start...which equipment are the best to use for an all-around workout? for fat loss workouts, using...
TRANSCRIPT
IXD 330 Interaction Design Studio II
Player 1Haren Soril
Player 2Cole Vercammen
Player 3Elsa Grayson
Player 4Yuan Li
Player 5Melody Hagedorn
STARTSTART
THE CONTEXTAI CoachTechnology
Human InteractionMedia
Exercise EncouragementSociety
How might we design to encourage exercise and
increase human interaction using an Ai Coach?
TARGET AUDIENCEMillennials Avid Gamers Interested in Experiences
PRIMARY PRIMARY SECONDARY
DESIGN RESEARCH
DESKRESEARCH
USERINTERVIEWS
EXPERTINTERVIEWS
WHY VIDEO GAMES?
39.8%
71.6%
Obese
Overweight
Adults aged 20+(2015-2016, CDC)
PHYSICAL PSYCHOLOGICAL
EXPERT INTERVIEWSkylar Oreno - Certified Personal Trainer
Group training is the best because there’s motivation and support all around you.
Doing the same thing every time you go. You want to aim for variety
For fat loss workouts, using your body weight is a solid way to go for a full body workout (e.g. planks, squats, burpees, etc). This would happen in a circuit. No need for equipments. But, if they are trying to gain muscle, then they need weights.
Which workouts are the most effective in terms of losing weight?
Worse thing to do in a workout?
Which equipment are the best to use for an all-around workout?
1. Tracker
2. Earbuds
3. Display
4. Mat
5. Weight Kiosk
6. SmartBells
Proposed Solution - ACTV8 System
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6
3
2
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Motion Sensor EquippedSmart Tracking Health DataConnector to Group Gaming
TRACKER
Adjustable Weights Motion Sensor EquippedGame Controllers Exercise Form Coaching
SMARTBELLS & KIOSK
Connective TouchScreenInfrared & Motion SensorsThermal MappingCameraGaming Software
WALL DISPLAY
Intelligent SurfaceMonitor Activities in DetailProviding and Tracking DataSmart Guide
MAT
AI auditory communication Personalized communicationAuditory avatars Visual mode indicators
EARBUDS
USER TESTING METHODS
Field Observations
Task Analysis AB Testing Semi-structured
interviews
CUSTOM HYBRID TEST
Method 2Method 1
TWO BIT CIRCUSARCADE COMPETITORS
ORANGE THEORY SET & FLOWFITNESS COMPETITORS
Level #1 Object
Syncing
OUTLINE of PROCEDURE
Level #2Composition Assessment
Level #3 Flexibility and
Balance Assessment
Level #4
Fitness Assessment
Level #5 Strength / Endurance
Assessment
Onboarding Assessment
Watch Earbuds Display Mat Weights
USER TESTING PROCESS
DAN36 y/o, MaleMember at 24 hour fitness Games: Adventure / StrategyDrive: Novelty, Fitness, Health
GRACE24 y/o, FemaleSome Fitness Classes / SoulCycleGames: Wii games / ZeldaDrive: Social, fun, freedome
Test Run #2GRACE’s feedback
Confused by too many levels
Points are great and fun to see being racked up
Nice to have the watch track and collect data
AI helpful to have the audio w/ visual
Avatars would be really fun = great options
Explain workouts before and after
Give users the ability to skip
Test Run #1DAN’s feedback
Following the AI was fun
“Swipe Your Arm” is unclear
Interface had good amount of data
Height and Weight = visual noise
Save history—to see his stats later
Stats in charts or graphs
AI personalities should be customizable
CHALLENGE MODE TESTING
FEEDBACKOnly green no other colorsWording “Challenge” ?Need for visual guiding elementsFinding players through mapAdding fitness goal relations
TESTINGWatch UIFinding Players with colorsRed and green colors Phrasing around gameVisual & Audio
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1
The Tracker is paired with the earbuds for the full fitness coaching experience.
It tracks heart rate, calories burned, body composition percentages, as well as using it to connect with others to play in challenge mode.
TRACKER
Tracker + Earbuds PAIRING
ACTV8 earbuds are paired with the ACTV8 watch. The earbuds give users the personal experience of having a fitness coach with them at all times.
EARBUDS
Earbuds + Tracker CHALLENGE
WALL DISPLAYThe ACTV8 Wall Display is the core of the interactive gaming system which features a touch screen s well as sensors to track body movement, along with ACTV8s system of objects.
These displays are also able to connect for the group gaming room, where users team up in a collaborative environment.
WALL DISPLAY USER INTERFACE
Intelligent Mat A smart and tangible mat that connects to the wall, watch and earbuds, featuring an intelligent surface, monitor activities in detail, providing data, and guides and trains people to exercise with better form.
SmartBells are adjustable weights that serve as the controllers in games.
Motion tracking sensors enable SmartBells to affect what happens on screen, while the Ai coach assesses form and posture.
The Tracker connects to the Weight Machine to synchronize the amount of weight needed for individuals according to the type of exercise.
Weight Machine + SmartBells
Weight Machine Screens (User Flow)
Feedback/Insights ● Need to develop UIs for
○ Watch Scanning○ Weight Return○ Weight Adjustment
● User tried to change workout type● Users want to know exercise prior
HEURISTIC EVALUATIONS
MAT04● The colors and sharps of the reflection on the mat need to look more consistent and cohesive● Add a inner glow effect of the reflection to show the different stages of pressure from users
WALL DISPLAY03● Needs clarity on assessment levels with additional incentives upon completion (points)● Gamification of exercise is fun and engaging● Decrease size of screen from 10ft. to 8ft. (too large for room)
EARBUDS02● Green Visual for Challenge Mode● Letters and colors for color vision impaired players● AI voice commands
TRACKER01● Motions were confusing ● Add more visual guiding elements● Tap wrist commands through AI
SMARTBELLS05● Additional Screens are needed to cover each step of weight retrieval process● Remove some buttons to simplify interaction● Users need to know what type of exercise they are doing beforehand
FUTURE POSSIBILITIES
GAME OVERContinue?
Yes No
GAME OVER
Why Video Games?Video games provide a framework for goal setting, feedback, and reinforcement that is often highly motivating.● By nature, games are intrinsically motivated activities.● Variety and game value facilitate sustained activity over time.
Interventions with adults have shown successes including:● Increased physical activities● Improved physical function● Improved cognition● Reduced depression, and weight loss.
“High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games”https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4334081/
Physical
Lack of Variety in Exercise
Lack of Experience
Difficulty
Bad Diet
Schedule Conflict
Psychological
Low Self-Esteem
Anxiety and Social Disorders
Intimidated
Unmotivated
Doesn’t Know Where to Start
What Motivates PeopleActivity Trackers
Low Cost
Feedback on Performance
Rewards
Video Games
Benefit for Physical Appearance
Delicious Food
Exploring
Play Time
Social Support Settings
Prototyping Process
0. Paper sketches1. Carving cast wax 2. Making mold 3. Creating resin mold 4. Adding UI paper sheet5. Applying plastic screen
ACTV8 Earbuds Prototypes
The Prototype Earbud Process:Carving cast waxMaking mold from waxCreating resin mold Adding screen Using Sugru to finish
SMARTbells + Weight MachineQuestions to Answer via Testing :
Is this a feasible and efficient way to distribute weights?
Do users have an accurate mental model of the weight distribution process?
Feedback/Insights ● Need to develop UIs for
○ Watch Scanning○ Weight Return○ Weight Adjustment
● User tried to change workout type● Users want to know exercise prior
Usability Test Run #1 Usability Test Run #2
Matte Black Rubber Coating
Black Plastic
MATERIALS
Granite Charcoal Tile Stainless Steel
Earbuds Prototype Testing
VisualWinners for Visual
ComfortWinners for Comfort