Drive Interactive

Design Sprint

UX design | Creative direction

Creating a digital touch-screen experience for in-home exercise equipment


Offering a unique type of gym equipment, Drive Interactive developed a weight-training machine that uses pneumatic pistons coupled with Smart Handles. This allows the user to change weight at any time during their workout. Already successful in the group gym market, the company was looking to expand their suite of products to include a residential option.

During a two week design sprint, Yeti partnered with the company to help them prioritize possible MVP features, as well as validate some assumptions they’d made about the new product. I was responsible for creating the sprint structure, facilitating client workshops, and leading the Yeti team throughout the engagement.

Design Sprint

The sprint started with a three day client workshop. Day one was all about gathering existing information about the business and customer, understanding any UX and technical considerations, and defining what success looked like for the client.

Day two of the workshop focused on who we were solving for, defining user personas and mapping out their user journey. Based on those discussions, we hypothesized what pain-points the user might experience:

  • Setting up profile could be time-consuming.
  • Users might not be motivated to work out.
  • Engagement could drop if content options are not relevant.
  • Customers could become distracted during a workout.
  • Users might feel a lack of confidence in form and techniques.

On the last day of the workshop, I led the team through various creative brainstorming exercises to populate many possible solutions. By the end of the day, we began to see themes in our concepts and came to a consensus about which items to test and validate with users:

  • Onboarding experience (what information help users define their fitness goals).
  • Workout content (how do users want to workout with the machine).
  • Data (what feedback on their progress do users want to see).
  • Community (what social concepts resonate with users).
  • Cost (what would users expect the machine and monthly subscription to cost).

After the workshop, I oversaw the Yeti team while they built out a conceptual model, information architecture, and prototype screens. In conjunction with that work, I created a user testing script, and assisted with user recruiting.

The remaining time of the sprint was focused on user testing and consolidating results from those sessions. Based on the feedback, Yeti made recommendations on what features to include in the MVP:

  • Library of class videos and individual workout sets, with search and filter ability.
  • Ability to rate the content and add to favorites.
  • Intuitive and easy onboarding flow with fitness test.
  • Smart and flexible workout schedule created by the system and user.
  • Ability to add scheduled workouts to their personal calendar.
  • User profile to include personal goals, log of activity, and analytics.
  • Initial 3-4 during and after workout metrics.
  • Listen to Spotify playlists while using machine.


Drive Interactive was so happy with how the design sprint turned out, they continued working with Yeti while building and designing the MVP. I maintained an advisory role during the second engagement, structuring the project scope, running branding workshops, directing both the visual and UX designers, and participating in client check-ins. The product is scheduled to be released in the summer of 2017.