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THE CONVERGENCE OF GAMING AND FITNESS
 

A gamified recumbent bike that empowers and motivate people of all ages and fitness level to enjoy exercise and robust health.

IDENTIFYING CORE PROBLEMS

The first step in my project research process is to identify important trends that are shaping the fitness industry. I use the STEEPX method which helps me to analyze the macro trends that are affecting the industry and identify key problem areas.

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64%

43%

28%

3M

INACTIVITY PRESIST EVEN AFTER PANDEMIC
LACK OF MOTIVATION TO EXERCISE
LACK OF ACCESSIBILITY TO FITNESS EQUIPMENT

64% of adults expressed interested in working from home after the pandemic. which leads to a general decrease in physical activity level.

Lack of motivation was the most common reason for people to stop doing exercise, with 43% of respondents citing it as a reason.

28% of adults who do not currently exercise said they would be more likely to if they had access to convenient fitness equipment.

A GROWING, MORE SEDENTARY AGING POPULATION

3 million older adults being treated in ER for fall-related injuries each year. The risk increases especially for those who don't exercise regularly.

Fitness Wear
How might we empower and motivate users of all ages and fitness levels to get started on a journey toward physical well-being?

KEY RESEARCH INSIGHTS

After analyzing macro trends using the STEEPX method to uncover the core problems, I then identified three important insights through interviews with target users and industry experts.

65%
GAMING IS ADDICTING, AND IS POPULAR ACROSS ALL AGES AND DEMOGRAPHIC

According to a report by the Entertainment Software Association, 65% of American adults play video games, with an average age of 35.

48%
GAMIFICATION FITNESS LEADS TO GREATER MOTIVATION

Exercise that incorporated gaming elements led to 48% increases in physical activity levels compared to exercise that did not use gaming.

45%
SOCIAL INTERACTION AS THE TOP REASON WHY PEOPLE PLAY GAME

45% of people social interaction was one of the top reasons why individuals play games, with 45% of respondents citing socializing as a motivation for playing.

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A WAY TO CONNECT

Gaming provides a form of entertainment and relaxation for people of all ages, as well as a way to connect with friends and family through online multiplayer games.

POWERFUL MOTIVATOR

Social interaction during gaming can be a powerful motivator providing a sense of community, competition, and support that can drive individuals to stay engaged and motivated in their activities.

VR Goggles
How might we create a truly immersive and engaging fitness experience for users to get lost in the game so that they forget that they are even exercising.

BUSINESS DRIVERS

Following that, I conducted an analysis of the overall market and specific market segments to gain a deeper understanding of the business drivers.

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$435 b
$218 b
$25 b
33.5% 

The global fitness industry is expected to grow 171.75% to 434.74 billion USD by 2028

The global gaming market is projected to reach $218 billion by 2023, with a compound annual growth rate of 9.3% from 2018 to 2023.

The global exergaming market is predicted to grow to 25 billion dollars by 2025.

The global exergaming market is expected to grow at an impressive 33.5% CAGR from 2020 to 2027.

TARGET CONSUMER ARCHETYPE

I have identified four distinct consumer archetypes that my product will target. By creating personas for each archetype, I can better understand their unique pain points, desires, and needs.

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THE SEDENTARY GAMER
THE FITNESS 
ENTHUSIAST
THE BUSY ELITE
THE COOL GRANDPA

USER STORY VIDEO

The video showcases users' experience with the Flow home exergame, highlighting its unique features and the fun and engaging workout experience it provides. It also emphasizes the social aspect of the product, as the user connects with other players and makes new friends through the game.

DESIGN ATTRIBUTES

Through research and analysis of my target user, I have identified six key attributes that they highly value. These attributes will guide the development of a strong and memorable design language and a product that resonates with the users.

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ERGONOMICALLY FRIENDLY
UNIVERSALLY INCLUSIVE
APPROPRIATELY
CHALLENGING
IMMERSIVELY
ENGAGING
VISUALLY
STRIKING
SOCIALLY
CONNECTING
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GET LOST IN THE GAME NOT WORKOUT

FLOW is an immersive gamified recumbent bike designed to empower and motivate people of all ages and fitness levels to enjoy exercise.

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