Revitalizing
Third Spaces_

Reducing social friction in shared gym spaces — a 1-week design challenge

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.

Type
Solo Design Challenge
Timeline
1 Week
Org
Berkeley Innovation
Focus
Prototyping Track
Tools
Figma · Research
gym.
Berkeley Innovation · Design Challenge
UX Research Prototyping Solo · 1 Week
01 — overview

The prompt & my focus

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.

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

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

UX Research Affinity Mapping User Persona Journey Map Crazy 8s Impact–Effort Matrix Lo-Fi Prototype Hi-Fi Prototype User Testing

02 — research

Understanding the real barriers

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.

3–4
Semi-structured user interviews with solo gym-goers
2
User types: socially awkward vs. socially confident
1
Week end-to-end: research → prototype → testing

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.
📷 Research Photo
Research process — notes, interview setup, or secondary research
research-process.jpg
Research framing & process

03 — synthesis

Affinity mapping the emotional patterns

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
Affinity map — full synthesis board
affinity-map.jpg  ·  recommended: screenshot from your Figma/Miro board
Affinity mapping — three clusters: anticipated judgment, unclear social norms, silent adaptation

Key shift: The issue isn't that people hate interaction — it's that interaction is unpredictable. The real problem is a lack of agency over when and how interaction occurs.


04 — persona & journey

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.

📷 Persona
User persona — Emily
persona-emily.jpg
User persona: Emily
📷 Journey Map
Emotional journey map — 5 stages
journey-map.jpg
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."


05 — key insights

Three core insights that shaped the design

Insight 01
Anticipated judgment shapes behavior before interaction occurs
Users feel judged and pressured simply by being present — even without direct interaction. They hesitate to go knowing it'll be overcrowded and machines won't be available.
Insight 02
Unclear social norms create cognitive load
The thought of having to interact with people creates more discomfort than the interaction itself. Not knowing the unspoken rules around shared equipment is the real friction.
Insight 03 — Most Important
Users adapt and succumb, normalizing friction as "gym culture"
The contrast between socially confident and socially awkward users revealed that the issue is not interaction itself — it's a lack of agency over when and how interaction occurs. Both groups would thrive if norms were made explicit and opt-in.

06 — ideation

Diverge → Converge

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 — Crazy 8s sketches
crazy-8s.jpg
Crazy 8s — 8 ideas in 8 minutes
📷 Impact–Effort Matrix
Convergence — 2×2 prioritization matrix
impact-effort-matrix.jpg
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:


07 — lo-fi prototype

Sketching the core flow

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."

📷 Lo-Fi Wireframes
Low-fidelity sketches — full flow
lofi-wireframes.jpg  ·  recommended: photo of your paper sketches
Lo-fi prototype: equipment list → machine detail → queue confirmation → workout

08 — mid-fi & user testing

Testing the interaction flow, not the visuals

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-Fi Prototype
Mid-fidelity screens — full flow
midfi-screens.jpg
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.


09 — 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 Overview
High-fidelity prototype — all screens overview
hifi-overview.jpg  ·  recommended: your full Figma frame exported
Hi-fi prototype overview — Before workout & Start workout flows
📷 Screen 1
Equipment list (landing)
hifi-screen-1.jpg
Equipment availability list
📷 Screen 2
Machine detail + Join Queue
hifi-screen-2.jpg
Machine detail — queue, mode, sets
📷 Screen 3
Queue confirmation
hifi-screen-3.jpg
Queue confirmation — position + time
📷 Screen 4
Working out + DND
hifi-screen-4.jpg
Workout screen — DND activated

Key design decisions and their research rationale:

Equipment availability list
Addresses anxiety before approaching. Users mentally prepare for discomfort before entering — surfacing availability early lets them plan without physical exposure.
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.
DND / Open to Collaborate
Externalizes social intent. Both user types benefit — awkward users avoid unwanted interruptions; confident users signal openness to interaction.
Remaining sets indicator
Makes progress visible and predictable for people waiting — directly reduces the pressure of standing nearby.
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.
Watch prototype video ↗

10 — reflection

What I'd do next

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.

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