(This is me back when I used to run more regularly)
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So far, I’ve tentatively named my Thesis as “Fitbotics: Gaming Your Way to a Faster, Stronger You.”
My goal is create a mobile game that motivates people (non-exercise types) to run. Get gamers to work out and take them off their couch and out on the streets to play. Use arcade game mechanics to make people explore their physical environments, play through physical challenges, and make the often lonely activity of running into a more social exercise.
For the mobile app, I’ll be exploring how to motivate this user group:
audio-sensory feedback
geo-location
game mechanisms (reward system, rules, goals)
Context
The goals:
1. Make people feel good about accomplishments
2. Motivate people to get physically active
3. Bring arcade gaming outdoors
I want the app to have an emotional resonance to it. For the people to be connected to the game and its storyline.The same that people feel to the storyline of Katamari Damancy or Super Mario Brothers. The goal is to win with your character and not just making it to the next ran mile. In this way, I think the game quality will be dependent on this to differentiate itself and be compelling to non-exerciser personalities (like myself).
For the initial 2 weeks, I’ll be researching current apps in the mobile fitness, health, and geo-location realm. Currently, I’m using Nike+ GPS and LoseIt! (above) to document my running progress and weight loss. The Nike+ app will be a rough way for me to sketch gaming drafts (by using its running metrics/timer). I’m checking out SCVGR and Nike Training to start seeing how they work and whether they can be motivating.
User Research
For my ideal user group, I am planning on designing a casual runner game. Hence, the game mechanics have to be relatively simple. My ideal user group is:
People in their 20s to early 30s. People who like gaming, whether it was from playing Super Mario to Guitar Hero. They are motivated by game mechanics to have fun (leveling up, challenge rounds, progress bar, avatars). They are the types who don’t regularly exercise because they consider it boring + dont like the social atmosphere of gyms and fitness classes. Essentially, I’m designing for myself (that screengrab from the LoseIt! app? That’s my own health meter).
Here’s some examples.
Jillian, 26, of Seattle
Motivations: Jillian is trying to get back in shape and eat right. She gained some extra pounds from the stress of working her own business. She’d like to establish a more healthier routine. However, she’s frustrated from her need for disciplined motivation.
Behavior: She can’t get much from exercise videos and fitness websites. Jillian avoids gyms, yoga studios because she’s body conscious, feels anxiety, and is shy to socialize with others. She also can’t afford a personal trainer. She’d rather work out in her own pace but needs some routine to keep her in line.
Experience Goal: Lose weight with less pressure and have friends involved in process. Price is an issue. So is the quality of the design/aesthetics which should motivate Jillian to keep using the app over other existing apps. She still wants to feel like she’s a part of a group.
Mark, 35, of Brooklyn
Motivation: Due to his doctor’s advice, Mark needs to exercise but can’t bring himself to go to the gym because he doesn’t like the bro-atmosphere and lifting weights or using machines.
Behavior: He also travels for work alot so he works out alone alot where he can. He’d like to just use Wii Fitness but knows it won’t give him the exercise levels he needs. He also gets bored very quickly. He wants convenience and spontaneity in his workout but hasn’t found anything yet.
At this point, I’ll have to start interviewing people about their fitness levels, interest (or lack of) exercising, what would motivate them, and how familiar they are with fitness apps (game console or mobile).
Experience Goal: Mark needs a fun challenge to keep working out. Entertainment is key. Existing apps don’t keep Mark challenged.
Gaming Research
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So far, I’ve found it handy to POST-IT brainstorm and give a clear hierarchy in terms of process/elimination. The POST-ITs also help me plan user experience.
User Experience planning for the Fitbotics game:
Start players off with smaller objectives
Quickly reach proficiency
Email/Social media connections can make reminders/friend reinforcements easier
Health stats factored for generated charts/metrics and in-game advice
Personalize the game with a player avatar to promote a better in-game connection
Goals are variable to add variety to player’s gaming interests
Achievements are challenging but doable
Feedback system shows how close player is to achieving game goals
Game incentives to keep players loyal
Game designed to avoid player burnout/fatigue
Questions that I’m asking myself during this process:
What are other visual markers that can help people measure their achievements?
When does a task go from fun to dull/boring/gimmicky?
How can I make mini-tasks out of the activity of running?
I’m going to be playing that fine line of making sure my gaming mechanics are basic/simple and not overwhelm the user with tons of (needless) features/tasks.
Here’s my busy schedule of thesis research that I’ll be working on.