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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 like, put in this lit playlist, you know? We use two tempo ranges for these songs (65–90bpm and 130–180bpm), ya know? The reason there are two tempo ranges is cuz for the low range users, they sync every other step with the beat of the music, while for the high range users, they sync each 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 with songs more when they're sped up rather than slowed down. 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. 

OMG, so like the app dev description only talked about the speed control system, but the app actually has four diff run modes. Lit af!


Just tap the screen in sync with the song, easy peasy! To help users peep if a song gonna slap during their run, the app got a lit tool to easily preview a song at the tempo it gonna be played 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, ya know? So like, this mode is, like, a total flex metronome that uses music instead of boring beeps. A subset of runners exists that strongly believes that running at a specific tempo results in peak efficiency and fewer injuries. Although we don't necessarily vibe with these beliefs (especially about efficiency), we're still stoked to accommodate these runners. We are shook by how lit this function is (23.5% of the recorded runs were flexing Cadence mode) the control system wasn't just cuz I totally got it. To make sure the system was on fleek for all kinds of runners, I would lowkey hit up my co-devs or squad to test it out. Havin' others test the system at this stage was hella important—like, when a noob user tried it out, maybe with diff speed reactions than me, it often showed that the system's performance wasn't as lit as I thought based on my own experience. 

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, like we totally didn't do any controlled testing, fam. Instead, testers just went ahead and used 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 like automatically sent to me for analysis. 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. No cap. OMG, having a big squad of testers helped us flex and make sure the app was hella strong, no matter who was using it or where they were at. We had peeps all over the globe, dealing with different terrains and weather conditions, like hills, trails, and even wind. It was lit! 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 typical runs by one of our testers (once when using the footpod, once when using the phone’s GPS) are shown in figure 5.3. The lowkey disappointing performance shows how sketch it is when only the direct responsible developers test their product during the (early) development phase—they might create a product that slaps for themselves, but flops for everyone else. 

Sci experiment to check app's performance


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 scientific experiment yet 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? Because we haven't gotten much hate on the speed control, we've been all about making the app's user interface better and stuff. 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 are like so many chances to level up the control systems, but we haven't even started flexing them yet. Again, these changes ain't really a big deal, 'cause users in general seem chill with how the app's doing. Our app has been lit in the App Store since late December 2012. Before an App is accepted into the App store it has to be approved based on a review process, ya know? OMG, like the usual reasons apps get rejected are when they're super unstable (aka crashes all the time), don't follow the UI guidelines, or just straight up don't do anything cool orrrr uNiQuE132. We had no cap getting our app accepted, fam. OMG, this app (costing $4.99) has been downloaded like 20k times by peeps in over 65 diff countries. Lit!

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