to competing with others
Pick a workout, challenge someone, compete on your own schedule.
Before the game, the phone scans both the player and the dumbbells to track reps and assign scores in real time.

Key contributions

  • Aligned two crews into one product. As the only product designer across both teams, I aligned the game designer, sound designer, animator, Unity developers and app developers on one direction.
  • Turned testing into decisions. Every two weeks, our user researchers and I tested the full setup with real athletes, 200+ hours with 15+ people. I brought every finding back to the people building it.
  • Designed the mobile UI and turned inherited designs into one design system, so everyone worked from one source.
  • PM
  • UXR
  • Sound design
  • Product design
  • Game Designer
  • Unity developer
  • Backend dev.
  • Eng. Manager
  • Unity developer
UXD
(Me)
  • PM
  • UXR
  • Design agency
  • iOS
  • iOS
  • AND
  • AND
  • Backend dev.
  • Web dev.
  • Eng. Manager

How we tested

We tested the full setup in a real living room: phone, TV, dumbbells and an athlete. On top of that, we brought the game to events like PUSH Conference and invited community members to play at our office.

  • Testing...

  • Testing...

  • And a lot more testing.

What I learned

  • People don’t troubleshoot, they leave. When phone and TV felt like two products, users lost interest. So I made the handoff between devices the core of the experience.
  • Only end-to-end tests show the real product. Features that worked alone broke together, so we tested the full setup every two weeks.
  • Two crews need constant alignment. I aligned with both PMs on priorities all the time and brought in freelancers to fill the gaps.
  • Staedium was pivoted after three years. People wanted to leave the house again. Next time, I’d test early whether a new behavior outlasts the moment that created it.
  • Turned inherited designs into one design system, so everyone worked from one source.
“Stadium ran for three years. Then Freeletics pivoted it. There was no product-market fit. The testing stayed on the record.”

More work