ᱵᱤᱥᱚᱭ ᱨᱮ ᱪᱟᱞᱟᱜ ᱢᱮ
Di Song, Huicong Hu and Jie Yao ᱨᱮᱱᱟᱜ Magic Fitness Primary Function: ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ, ᱥᱢᱟᱴᱣᱟᱡ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ

Di Song, Huicong Hu and Jie Yao ᱨᱮᱱᱟᱜ Magic Fitness Primary Function: ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ, ᱥᱢᱟᱴᱣᱟᱡ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ ᱤᱱᱴᱟᱨᱯᱷᱮᱥ, ᱤᱱᱴᱟᱨᱮᱠᱥᱚᱱ ᱟᱨ ᱵᱮᱵᱦᱟᱨᱤᱭᱟᱹ ᱟᱱᱩᱵᱷᱟᱵ ᱰᱤᱡᱟᱭᱤᱱ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱵᱷᱟᱜ ᱨᱮ 2022 A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱨᱮᱱᱟᱜ ᱟᱹᱰᱤ ᱢᱟᱱ ᱟᱠᱟᱱ ᱡᱤᱛᱠᱟᱨ ᱠᱟᱱᱟ᱾


ᱞᱚᱦᱟᱤᱱᱴᱟᱨᱯᱷᱮᱥ· 2022

Magic Fitness Primary Function: ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ, ᱥᱢᱟᱴᱣᱟᱡ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ

Di Song, Huicong Hu and Jie Yao ᱞᱮᱠᱟᱛᱮ

ᱜᱟᱦᱟᱠ: Harbin Institute of Technology, Shenzhen

ᱤᱱᱴᱟᱨᱯᱷᱮᱥ ᱵᱷᱟᱜ ᱨᱮ A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱡᱤᱛᱠᱟᱨ

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#135845 ᱞᱟᱜᱤᱫ ᱮᱣᱟᱨᱰ ᱦᱟᱞᱚᱛ ᱡᱟᱸᱪ

ᱨᱚᱝ

ᱰᱤᱡᱟᱭᱤᱱ

Magic Fitness Primary Function: ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ, ᱥᱢᱟᱴᱣᱟᱡ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱵᱟᱵᱚᱛ ᱛᱮ

Book Text: Magic Fitness ᱢᱮᱱᱠᱷᱟᱱ ᱮᱠᱠᱟ ᱜᱮᱢᱤᱡᱤᱲ ᱤᱱᱟᱹ ᱯᱤᱴᱱᱮᱥ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱢᱮᱱᱟᱜ-ᱟ ᱡᱟᱦᱟᱱ ᱥᱢᱟᱴᱯᱷᱚᱱ ᱟᱨ ᱥᱢᱟᱴᱣᱟᱡ ᱞᱟᱹᱜᱤᱛ ᱵᱮᱱᱟᱣ ᱮᱱᱟ ᱾ ᱱᱚᱶᱟ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱮᱨᱮ ᱵᱮᱵᱷᱟᱨᱤᱭᱟᱠᱚ ᱫᱤᱱ ᱦᱚᱲ ᱫᱤᱱ ᱠᱟᱹᱢᱤ-ᱠᱟᱡ (exercise) ᱡᱚᱛᱚᱱ ᱛᱮᱭᱟᱨ ᱠᱟᱛᱮ ᱜᱚᱲᱚ ᱮᱢᱟᱭ ᱟ ᱾ ᱚᱱᱚᱲᱮ ᱚᱠᱛᱚ ᱫᱚ, ᱫᱮᱵᱷᱟᱭᱥᱠᱚ ᱠᱚ ᱰᱷᱟᱹᱨᱟᱣ ᱟᱠᱟᱱ ᱦᱚᱲ ᱵᱮᱭᱟᱞᱤᱡᱽ ᱴᱟᱤᱢ ᱠᱚ, ᱜᱮᱢ ᱨᱮᱭᱟᱜ ᱵᱷᱤᱛᱨᱤ ᱨᱮ ᱡᱟᱫᱩ ᱥᱚᱠᱛᱤ ᱨᱮ ᱵᱚᱫᱚᱞ ᱚᱠᱟ-ᱟ ᱾ ᱱᱚᱶᱟ ᱡᱟᱫᱩ ᱥᱚᱠᱛᱤ ᱫᱚ ᱢᱤᱫ ᱡᱟᱫᱩ ᱟᱣᱟᱛᱟᱨ (avatar) ᱨᱮᱭᱟᱜ ᱞᱮᱣᱮᱞ ᱩᱴᱟᱲᱟ, ᱟᱨ ᱜᱚᱞᱫᱤ ᱴᱟᱱᱠᱟᱹ (gold coins) ᱦᱚᱸ ᱧᱟᱢᱟ ᱾ ᱚᱱᱟ ᱴᱟᱱᱠᱟᱹ ᱠᱚ ᱮᱢ ᱜᱮ ᱡᱤᱱᱤᱥ ᱠᱚ ᱠᱤᱨᱤᱧ ᱦᱚᱸ ᱫᱟᱲᱮᱭᱟᱜ ᱠᱟᱛᱮ ᱠᱚᱥᱴᱤᱭᱩᱢ (costume) ᱵᱚᱫᱚᱞ ᱦᱚᱸ ᱫᱟᱲᱮᱭᱟᱜ ᱠᱟᱛᱮ, ᱟᱨ ᱥᱮᱴ ᱯᱟᱨᱚᱢ ᱞᱟᱛᱟᱨ ᱨᱮᱭᱟᱜ ᱠᱟᱹᱢᱤ ᱠᱚ ᱦᱚᱸ ᱜᱚᱲᱚ ᱦᱚᱸ ᱫᱟᱲᱮᱭᱟᱜ ᱠᱟᱛᱮ ᱵᱮᱵᱷᱟᱨ ᱦᱟᱨᱟ ᱾ ᱵᱮᱵᱷᱟᱨᱤᱭᱟᱠᱚ ᱮᱠᱠᱟ ᱤᱱᱟᱹ ᱨᱮᱭᱟᱜ ᱞᱟᱹᱦᱟ ᱴᱷᱟᱹᱣᱠᱟ ᱠᱚ, ᱥᱟᱸᱛᱟᱦ ᱟᱨ ᱡᱚᱛᱚ ᱚᱲᱟᱜ ᱨᱮᱭᱟᱜ ᱩᱱᱦᱟᱨ ᱧᱮᱞᱚᱜ ᱠᱚ, ᱟᱨ ᱮᱴᱟᱜ ᱵᱮᱵᱷᱟᱨᱤᱭᱟᱠᱚ ᱥᱟᱶᱛᱮ ᱚᱠᱚ-ᱞᱟᱹᱠᱛᱤ ᱨᱮ ᱮᱠᱠᱟ ᱮᱴᱚᱠ (health trends) ᱟᱹᱰᱤ ᱠᱚᱨᱟᱣᱟᱭ ᱾ ᱱᱚᱶᱟ ᱰᱤᱡᱟᱭᱤᱱ ᱨᱮᱭᱟᱜ ᱢᱩᱞ ᱩᱫᱮᱥ ᱫᱚ ᱡᱚᱛᱚᱱ ᱛᱮᱭᱟᱨ-ᱠᱟᱛᱮ ᱠᱟᱹᱢᱤ-ᱠᱟᱡ ᱞᱟᱹᱜᱤᱛ ᱦᱚᱲ ᱠᱚ ᱨᱮᱭᱟᱜ ᱜᱚᱲᱚ ᱩᱴᱟᱲ ᱮᱢᱚᱜ ᱠᱟᱱᱟ ᱾

ᱢᱟᱱᱟᱱ

A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱵᱟᱵᱚᱛ ᱛᱮ

Magic Fitness Primary Function: ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ, ᱥᱢᱟᱴᱣᱟᱡ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ A' Design Award ᱞᱚᱦᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱧᱟᱢ ᱟᱠᱟᱱᱟ, ᱱᱚᱶᱟ ᱫᱚ ᱵᱷᱟᱞᱟᱭ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱞᱟᱹᱜᱤᱫ ᱮᱢ ᱟᱠᱟᱱ ᱥᱚᱢᱟᱱ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱠᱚ ᱫᱚ ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱠᱚ ᱨᱮᱭᱟᱜ ᱵᱷᱟᱵᱱᱟ ᱟᱨ ᱵᱷᱟᱞᱟᱭ ᱠᱟᱢᱤ ᱡᱷᱟᱞᱠᱟᱣ ᱠᱚ᱾ Magic Fitness Primary Function: ᱢᱚᱵᱟᱭᱤᱞ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ, ᱥᱢᱟᱴᱣᱟᱡ ᱮᱯᱞᱤᱠᱮᱥᱚᱱ ᱫᱚ ᱠᱚᱞᱟ, ᱣᱤᱜᱭᱟᱱ, ᱰᱤᱡᱟᱭᱤᱱ ᱟᱨ ᱴᱮᱠᱱᱚᱞᱚᱡᱤ ᱨᱮᱭᱟᱜ ᱥᱤᱢᱟ ᱵᱟᱲᱦᱟᱣ ᱟᱨ ᱫᱩᱱᱤᱭᱟ ᱵᱷᱟᱞᱟᱭ ᱞᱟᱹᱜᱤᱫ ᱜᱚᱲᱚ ᱮᱢ ᱠᱟᱱᱟ᱾

ᱰᱤᱡᱟᱭᱤᱱ ᱯᱤᱪᱷᱟ ᱨᱮ

ᱯᱨᱮᱥ ᱠᱤᱴ

ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱧᱮᱞ ᱠᱷᱚᱱ ᱠᱨᱮᱰᱤᱴ, ᱴᱤᱢ ᱥᱫᱚᱥᱭ ᱟᱨ ᱴᱮᱠᱱᱤᱠᱮᱞ ᱵᱤᱵᱚᱨᱚᱬ ᱮᱢ ᱟᱠᱟᱱᱟ᱾

ᱟᱞᱜᱟ ᱜᱩᱱ ᱠᱚ
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.
ᱢᱟᱯ ᱟᱨ ᱯᱮᱠᱮᱡᱤᱝ
Designed for the iOS and watchOS System
ᱴᱮᱜ ᱠᱚ
Interface Design, Gamification, User Experience
ᱛᱮᱭᱟᱨ ᱛᱮᱠᱱᱚᱞᱚᱡᱤ
Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.
ᱰᱤᱡᱟᱭᱱ ᱪᱮᱞᱮᱧ
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.
ᱜᱚᱵᱮᱥᱚᱱᱟ
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.
ᱯᱨᱮᱨᱚᱱᱟ
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.
ᱯᱨᱚᱡᱮᱠᱴ ᱥᱚᱢᱚᱭ
The project started in October 2021 and finished in January 2022 in Shenzhen.
ᱠᱟᱹᱢᱤ ᱦᱚᱨ
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.
ᱴᱤᱢ ᱥᱮᱫᱟᱭ ᱠᱚ
Student: Di Song
Faculties: Huicong Hu
Jie Yao

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ᱥᱟᱹᱜᱟᱹᱭ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ

ᱢᱤᱫ ᱞᱮᱠᱟ ᱠᱮᱴᱮᱜᱚᱨᱤ ᱠᱷᱚᱱ ᱟᱨᱦᱚᱸ ᱯᱩᱨᱥᱠᱟᱨ ᱧᱟᱢᱟᱠᱟᱱ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱧᱮᱞ ᱢᱮ, ᱡᱚᱜᱭᱟᱛᱟ ᱧᱮᱞ ᱛᱮ ᱵᱟᱪᱷᱟᱣ ᱟᱠᱟᱱᱟ᱾

ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱢᱟᱨᱟᱝ ᱪᱤᱱᱦᱟᱹ ᱦᱟᱛᱟᱣ ᱞᱟᱹᱠᱛᱤᱭᱟᱜᱼᱟ

A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱫᱚ ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱞᱟᱜᱤᱫ ᱢᱤᱫ ᱟᱱᱛᱚᱨᱡᱟᱛᱤᱭ, ᱡᱩᱨᱤ ᱵᱤᱪᱟᱨ ᱠᱟᱱ ᱢᱟᱱ ᱠᱟᱱᱟ᱾ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱨᱮ ᱵᱷᱟᱜ ᱞᱮ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ ᱞᱟᱜᱤᱫ ᱡᱚᱜᱽᱭᱟᱛᱟ ᱨᱮᱱᱟᱜ ᱪᱤᱱᱦᱟᱹ, ᱱᱟᱢ, ᱢᱟᱱ ᱟᱨ ᱯᱨᱪᱟᱨ ᱧᱟᱢ ᱞᱟᱜᱤᱫ᱾ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱞᱟᱜᱤᱫ ᱱᱚᱢᱤᱱᱮᱴ ᱠᱟᱛᱮ ᱢᱟᱱ ᱟᱠᱟᱱ A' ᱰᱤᱡᱟᱭᱱ ᱯᱩᱨᱟᱥᱠᱟᱨ ᱞᱟᱜᱤᱫ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱢᱮ᱾

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