Ruka hadi maudhui
Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri na Di Song, Huicong Hu and Jie Yao

Muundo Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri na Di Song, Huicong Hu and Jie Yao ni mshindi mashuhuri wa tuzo ya kifahari ya 2022 Tuzo ya Chuma ya A' Design Award katika Kategoria ya Mashindano ya Usanifu wa Kiolesura, Mwingiliano na Uzoefu wa Mtumiaji.


ChumaKiolesura· 2022

Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri

na Di Song, Huicong Hu and Jie Yao

Mteja: Harbin Institute of Technology, Shenzhen

Mshindi wa Tuzo ya Chuma ya A' Design Award katika Kategoria ya Kiolesura

11,975

Mshindi wa Tuzo Aliyethibitishwa

Thibitisha Hali ya Tuzo kwa #135845

Rangi

Muundo

Kuhusu Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri

Maandishi ya Kitabu: Magic Fitness ni programu ya mazoezi yenye mfumo wa mchezo iliyoundwa kwa ajili ya simu janja na saa mahiri. Programu hii husaidia watumiaji kujenga tabia za mazoezi ya kila siku. Tabia za kiafya zinazorekodiwa na vifaa hubadilishwa kuwa nishati ya kichawi ndani ya mchezo. Nishati hiyo ya kichawi huongeza kiwango cha mwakilishi wa kichawi (avatar) na kupata sarafu za dhahabu. Sarafu hizo zinaweza kutumika kununua vitu, kubadilisha mavazi, na kuunga mkono matukio halisi ya hisani. Watumiaji huweka malengo ya mazoezi, kuangalia maendeleo ya kila wiki na kila mwezi, na kushiriki mienendo ya kiafya na watumiaji wengine. Lengo la muundo huu ni kuongeza motisha ya kufanya mazoezi mara kwa mara.

Utambuzi

Kuhusu Tuzo ya Chuma ya A' Design Award

Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri ni mshindi wa Tuzo ya Chuma ya A' Design Award, utambuzi wenye heshima unaotolewa kwa miundo mizuri inayokidhi mahitaji ya kitaalamu na ya kiviwanda yanayotarajiwa kutoka kwa kazi zilizobuniwa vizuri. Washindi wa Chuma huonyesha ustadi mkubwa, utaalamu wa hali ya juu, uelewa wa kitaalamu na uwezo wa kibunifu wa waumbaji wao. Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri inatarajiwa kuwa kazi inayothaminiwa sana, kupendwa na kuenziwa, ambayo ni ya vitendo na bunifu. Muundo huu ulioshinda Tuzo ya Chuma ya A' Design Award unajumuisha mbinu bora za tasnia na una sifa za kiufundi zenye uwezo zilizounganishwa na ujuzi na kipaji. Magic Fitness Kazi Kuu: Programu ya Simu, Programu ya Saa Mahiri inaheshimiwa kwa uangalifu wake na imebuniwa kutoa maboresho ya ubora wa maisha yanayosaidia kuufanya ulimwengu kuwa mahali bora zaidi.

Nyuma ya Muundo

Vifaa vya Habari

Mikopo, wanachama wa timu na maelezo ya kiufundi yaliyotolewa na mbuni.

Sifa za Kipekee
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.
Vipimo na Ufungashaji
Designed for the iOS and watchOS System
Lebo
Interface Design, Gamification, User Experience
Teknolojia ya Uzalishaji
Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.
Changamoto ya Ubunifu
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.
Utafiti
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.
Msukumo
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.
Muda wa Mradi
The project started in October 2021 and finished in January 2022 in Shenzhen.
Mtiririko wa Uendeshaji
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.
Wanatimu
Student: Di Song
Faculties: Huicong Hu
Jie Yao

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