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Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーション by Di Song, Huicong Hu and Jie Yao

Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーション by Di Song, Huicong Hu and Jie Yao is a highly esteemed winner of the very prestigious 2022 A' Design Award 鉄賞 in インターフェース・インタラクション・UXデザイン Competition Category.


鉄インターフェース· 2022

Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーション

by Di Song, Huicong Hu and Jie Yao

Client: Harbin Institute of Technology, Shenzhen

A' Design Award 鉄賞 Winner in インターフェース Category

11,615

Verified Award Winner

Verify Award Status for #135845

Colors

The Design

About Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーション

Magic Fitnessは、スマートフォンおよびスマートウォッチ向けのゲーミフィケーション型フィットネスアプリケーションです。本アプリは、ユーザーが日々の運動習慣を身につけられるよう支援します。デバイスが記録した健康行動は、ゲーム内で魔法のエネルギーへと変換されます。この魔法のエネルギーによって魔法のアバターのレベルが上がり、ゴールドコインを獲得できます。コインはアイテムの購入や衣装の変更に使えるほか、実際のチャリティイベントへの支援にも利用できます。ユーザーはフィットネス目標を設定し、週間・月間の進捗を確認し、他のユーザーと健康トレンドを共有できます。このデザインの目的は、継続的な運動へのモチベーションを高めることにあります。

The Recognition

About the A' Design Award 鉄賞

Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーションは、よく設計された創造物に期待される専門的・産業的要件を満たす優れたデザインに授与される、権威ある評価である A' Design Award 鉄賞の受賞作品です。鉄賞の受賞作品は、制作者の高い技量、高度な専門性、専門家としての理解、創造的な能力を示しています。Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーションは、高く評価され、称賛され、愛される、実用的で革新的な創造物であることが期待されます。この A' Design Award 鉄賞を受賞したデザインは、業界のベストプラクティスを統合し、ノウハウと才能に結びついた有能な技術的特性を備えています。Magic Fitness モバイルアプリケーション、スマートウォッチアプリケーションは、その徹底ぶりで尊敬され、世界をより良い場所にするための生活の質の向上をもたらすよう設計されています。

Behind the Design

Press Kit

Credits, team members and technical details provided by the designer.

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.
Team Members
Student: Di Song
Faculties: Huicong Hu
Jie Yao

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