Revitalizing
Third Spaces_

The hardest part of the gym isn't the workout

A solo end-to-end design challenge through Berkeley Innovation. Starting from a broad prompt — revitalize urban third spaces — I narrowed to gyms, conducted user research, synthesized insights, and prototyped a system that makes gym interactions more predictable and opt-in.

My Role
Solo Designer
Timeline
1 Week
Org
Berkeley Innovation
Focus
Prototyping Track
Tools
Figma · Research
01 — overview

One prompt, one week, one gym

My RoleSolo — research to hi-fi

The challenge was open-ended: revitalize third places in urban areas — cafes, libraries, parks. Rather than picking an obvious space, I asked myself which third places I personally hesitate to visit. The answer was the gym.

Through early personal observations and conversations, I realized gym avoidance wasn't just my problem. People trying to get fit in urban areas were running into the same invisible wall — not a physical barrier, but a social one.

3–4
Semi-structured user interviews with solo gym-goers
2
User types: socially awkward vs. socially confident
2
Moderated usability tests on the core flow
UX Research Affinity Mapping User Persona Journey Map Crazy 8s Impact–Effort Matrix Lo-Fi Prototype Hi-Fi Prototype User Testing

02 — problem

Skipping machines, blaming themselves

The gym is supposed to be a third place, but for a lot of people it's a space they quietly manage instead of enjoy. The barrier isn't physical. It's social: not knowing who's next, how many sets are left, or whether it's okay to ask.

So people adapt in silence:

I started with a narrow question about awkwardness. Research showed the real issue was agency: people don't hate interaction, they hate not controlling when and how it happens.

Initial: How might we reduce awkward interactions in gyms so people feel more comfortable working out?

→ Refined: How might we make gym interactions more predictable and opt-in, so people with different social comfort levels can all participate comfortably?


03 — solution

Join the line without saying a word

The app makes the gym's unspoken rules visible: what's free, who's next, and who's open to talking. Everything a person used to negotiate out loud becomes something they can check quietly.

The system · answers Insights 01–03

Know before you walk up

See which machines are free, join a queue with one tap, and signal whether you're open to talking. No hovering, no asking how many sets are left.

Design decision

Why replace a simple question with a button? Interviews showed people won't ask "how many sets?" even when it's completely normal. A queue makes waiting legitimate without a conversation. Trade-off: fewer chance conversations, which is why the Open to Collaborate toggle exists for people who want them.


04 — research

Two kinds of gym-goers, two different walls

I intentionally avoided locking into my early assumption ("awkward gym interactions") to reduce confirmation bias. I used a mixed-method approach with a small sample, appropriate for the 1-week timeline.

I deliberately recruited both socially awkward and socially confident participants to avoid over-indexing on anxiety as the sole factor. This revealed something important: the two groups had very different blockers.

Socially Awkward
Felt watched, judged, and avoided small interactions
Explicitly described feeling watched and judged. Disliked asking how many sets remained. Tended to blame themselves — "I'm just too self-conscious." Avoided unfamiliar machines rather than asking for help.
Socially Confident
Stopped by overcrowding, not social anxiety
Viewed the gym as a social space. Open to interaction and learning new techniques. What stopped them was overcrowding and unpredictable machine availability — they'd arrive, find everything occupied, and leave.

05 — synthesis

Discomfort is a pile of small moments

I chose affinity mapping because gym discomfort isn't a single pain point — it's a collection of small emotional experiences. I listed each experience as an atomic note, grouped by emotion type, then labeled the theme only after grouping.

Three clusters emerged:

Affinity map — full synthesis board with three theme clusters
Affinity mapping — three clusters: anticipated judgment, unclear social norms, silent adaptation

06 — persona & journey

Anxiety starts before the door

Meet Emily, the in-between gym-goer. The persona Emily was synthesized from interview patterns — not a single individual. I defined her as an early-20s gym-goer who attends 2–3x/week and usually goes alone, because this profile consistently appeared across participants and best captured the tension between motivation and avoidance.

She's not a beginner, but not fully confident — an "in-between" state where she knows the gym but still experiences anxiety around visibility, judgment, and unclear social norms. Her behaviors (sticking to familiar machines, using phone to avoid eye contact) are adaptive strategies, not personal shortcomings.

User persona — Emily
User persona: Emily
Emotional journey map — five stages from before arrival to after
Journey map: Before Arrival → Entering → Approaching → Decision → After

The journey map revealed that anxiety starts before users physically enter the space. The "Decision & Adaptation" stage is the most critical — this is where users silently compromise their original plans. Avoidance is not a satisfying outcome; it's a coping mechanism. And afterward, they normalize it: "This is just how gyms are."


07 — insights

What did I find?

Judged just for being there

↻ HoverTap to reveal

The rules are the hard part

↻ HoverTap to reveal

Avoidance gets called gym culture

"This is just how gyms are."

↻ HoverTap to reveal


08 — ideation

Eight ideas in eight minutes

I used Crazy 8s to rapidly generate ideas across digital, physical, and environmental dimensions — avoiding solution fixation by prioritizing quantity first. Then I used an Impact–Effort matrix to converge on the most viable concepts.

Crazy 8s — divergent ideation sketches
Crazy 8s — 8 ideas in 8 minutes
Impact–Effort matrix — 2×2 prioritization
Impact–Effort matrix — prioritizing low-effort, high-impact solutions

Ideas that landed in the high-impact, low-effort quadrant were prioritized because they reduce social friction without forcing interaction, align with observed behaviors, and can be implemented without redesigning the gym:


09 — lo-fi prototype

Fewer decisions at the machine

The low-fidelity prototype established the core linear flow: equipment list → machine detail → join queue → workout. I intentionally kept the flow simple to reduce hesitation at decision points — the journey map showed most drop-offs happen between "approaching equipment" and "deciding what to do next."

Low-fidelity sketches — full equipment list to workout flow
Lo-fi prototype: equipment list → machine detail → queue confirmation → workout

10 — mid-fi & user testing

Waiting wasn't the problem. Not knowing was.

I ran moderated usability testing with 2 participants who regularly go to the gym alone. Testing goal: evaluate whether the core interaction flow reduced social discomfort and decision hesitation — not to validate visual design.

Mid-fidelity screens — GYM list through working out flow
Mid-fi prototype — Frames 4–7: GYM list, Lat Pulldown detail, Queue Confirmation, Working Out
"Knowing I'm #4 makes waiting feel intentional instead of awkward."
— User testing participant

Key observations from testing:

Pain points identified: users hesitated before tapping "Join Queue" and wanted clearer feedback on what happens after joining. I refined these in the hi-fi iteration.


11 — hi-fi prototype

The final design

The high-fidelity prototype brought the system together — real-time availability, queue management, social signaling, and in-context tutorials — all in a single coherent flow.

Hi-fi — equipment availability landing screen
01
Equipment availability list

Addresses anxiety before approaching. Users mentally prepare for discomfort before entering — surfacing availability early lets them plan without physical exposure.

Hi-fi — occupied machine with queue, mode, and remaining sets
02
Available machine

When the equipment is free, the detail screen says so and the only action is to start. You know you can walk up without negotiating with whoever might be nearby.

Remaining sets indicator

Makes progress visible and predictable for people waiting — directly reduces the pressure of standing nearby.

03
Join Queue button

Replaces verbal interaction. Interviews showed users hesitate to ask "how many sets?" even when it's socially acceptable — fear of disrupting or being judged.

Queue confirmation screen

Ambiguity, not waiting, is the stressor. Showing position + time estimate replaces uncertainty with reassurance.

04
DND / Open to Collaborate

Externalizes social intent. Both user types benefit — awkward users avoid unwanted interruptions; confident users signal openness to interaction.

Tutorial access on machine

Lack of confidence, not lack of interest, stops users from trying new equipment. Low-pressure in-context tutorials remove that barrier.


12 — reflection

The gym starts before you arrive

Through additional user testing, I realized many users want to avoid awkward gym interactions before they even arrive — not just while using equipment. One tester wished the system showed which days and times are typically crowded, so they could plan around low-traffic periods.

This revealed a gap in my original solution: while the design reduced discomfort inside the gym, it didn't sufficiently support decision-making before entering the space.

Key reframe: Revitalization isn't about managing awkward moments — it's about empowering users with predictability and control. Social anxiety in third spaces often begins in anticipation, not in the moment of interaction.

If I were to iterate further, I'd extend the experience to include historical crowd data and peak-time indicators — letting users choose when to go rather than react once they arrive. This project reinforced that human-centered design must address both emotional preparation and real-time interaction.

Next project
Campus Connect →
↗
Back to top