D'Wierk Magic Fitness Mobil Applikatioun, Smartwatch Applikatioun vum Designer Di Song, Huicong Hu and Jie Yao ass en héich geschätzten Gewënner vum prestigiéisen 2022 A' Design Award an Eisen an der Wettbewerbskategorie Interface, Interaktioun a Benotzererfaarung Design.
EisenInterface· 2022
Magic Fitness Mobil Applikatioun, Smartwatch Applikatioun
vum Di Song, Huicong Hu and Jie Yao
Client: Harbin Institute of Technology, Shenzhen
A' Design Award an Eisen Gewënner an der Kategorie Interface
Verifizéierte Präisgewënner
Präisstatus fir #135845 verifizéierenDen Design
Iwwer Magic Fitness Mobil Applikatioun, Smartwatch Applikatioun
Magic Fitness ass eng gamifizéiert Fitness-Applikatioun fir Smartphones a Smartwatches. Déi Applikatioun hëlleft de Benotzer, deeglech Beweegungsgewunnechten opzebauen. Gesondheetsbezunn Verhalen, déi vun den Apparater opgeholl ginn, ginn a magesch Energie am Spill ëmgewandelt. Déi magesch Energie hieft de Niveau vun engem mageschen Avatar a bréngt Goldmënzen an. D'Mënzen kënnen benotzt ginn, fir Objeten ze kafen, Kostümer ze änneren an echt Charity-Evenementer z'ënnerstëtzen. D'Benotzer setzen sech Fitnesszieler, kucken hir wéchentlech a monatlech Fortschrëtter an deelen hir Gesondheetstrends mat anere Benotzer. D'Zil vum Design ass et, d'Motivatioun fir regelméisseg Beweegung ze fërderen.
D'Unerkennung
Iwwer den A' Design Award an Eisen
Magic Fitness Mobil Applikatioun, Smartwatch Applikatioun ass e Gewënner vum A' Design Award an Eisen, enger prestigiéiser Unerkennung, déi un gutt Designe vergi gëtt, déi déi professionell an industriell Ufuerderunge erfëllen, déi vu gutt gestaltene Kreatioune erwaart ginn. Eisen-Gewënner weisen déi grouss Fäegkeet, déi héich Spezialiséierung, dat Expertewëssen an d'kreativ Kapazitéit vun hire Schëpfer. Et gëtt erwaart, datt Magic Fitness Mobil Applikatioun, Smartwatch Applikatioun eng héich geschätzt, bewonnert a beléifte Kreatioun ass, déi praktesch an innovativ ass. Dëst mam Eisen ausgezeechent Design integréiert déi beschte Praktike vun der Industrie a huet kompetent technesch Eegeschaften, déi mat Know-how an Talent verbonne sinn. Magic Fitness Mobil Applikatioun, Smartwatch Applikatioun gëtt fir seng Grëndlechkeet respektéiert a ass gestalt, d'Liewensqualitéit ze verbesseren an ze hëllefen, d'Welt zu enger besserer Plaz ze maachen.
Hannert dem Design
Press Kit
Credits, Teammemberen an technesch Detailer vum Designer zur Verfügung gestallt.
- Eenzegaarteg Eegeschaften
- 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.
- Dimensiounen & Verpackung
- Designed for the iOS and watchOS System
- Tags
- Interface Design, Gamification, User Experience
- Produktiounstechnologie
- Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.
- Design Erausfuerderung
- 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.
- Fuerschung
- 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.
- Inspiratioun
- 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.
- Projetdauer
- The project started in October 2021 and finished in January 2022 in Shenzhen.
- Operatiounsablaf
- 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.
- Teammemberen
- Student: Di Song
Faculties: Huicong Hu
Jie Yao
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