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Gaia Cecchi
IT

All work

Academic case study A03

WESS

A conversational support avatar against “gymtimidation”, designed on a Technogym brief

Period
2023–2024 — MSc coursework
Context
Academic concept on a Technogym brief — Experience Design course, University of Siena
Role
Designer in the team across research, avatar knowledge base, and app redesign
Programme
MSc coursework — Experience Design 2023/24, University of Siena
Team
Team of 4 designers
1/3
of young people avoid the gym out of intimidation
~265
intents in the avatar's knowledge base
2
Affect Grid test sessions on the prototype

Problem

“Gymtimidation” — fear and inadequacy toward the gym environment — keeps a large share of people away from physical activity, hurting both physical and psychological well-being. Digital ethnography on social platforms surfaced the same voices over and over: people mocked at the gym, afraid of using machines wrong, training only at home.

1/3
of 4.868 young people (18–25, 10 countries) avoided the gym entirely out of intimidation

Source: Focal Data per Adidas, 2023

~50%
of 2.000 US respondents felt anxiety about signing up

Source: OnePoll, 2023

~33%
of 3.000 UK respondents suffer gymtimidation

Source: OnePoll, 2023

Target user

The avatar's knowledge base was designed around four personas representing the anxieties research surfaced:

Francesca

chronic illness

Profile
Deep insecurity about training in public.
Goal
Train safely with guidance that accounts for her condition.

Filippo

physical limitation

Profile
Needs exercises adapted to what his body allows.
Goal
Use machines correctly without depending on others.

Ivo

chronic illness, low digital literacy

Profile
Struggles with technology as much as with the gym floor.
Goal
An interface simple enough to not be another barrier.

Noemi

dysmorphia, malnutrition

Profile
Body-image anxiety shapes every interaction with fitness.
Goal
Motivational support that never turns into body judgment.

My role

Designer in a four-person team on the Experience Design 2023/24 course: from digital ethnography and the POV definition to the avatar's intent spreadsheet (~265 intents in 5 macro-categories) and the redesign of the Technogym app from paper prototype to hi-fi Figma screens.

Process

  1. 01

    Empathize

    Desk research, digital ethnography on social platforms, and probes with users and professionals (psychologists, nutritionists) to map the public sentiment.

  2. 02

    Define

    POV definition and knowledge-base personas embodying insecurity, chronic illness, physical limitation, and body-image anxiety.

  3. 03

    Ideate

    WESS: a psychological-support avatar in the Technogym app and on machine screens (treadmills, bikes), built on the Algho platform.

  4. 04

    Prototype

    Conversational flows per persona, ~265 intents, and the app redesign: paper prototype → Balsamiq wireframes → hi-fi Figma.

The WESS avatar with the design challenge: what it is, what it solves, what it does, how
WESS — a psychological-support avatar integrated in the app and on gym-machine screens
Conversational flow mockups on tablet for the personas
Persona-specific conversational flows — e.g. training guidance through the menstrual cycle

Key decisions

  • An inclusive human physiognomy for the avatar — multiple body types and looks the user can choose from at onboarding.
  • Both text and voice support (3D chat), so the help works mid-workout without touching the screen.
  • QR codes on machines that open WESS with machine-specific guidance — technical advice exactly where the anxiety happens.
  • First-access onboarding that asks about pathologies, limitations, and sport history before proposing anything.

Final result

The team delivered the avatar prototype on Algho with persona-tuned conversational flows, plus the redesigned app — avatar activator in every section, new search bar, personalized wellness magazine. Two Affect Grid test sessions measured users' emotional response to the prototype.

WESS on a tablet in a bright gym, answering “I don't know how to use this machine”
A sample conversation: 3D avatar, text and voice chat, QR guidance on the machine
App redesign: onboarding with avatar personalization and the dark wellness-magazine home
From paper prototyping through Balsamiq wireframes to the hi-fi Figma prototype

What I learned

  • Inclusive language and non-standardized body representation aren't a nice-to-have: for this audience they are the product.
  • The avatar-human coach handoff has to be designed explicitly, integrating data from third-party apps (e.g. Apple Health) rather than competing with them.