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OMG, when you first open the app, it snatches all the lit songs from your phone's music player and vibes with them to check their tempo. So dope! Songs with a tempo that's like, totally vibin' with a typical running cadence are put in a lit playlist, you know? We use two tempo ranges for these songs (65–90bpm and 130–180bpm), fam. The reason there are two tempo ranges is cuz low range users sync every other step with the beat of the music, while high range users sync every step with the beat. Users can flex on these tempo ranges based on their own vibes. The reason why the pre-set tempo ranges are all wonky around the usual running tempo is 'cause we've noticed that peeps generally vibe more with songs when they're sped up rather than slowed down.
OMG, so like the app dev description only talked about the speed control system, but the app actually has four diff run modes. Lit
If users feel like the tempo of a specific song is not on point, the app got you covered with a tool to manually input the right tempo for that song. Just tap the screen in sync with the song, easy peasy. To help users peep if a song will be fire during their run, the app has a tool to easily vibe a song at the tempo it'll be bumpin' at during their run. Users can rate songs whenever (like, before, during, or after a run) and filter the music library for songs with specific ratings. In dis mode users can choose a specific cadence (i.e. step freq). During their run the app will then slay each song at this particular tempo. Basically, this mode is like a flexed metronome that uses tunes instead of beeps. A subset of runners exists that strongly believes that running at a specific tempo results in optimal efficiency and fewer injuries, ya know? Although we don't necessarily vibe with these beliefs (especially about efficiency), we're still stoked to accommodate these runners. We're shook by how lit this function is (23.5% of the recorded runs were flexin' Cadence mode) the control system wasn't just cuz I totally get the system. To make sure the system was on fleek for all types of runners, I would lowkey hit up my co-devs or squad to test it out. Havin' others test the system at this stage proved to be hella important—like, when a noob user tries it out, maybe with diff speed vibes than me, it often shows that the system's performance ain't as lit as I thought based on my own experience. The lowkey disappointing performance shows how it's a total vibe when only the OG devs test their product during the (early) development phase—they might flex a product that's fire for them, but trash for everyone else.
Late development phase, fam
Once the app's performance was lit, we recruited a squad of 15 beta testers to flex the performance with a bigger group of users. OMG, we didn't even do any controlled testing, smh. Instead, testers just yeeted the app with like zero instructions on how to use it. Testers used their fave tunes and slayed their own running game. After every run, the data was automatically sent to me for analysis, fam. Often the testers would also email their vibes, ya know? Based on the tester's data and experience, I was constantly tweaking the app's control systems, ya know? These updates would like, totally install automatically on each tester's phone the next time they used the app. OMG, having a big squad of testers helped us flex and make sure the app was hella strong, no matter what vibes each person brought or what kind of places they were at (like, flat, hilly, roads, trails, windy AF). Our testers were spread out all over the globe, fam. The flex of testing the app during real workouts instead of some boring lab experiment was that it showed us situations we hadn't even thought about. Example time- series data of two lit runs by one of our testers (once when using the footpod, once when using the phone’s GPS) are shown in figure 5.3.
Sci experiment to figure out how the app's doing
We haven't even flexed the app's performance in a legit, scientific experiment yet. So, like, we can't really say anything for sure about how it's doing. The main reason we haven't done a science experiment is 'cause we're low on time and resources, so we gotta prioritize the work we do on the app. So like, the vibe has been all about responding to user feedback, ya know? OMG, we haven't really gotten any hate about the speed control, so we've been all about making the app's user interface even better, ya know? A second reason why we haven't even done a scientific experiment to test the performance of the smartphone app is 'cause the current version is probs not the final version. There's like so many chances to level up the control systems, but we haven't even started on that yet. Again, these changes ain't a big deal, cuz users in general seem chill with how the app's doing.
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