On one hand, CG6 was a one of a kind product that delivered quick workouts by combining several training types into a single cycle while on the other, it was the very first time in the world that (2009) the interaction was being attempted through touch interface. In addition to this, a whole new range of opportunities opened up due to newer technologies. We needed to visualize flows and design for error free interactions while at the same time delight the user with responsiveness and vibrance that they were going to witness the first time ever. The process of design thinking and execution needed high levels of motivation and energy in order to make sure, results were driven through design.
We started by empathising with users through role play and made initial design proposals centered around finger gestures. While we were exploring, we sketched scaled mockups, prototype-tested them and iterated to arrive at optimal and intuitive flows. It was important at the same time, to focus on visual grid system that would help the user quickly identify and hit the right button needed. Going forward, a visual design system was developed that carried a flair of energy owing to the product category.
Physical interaction design complimented the on-screen interaction; while the Industrial Design of console and workout equipment were carried out as independent activities by respective teams.
Design concept iteration, Wireframing and Flows, Low-fidelity Prototyping, Visual Design System, Product Design and Engineering, High-Fidelity Prototyping, Instructional Design, Animation.