Raud Kasutajaliides · 2022
Magic Fitness Mobiilirakendus, nutikella rakendus
by Di Song, Huicong Hu and Jie Yao
- Rauaauhind A' Design Award 2022 in Kasutajaliides
- CLIENT: Harbin Institute of Technology, Shenzhen
- Estimated Number of Design Views: 11,615
- Verification code A0CA7C971E · Verify this award
Colors
About Magic Fitness Mobiilirakendus, nutikella rakendus
Magic Fitness on mängustatud fitness-rakendus nutitelefonidele ja nutikelladele. Rakendus aitab kasutajatel kujundada igapäevaseid treeningharjumusi. Seadmete poolt salvestatud terviseandmed muudetakse mängusiseseks maagiliseks energiaks. Maagiline energia tõstab maagilise avatari taset ja teenib kuldmünte. Münte saab kasutada esemete ostmiseks, kostüümide vahetamiseks ning tegelike heategevusürituste toetamiseks. Kasutajad seavad fitnessi-eesmärke, jälgivad nädalaseid ja kuiseid edusamme ning jagavad terviseandmete trende teiste kasutajatega. Disaini eesmärk on suurendada motivatsiooni regulaarseks treenimiseks.
About the Rauaauhind A' Design Award
Magic Fitness Mobiilirakendus, nutikella rakendus on Rauaauhinna A' Design Award võitja, prestiižikas tunnustus, mis antakse headele disainidele, mis vastavad professionaalsetele ja tööstuslikele nõuetele, mida oodatakse hästi disainitud töödelt. Raudvõitjad näitavad oma loojate suurt oskust, kõrget spetsialiseerumist, asjatundlikku mõistmist ja loomingulist võimekust. Magic Fitness Mobiilirakendus, nutikella rakendus peaks olema kõrgelt hinnatud, imetletud ja armastatud looming, mis on praktiline ja uuenduslik. See Rauaauhinna A' Design Award võidudisain ühendab tööstuse parimaid tavasid ning tal on pädevad tehnilised omadused, mis on seotud oskusteabe ja andega. Magic Fitness Mobiilirakendus, nutikella rakendus on austatud oma põhjalikkuse eest ning on loodud pakkuma elukvaliteedi parandusi, mis aitavad teha maailma paremaks paigaks.
Press Kit
- Unique Properties
- 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.
- Dimensions & Packaging
- Designed for the iOS and watchOS System
- Tags
- Interface Design, Gamification, User Experience
- Production Technology
- Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.
- Design 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.
- Research
- 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.
- 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.
- Project Duration
- The project started in October 2021 and finished in January 2022 in Shenzhen.
- Operation Flow
- 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.