Neoness Live

Design of end-to-end online Fitness platform

Project summary

Neoness Live is an online fitness platform created during the COVID-19 lockdown to keep gym members active from home. The project was initiated by Neoness Sport Club in Paris and launched in just a few months. The goal was to provide live and replay fitness classes accessible across devices.
MY ROLE
I worked closely with the founders, engineers, and the marketing team to shape the experience from concept to launch. I also contributed to product thinking and ongoing iteration post-launch.
PROJECT SCOPE
I designed all core features of the platform. I helped define priorities, ran design workshops, and improved usability based on user feedback and business goals.
TIMELINE
April 2020 - October 2022
OVERVIEW

Problem

Needed a sophisticated platform with high-end features, developed without clear user insights. The project was secret for three months, excluding key team members, requiring a strategy to avoid future complications and complexity without their feedback.

Goal

Launch the platform in 3 months while navigating between the founder's great ambitions and the time and resource constraints. Transition the current clientele of physical sports clubs to this online platform and acquire new customers.

RESULT

Solution

We co-created an MVP with the tech and marketing teams, adapting Neoness’ brand identity to a digital experience. We reused brand identity from the gym’s physical spaces and played with available photo assets to bring energy and familiarity to the online platform. The result was a cohesive, branded interface that felt sporty, accessible, and engaging — ready for launch in just a few months.

Design thinking process

Empathize

User research, User interview, Competitive analysis

Define

User Persona, User Jouney Map, Empathy Map

Ideate

Brainstorming, User Flow, Wireframing

Design

Visual Design, Prototype

EMPATHIZE

Qualitative research

Conducted interviews among 7 Neoness's customer base to gather insights into the preferences and habits of potential users.

  • What is your current fitness routine like?
  • What challenges do you face while trying to maintain your fitness routine during that period?
  • How would you rate your current online fitness experience, and what could enhance it?
  • What are the most important factors for you when deciding to use an online sports platform?
  • What specific features do you wish were available on the platforms you use for workouts today?

💡Key insight derived

Many clients prefer platforms like Instagram and Facebook for their live fitness classes, appreciating the interactive sessions with coaches. It's crucial for them to feel connected to a community and to incorporate these activities into their routine.

Quantitative research

I launched a survey using Typeform, distributed among our client base. The questionnaire garnered 200 responses, providing valuable data on user preferences and behaviors.

Observations

65%

Online fitness users are women aged 20-40

42%

Prefer gentle sports like Yoga and Pilates

53%

Lack space for large movement sports at home.

62%

Prefer interactive sessions with the coach
DESIGN & TEST

High fidelity screens

Key Takeaways

  • Effective project management requires keeping all stakeholders informed to ensure seamless integration of technologies and processes.
  • Desktop usage dominated video consumption, unexpectedly accounting for over 60% of views.
  • Developing features without clear user demand, such as the MasterClasses, can lead to costly inefficiencies.

Results

  • Significant adoption, with 35% of existing clients transitioning to the platform and 65% of users being new.
  • Positive feedback led to ongoing enhancements, improving functionality and user experience.
  • The launch and updates expanded market reach and user engagement, establishing a strong base for future growth in digital fitness.