Mobile and Smartwatch Application for Harbin Institute of Technology, Shenzhen
Magic Fitness is a gamified application designed to help users form fitness habits. It takes the magic world as its world view, adopts the game form of education simulation, uses smartwatches and smartphones to acquire users' health behavior data, and converts it into magic energy in the game to develop magic avatars, so as to improve users' daily physical activity level. The magic energy users gain through healthy behaviors can also be converted into love value to be donated to real-world charities, giving users a sense of accomplishment and fun, and ultimately enjoying exercise.
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Access press releases crafted for Magic Fitness in these languages: English.
Our articles on Magic Fitness, prepared for immediate use, are offered in several languages, including French, Arabic (Standard), Hindi, Korean, Indonesian, Japanese, Russian, English, Turkish, Italian, German, Portuguese, Dutch, Spanish and Chinese (Mandarin).
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.
Interface Design, Gamification, User Experience
Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.
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.
The project started in October 2021 and finished in January 2022 in Shenzhen.
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.
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.
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.
Magic Fitness Mobile and Smartwatch Application has been a Iron winner in the Interface, Interaction and User Experience Design award category in the year 2021 organized by the prestigious A' Design Award & Competition. The Iron A' Design Award is awarded to good designs that meet the rigorous professional and industrial standards set by the A' Design Awards. This recognition is reserved for works that demonstrate a solid understanding of design principles and show creativity within their execution. Recipients of the Iron A' Design Award are acknowledged for their practical innovations and contributions to their respective fields, providing solutions that improve quality of life and foster positive change. These designs are a testament to the skill and dedication of their creators, showcasing their ability to address real-world challenges through thoughtful design.
For design images and photos please credit Harbin Institute of Technology, Shenzhen.
Harbin Institute of Technology, Shenzhen was recognized with the coveted Iron A' Design Award in 2022, a testament to excellence of their work Magic Fitness Mobile and Smartwatch Application.
Discover Harbin Institute of Technology, Shenzhen's journey through our press releases, available for all press members and journalists to use without restrictions. 2 press releases are now available for immediate access by journalists.
Harbin Institute of Technology, Shenzhen Introduces Magic Fitness, a Revolutionary Approach to Exercise Motivation
Discover outstanding design and award-winning initiatives in the Harbin Institute of Technology, Shenzhen Newsroom.
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