Magic Fitness Ìṣiṣẹ́ Alákọ̀ọ́kọ́: Ìlànà Ẹrọ Alágbèéká, Ìlànà Ẹ̀wọ̀n Ọwọ́ Ọgbọ́n láti ọwọ́ Di Song, Huicong Hu and Jie Yao jẹ́ aṣẹ́gun olókìkí púpọ̀ ti 2022 Àmì-ẹ̀yẹ Irin A' Design Award nínú Ẹ̀ka Ìdíje Àpẹẹrẹ Ojú-ìbáṣepọ̀, Ìbáṣepọ̀ àti Ìrírí Olùlò.
IrinOjú-ìbáṣepọ̀· 2022
Magic Fitness Ìṣiṣẹ́ Alákọ̀ọ́kọ́: Ìlànà Ẹrọ Alágbèéká, Ìlànà Ẹ̀wọ̀n Ọwọ́ Ọgbọ́n
látọ̀wọ́ Di Song, Huicong Hu and Jie Yao
Oníbàárà: Harbin Institute of Technology, Shenzhen
Aṣẹ́gun Àmì-ẹ̀yẹ Irin A' Design Award nínú Ẹ̀ka Ojú-ìbáṣepọ̀
Aṣẹ́gun Àmì Ẹ̀yẹ Tí a Jẹ́rìísí
Jẹ́rìísí Ipò Àmì Ẹ̀yẹ fún #135845Àpẹrẹ Náà
Nípa Magic Fitness Ìṣiṣẹ́ Alákọ̀ọ́kọ́: Ìlànà Ẹrọ Alágbèéká, Ìlànà Ẹ̀wọ̀n Ọwọ́ Ọgbọ́n
Ọ̀rọ̀ Ìwé: Magic Fitness jẹ́ ìlànà eré-eré fún ìdáraya tí a ṣe fún àwọn fóònù alágbèéká àti àwọn ẹ̀wọ̀n ọwọ́ ọgbọ́n. Ìlànà náà ń ràn àwọn olùmúlò lọ́wọ́ láti kọ́ ìhùwàsí ìdáraya ojoojúmọ́. Àwọn ìhùwàsí ìlera tí àwọn ẹrọ náà ń kọ sílẹ̀ ni a ń yí padà sí agbára idán nínú eré náà. Agbára idán yìí ń gbé ipò àwòrán idán ilé kọ́kọ́ sókè àti pé ó ń jẹ́ kí olùmúlò gba owó góòlù. Owó náà lè ṣe è lò láti rà àwọn ohun kan, láti yí aṣọ àwòrán padà, àti láti ṣe àtìlẹ́yìn fún àwọn ìṣẹ̀lẹ̀ ìfẹ́ olùrànlọ́wọ́ tòótọ́. Àwọn olùmúlò ń ṣètò àwọn góòlù ìdáraya wọn, wo ìtẹ̀síwájú ọ̀sọ̀ọ̀sẹ̀ àti ti oṣù, àti pín àwọn ìtẹ̀síwájú ìlera pẹ̀lú àwọn olùmúlò míì. Èròngbà ìlànà yìí ni láti gbé ìfẹ́ láti ṣe eré ìdáraya déédéé sókè.
Ìdánimọ̀ Náà
Nípa Àmì-ẹ̀yẹ Irin A' Design Award
Magic Fitness Ìṣiṣẹ́ Alákọ̀ọ́kọ́: Ìlànà Ẹrọ Alágbèéká, Ìlànà Ẹ̀wọ̀n Ọwọ́ Ọgbọ́n jẹ́ olùborí Àmì-ẹ̀yẹ Irin A' Design Award, ìdánimọ̀ olókìkí tí a fún àwọn àwòṣe tó dára tí wọ́n pàdé àwọn ohun tí iṣẹ́ àti ilé-iṣẹ́ nílò tí a retí láti ọ̀dọ̀ àwọn ẹ̀dá tí a ṣàwòṣe dáradára. Àwọn olùborí Irin ń fi ìjáfáfá ńlá, ìmọ̀ pàtó gíga, òye ògbóǹtarìgì àti agbára ìṣẹ̀dá àwọn olùṣẹ̀dá wọn hàn. A retí pé Magic Fitness Ìṣiṣẹ́ Alákọ̀ọ́kọ́: Ìlànà Ẹrọ Alágbèéká, Ìlànà Ẹ̀wọ̀n Ọwọ́ Ọgbọ́n yóò jẹ́ ẹ̀dá tí a kà sí gidigidi, tí a gbóríyìn fún tí a sì nífẹ̀ẹ́, tó wúlò tó sì ní ìmúṣẹ̀dá tuntun. Àwòṣe tó borí Àmì-ẹ̀yẹ Irin A' Design Award yìí ń kó àwọn ọ̀nà tó dára jùlọ ilé-iṣẹ́ jọ, ó sì ní àwọn ànímọ́ ìmọ̀-ẹ̀rọ tó péye tí a so mọ́ ìmọ̀ ṣíṣe àti ẹ̀bùn. A bọ̀wọ̀ fún Magic Fitness Ìṣiṣẹ́ Alákọ̀ọ́kọ́: Ìlànà Ẹrọ Alágbèéká, Ìlànà Ẹ̀wọ̀n Ọwọ́ Ọgbọ́n nítorí ìfọ̀kànbalẹ̀ rẹ̀, a sì ṣàwòṣe rẹ̀ láti pèsè ìmúdára ìgbésí ayé tó ń ran ayé lọ́wọ́ láti di ibi tó dára jù.
Lẹ́yìn Àpẹrẹ Náà
Àkójọ Ìròyìn
Àwọn ẹ̀tọ́, àwọn ọmọ ẹgbẹ́ àti àlàyé ìmọ̀ ẹ̀rọ tí olùṣàpẹrẹ pèsè.
- Àwọn Ohun Àkànṣe
- 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.
- Ìwọ̀n àti Àpò
- Designed for the iOS and watchOS System
- Àwọn Àkọlé
- Interface Design, Gamification, User Experience
- Ìmọ̀-ẹ̀rọ Ìṣelọ́pọ̀
- Illustrations were designed in Adobe Photoshop CC, Illustrator CC, and Figma.
- Ìpèníjà Àpèsè
- 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.
- Ìwádìí
- 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.
- Ìmísí
- 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.
- Àkókò Iṣẹ́ Àkànṣe
- The project started in October 2021 and finished in January 2022 in Shenzhen.
- Ìlànà Ìṣiṣẹ́
- 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.
- Àwọn Ọmọ Ẹgbẹ́
- Student: Di Song
Faculties: Huicong Hu
Jie Yao
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