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Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek by Di Song, Huicong Hu and Jie Yao

Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek by Di Song, Huicong Hu and Jie Yao is a highly esteemed winner of the very prestigious 2022 Xelata A' Design Award a Hesinîn in Dîzayna Navber, Danûstendin û Ezmûna Bikarhêner Competition Category.


HesinNavber· 2022

Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek

by Di Song, Huicong Hu and Jie Yao

Client: Harbin Institute of Technology, Shenzhen

Xelata A' Design Award a Hesinîn Winner in Navber Category

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Verified Award Winner

Verify Award Status for #135845

Colors

The Design

About Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek

Nivîsa Pirtûkê: Magic Fitness sepaneke fitnesê ya lîstikbazkirî ye ku ji bo têlefonên zîrek û saetên zîrek hatiye çêkirin. Ev sepan alîkariya bikaranûvanan dike da ku kirar û adetên rêjeya werzîşê ya rojane pêş bixin. Tevgerên tenduristiyê yên ku ji hêla amûran ve tên tomarkirin, di hundirê lîstikê de vediguherin enerjiya sêhrbaz. Ev enerjiya sêhrbaz asta avataremeke sêhrbaz bilind dike û zêr peyda dike. Zêr dikarin ji bo kirîna tiştan, guhertina kincan û piştgiriya bûyerên xêrxwaziyê yên rastîn bêne bikaranîn. Bikaranûvan armancên fitnesê diyar dikin, pêşketina heftane û mehane dibînin, û meylên tenduristiyê bi bikaranûvanên din re parve dikin. Armanca sêwiranê ew e ku motîvasyona ji bo werzîşa birêkûpêk zêde bike.

The Recognition

About the Xelata A' Design Award a Hesinîn

Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek xelatgirê Xelata A' Design Award a Hesinîn e, nasîneke bi prestîj ku ji sêwiranên baş re tê dayîn, yên ku pêdiviyên pîşeyî û pîşesaziyê yên ku ji afirandinên baş hatine sêwirandin têne hêvîkirin tînin cih. Xelatgirên Hesinînê jêhatîbûna mezin, pisporiya bilind, têgihiştina pisporî û kapasîteya afirîner a afirînerên xwe nîşan didin. Tê hêvîkirin ku Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek afirandineke pir hatiye rêzgirtin, sitayişkirin û delal, pratîkî û nûjen be. Ev sêwirana bi Hesinînê serketî pratîkên çêtirîn ên pîşesaziyê yekgirtî dike û xwedî taybetmendiyên teknîkî yên jêhatî ye ku bi zanîn û jêhatîbûnê ve girêdayî ne. Magic Fitness Fonksiyona Sereke: Sepana Mobîl, Sepana Saeta Zîrek ji ber baldariya xwe tê rêzgirtin û hatiye sêwirandin da ku kalîteya jiyanê baştir bike û alîkariya çêtirkirina dinyayê bike.

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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