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ForceTrak Mobile

The software objective is to provide an alternative to expensive cameras and force plates to the general community for calculating ground reactions forces, joint forces, and joint moments/torques.

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What it does is analyses video footage of physical motion and generates approximate force exerted.

Software is available for free (under Bio-mechanics Lab / Motion Capture Software):

https://academics.uccs.edu/~stragess/

UX Design: Bio

Project Overview

      This was my first UX project, intended to serve as a foundation for a mobile platform integration of existing software for the client. The current application is PC based, however, the client and his team wanted to expand the product to be mobile so users can experiment with data in environments outside of a lab.

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      I got to understand that the client's biggest challenge was to establishing a "simple" process without risking the integrity of the products stringent input fields.

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UX Design: About

Understanding the problem

      Our first objective was to identify what users found most difficult in using the current software on desktop. Through group testing, we found that users were mostly struggling with the demands of the software's limitations, making it a laborious and intimidating... at least for those without a physics background.

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      The client's primary audience were users with a background and interest in studying and understanding force produced by the human body, this includes physical therapists and physicians as well as athletes and coaches. With this data and some other insights, I was determined to meet my design goals, making this mobile application as approachable and learnable as possible.

UX Design: Image

4 Prototype goals:


Learnability.

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Content Literacy.

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User Flow.

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and Complexity.

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UX Design: Quote

IDEATION

      I used the existing application to discuss and understand all the elements of the software with the client. With this, I got to understand what the client wanted out of the project and also began to narrow the scope of the design.


      I looked back at this as the most useful step; I got to identify specific needs, limitations, and concerns, which helped navigating the project much easier. I learned to really enjoy working within a set of rules here, especially as this project was something more experimental and out of the ordinary. 

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UX Design: About
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DESIGNING

      With client notes and user data I focused on four principles, LearnabilityContent Literacy, User Flow, and Complexity. 

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      These four principles were used to lay groundwork solutions to the problem. On Adobe XD, I felt it was important to incorporate as much education up front as possible. In the prototype, I added various resources for users to educate themselves throughout most elements of the design.   

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     These design decisions were based off of the application's most significant challenge, that it was a very technical program, making it difficult to navigate. 

UX Design: About
UX Design: Text
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