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Pursuit: Indoor cycling game
  • What is the Pursuit?
  • Force: Indoor cycling game
    • Problem and User Research summary
      • Research Goals
      • User Problems Analysis
      • Data Research
      • User Research
      • Competitors
      • User Journeys
    • Product Strategy
      • Supporting artifacts
    • Engineering plan & artifacts
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On this page
  • Product Solution Fit Analysis
  • Target users
  • Benefit Analysis
  • Primary Hypothesis
  • The approach to solving the problem
  • How to measure success and progress
  1. Force: Indoor cycling game

Product Strategy

Product Solution Fit Analysis

Identify benefits in the different categories for each competitor

Attribute
Pursuit
Indoor cycling
Force

Speed, Effort

(+) Play a game to workout

(+) play a game to workout

Time, Convenience

(+) access to competition (+) workout

(+) workout

(+) compete against yourself (+) workout (+) measure progress in class, and across classes (+) strength or endurance program tailored to me

New

(+) Immersive experience (-) xp becomes stagant after repeat use

(+) immersive xp (+) challenge changes based on your fitness

Guarantee / Certainty

(+) hard workout (-) too hard of a workout (-) bad bike data creates poor competition

(-) too hard of a workout

(+) workout difficulty based on your goals and abilities (+) poor bike data won't affect how you perform since it's relative to your current fitness

Identity / Community

(+) competitor identity (-) not very good at it

(+) pro like training

Target users

Who
Why

Members who cycle 1-2 times but might cancel the membership

If a member uses more of the facility (approximately 2 check-ins per week) or try more activities in the club, they are less likely to quit. Attrition rate at fitness clubs is very high, so every effort must be taken to keep member extending their membership.

Members who tried Pursuit but stopped

They tried a unique cycling class, but the competition against others proved to be too much. (Everyone is a loser except top 3 in a race game problem). With the new experience, it's you against you, so you will see gains if you keep with the program.

Weight lifters

There are members who never take group fitness class and are looking tio improve their power and strength. With the new game, this can specifically target increasing the power for these types of member in a proven scientific method done by pro cyclists.

Benefit Analysis

Analyze benefits among the competitors

Customer Benefit
Pursuit
Force
Cycling class

Measure progress

No

Yes

No

Tailored fit to your fitness

No

Yes

No

Build measurable strength

No

Yes

No

Pro like training

No

Yes

No

Play an immersive game to workout

Yes

Yes

No

Changing workout programs

No

Yes

Yes

Primary Hypothesis

We believe if we create a cycling game focused on power zone training that we can attract members to keep their membership for longer.

The approach to solving the problem

  • Focus on the unique features: set goals and measure progress, tailored to your fitness, build measurable strength, train like a pro

  • Target members who have done cycling but did not try again, and may cancel their membership (shows signs of attrition)

  • Resolve the most common bugs of Pursuit so people do not carry complaints over to the new experience

  • New engineering team, so create a prototypes in iterative fashion to test the gaming concepts and build the skills of the team

  • Create a testing team who is made of the target users, cyclists, and regular cyclists

How to measure success and progress

  • Users are gaining in strength over time

  • Members who show signs of attrition, try the class, and extend their membership

  • Members who use the free weights only engage in the new cycling experience

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Last updated 1 year ago