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Magic Fitness 手機應用程式、智能手錶應用程式 by Di Song, Huicong Hu and Jie Yao

Magic Fitness 手機應用程式、智能手錶應用程式 by Di Song, Huicong Hu and Jie Yao is a highly esteemed winner of the very prestigious 2022 A' Design Award 鐵獎 in 介面、互動及用戶體驗設計 Competition Category.


鐵介面· 2022

Magic Fitness 手機應用程式、智能手錶應用程式

by Di Song, Huicong Hu and Jie Yao

Client: Harbin Institute of Technology, Shenzhen

A' Design Award 鐵獎 Winner in 介面 Category

11,615

Verified Award Winner

Verify Award Status for #135845

Colors

The Design

About Magic Fitness 手機應用程式、智能手錶應用程式

Magic Fitness係一款為智能手機同智能手錶而設嘅遊戲化健身應用程式。呢個應用程式幫助用戶養成每日運動嘅習慣。裝置所記錄嘅健康行為數據會轉化為遊戲入面嘅魔法能量。魔法能量可以提升魔法化身嘅等級,同埋賺取金幣。金幣可以用嚟購買道具、更換造型,仲可以支持真實嘅慈善活動。用戶可以設定健身目標,查看每週同每月嘅進度,同埋同其他用戶分享健康趨勢。呢個設計嘅目的係提升用戶對規律運動嘅動力。

The Recognition

About the A' Design Award 鐵獎

Magic Fitness 手機應用程式、智能手錶應用程式是 A' Design Award 鐵獎得主,這是授予滿足人們對設計精良的創作所期待的專業與工業要求的優良設計的聲望認可。鐵獎得主展現出其創作者的高超技藝、高度專業化、專家級的理解力和創造能力。預計Magic Fitness 手機應用程式、智能手錶應用程式將成為一件備受推崇、令人欽佩且被珍愛的創作,既實用又創新。這件贏得 A' Design Award 鐵獎的設計整合了行業最佳實踐,並擁有與專業知識和才華相結合的稱職技術特性。Magic Fitness 手機應用程式、智能手錶應用程式因其嚴謹而受到尊重,旨在提供有助於讓世界變得更美好的生活品質改善。

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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