Magic Fitness Mobile and Smartwatch Application by Di Song, Huicong Hu and Jie Yao

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DESIGN DETAILS
DESIGN NAME:
Magic Fitness

PRIMARY FUNCTION:
Mobile and Smartwatch Application

INSPIRATION:
There are many users who want to form the habit of exercise but are busy with work and study. They have strong demand for exercise but have low motivation for exercise. Smartwatches currently on the market can record users' movements around the clock, but the incentive level is low. Therefore, this application combines the advantages of gamification and smartwatches to encourage users to achieve fitness goals and develop healthy habits.

UNIQUE PROPERTIES / PROJECT DESCRIPTION:
Magic Fitness is a gamified fitness habit-building application for smartphones and smartwatches that aims to improve users' daily physical activity levels. It adopts the game form of education simulation, and transforms users' healthy behaviors into magic energy in the game to cultivate magic avatars. Users can also donate magical energy to real-world charities, which uses gamification to let users enjoy the fun of exercise and develop healthy habits.

OPERATION / FLOW / INTERACTION:
When opening the application for the first time, users can select their avatars and set fitness goals based on their current physical health. On the home page, users can view the current status of the avatar and interact with it. The state of the avatar is synchronized with the state of the user in real life, they work synchronously and exercise synchronously. So when the avatar works too long, it will remind the user to stand up and have a rest. At the same time, the home page shows the progress of the user's health goal today, every health behavior will increase the magic energy, so that the avatar can upgrade and earn gold coins. The higher the level, the faster you earn coins, which can be used to buy items, change costumes, and donate to charity events. On the overview page, users can see their overall fitness status for a week or a month. On the community page, users can communicate with other users and share their health trends.

PROJECT DURATION AND LOCATION:
The project started in October 2021 and finished in January 2022 in Shenzhen.

FITS BEST INTO CATEGORY:
Interface, Interaction and User Experience Design

PRODUCTION / REALIZATION TECHNOLOGY:
Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.

SPECIFICATIONS / TECHNICAL PROPERTIES:
Designed for the iOS and watchOS System

TAGS:
Interface Design, Gamification, User Experience

RESEARCH ABSTRACT:
Through in-depth interviews with target users, this design study extracts relevant design needs to understand users' needs for healthy behavior-building, daily exercise habits, preferences for game forms and design inspiration. After demand analysis, the system concept statement is formed. Based on the gamification theory of DMC and user needs, four gamification design methods of education simulation, quantitative data feedback, task and reward, and social interaction are summarized, and the information architecture diagram and low-fidelity interaction model are produced as the results of conceptual design. After that, the application prototype is tested for usability and the design is optimized based on the evaluation results.

CHALLENGE:
The biggest challenge is how to better apply gamified design methods to application to increase user motivation to exercise. Our primary goal is to satisfy users' preferences and needs, so we conducted many in-depth situational interviews and analysis. At the same time, we read a large number of relevant works on gamification design, combined the gamification theory of DMC with user needs, and finally summarized four gamification design methods most suitable for the target scene.

ADDED DATE:
2022-02-15 10:39:59

TEAM MEMBERS (3) :
Student: Di Song, Faculties: Huicong Hu and Jie Yao

IMAGE CREDITS:
Di Song, Huicong Hu and Jie Yao, 2021.



CLIENT/STUDIO/BRAND DETAILS
NAME:
Harbin Institute of Technology, Shenzhen

PROFILE:
Founded in 1920, Harbin Institute of Technology is an open, multidisciplinary, research-oriented, leading national university. It is a member of China’s top Nine University Union. Renowned as the cradle of engineers, the university has many firsts. HIT established the first School of Astronautics in China. It was the first Chinese university to independently develop and enter small satellites (smallsats and microsats) into the moon’s orbit. HIT was also the first to achieve satellite ground laser communication link communications. Additionally, HIT developed the first computer to play chess and talk with people and it is the first university to produce arc- and spot welding robots. Harbin Institute of Technology, Shenzhen (HITSZ) was established in 2002 as a satellite graduate school of the Harbin Institute of Technology. Currently, over 3,000 graduate students attend HITSZ situated in Shenzhen University Town.Together with Weihai campus and Shenzhen campus, HIT forms the pattern of One University, Three Campuses. HIT is steadily moving towards the goal of becoming a world-class university.



NOMINATION DETAILS

Magic Fitness Mobile and Smartwatch Application by Di Song, Huicong Hu and Jie Yao is a Nominee in Interface, Interaction and User Experience Design Category.

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AWARD DETAILS

Magic Fitness Mobile and Smartwatch Application by Di Song, Huicong Hu and Jie Yao is Winner in Interface, Interaction and User Experience Design Category, 2021 - 2022.



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