Petfit

Petfit

Feb 22, 2023

Project Overview

PetFit is a conceptual mobile application designed to encourage users to engage in regular physical activity through the use of gamification. The app leverages the concept of a virtual pet simulator, similar to Tamagotchi, where users nurture, interact, and train with their digital pet. The key challenge was to create a solution that motivates users to consistently complete short exercise sessions, avoiding the common tendency to skip them.

Problem Statement

Modern lifestyles often lead to sedentary behavior, with many existing fitness apps encouraging users to engage in brief exercise routines throughout the day. However, these reminders are frequently ignored, leading to missed opportunities for physical activity. The objective of PetFit was to design an engaging experience that makes exercise sessions not only more appealing but also harder to skip, by integrating them into a fun and interactive game.

Solution

The PetFit app offers users a virtual pet that they must care for by participating in various physical activities. Users earn experience points and in-game currency by completing minigames, which can be used to customize and evolve their pet. The minigames are designed to be played in two different modes, depending on the user's environment: "Camera Mode" and "Pocket Mode."

Camera mode minigames

Sketches and inspiration for how camera mode minigames should work.

These games require the user to place their device on a stable surface with the camera activated. Inspired by the PlayStation 2 EyeToy games, the user interacts with the game by moving their body in front of the camera. Example minigames include:

  • Kung Fu: Users punch and kick virtual enemies that appear on the screen.

    Image from the playstations 2 EyeToy minigame Kung Fu.

  • Jumping Rope: Users jump in place as a virtual rope spins around, aiming to avoid tripping.

  • Yoga: A virtual instructor guides users through yoga poses, with the accuracy of their movements influencing the pet's reactions.

    Image of the yoga minigame concept

Pocket mode minigames

In these games, the user places their device in their pocket, and the app uses sensors to track physical movements. Examples include:

  • Squats: Users perform as many squats as possible within a given timeframe.

  • Push-ups: Users are tasked with completing push-ups, with the app counting their reps and form.

Research and User Insights

Before starting the design process, the team conducted extensive research to understand why people often fail to engage in regular exercise and to identify the target audience for the app. We explored similar applications to gather inspiration and conducted a PACT analysis (People, Activities, Context, Technology) to refine our understanding of the potential users. The target audience identified includes individuals who are not enthusiastic about exercise, have limited time, and possess little knowledge about proper workout techniques.

Miroboard of the research that was made

Image of the research that was made

Image of the result of the PACT session

Design Process

Brainstorming and Ideation

During brainstorming sessions, the team explored various concepts, eventually converging on the idea of combining elements from Tamagotchi, EyeToy, and Pokémon. The focus was on creating a lighthearted and engaging experience that would resonate with users who typically avoid traditional fitness routines.

Image of the brainstorming session

Competitive analys and affinity diagram

Image of the affinity diagram

We conducted a competitive analysis to evaluate existing solutions and determine what worked well and what didn't. An affinity diagram helped us visualize how our target audience would interact with the app, considering both pleasure and pain points.

Development of Core Game Elements

Image of the miroboard of the four basic elements of game were discussed in the context of the artefact

The game was designed to maintain users in a flow state during the 5-minute exercise sessions. To achieve this, we focused on the four basic elements of game design: aesthetics, story, mechanics, and technology.

  • Aesthetics: The game's visuals were designed to convey a fun, lighthearted atmosphere, distinctly different from a typical gym environment.

    Summary of what kind of aesthetics the game should convey

    Moodboards for the aesthetics

  • Story: The narrative centers around an abandoned pet that the user adopts and nurtures. Positive and negative reinforcements were carefully balanced to keep users engaged without causing unnecessary stress.

    Miroboard f the story of the game

  • Mechanics: The minigames were designed to be simple yet challenging, providing immediate feedback and encouraging continuous engagement.

    Miroboard discussing the mechanics of the game

    Miroboard discussing the mechanics more indepth

  • Technology: The app was developed for smartphones, utilizing built-in sensors to track user movements and ensure accurate gameplay.

    Miroboard of the technology discussion

Sketches and Prototyping

Initial sketches were created to explore different user interfaces and interactions. These sketches served as the foundation for a mid-fidelity prototype developed in Adobe XD. The rules and interaction principles were refined through group discussions, ensuring that the final product would meet user expectations.

Sketches of the game

Iterations and Final Design

Multiple iterations of the app’s home screen and user interface were developed, each incorporating feedback from the team. The final design balanced functionality with user engagement, providing features like a friends list, store, stats, leaderboard, and garden. The last iteration focused on refining the user interface while retaining the newly added features.

Mockup 1.0

Mockup v1.1

Final edition

Outcome and Reflection

PetFit remains a conceptual project, but it represents a significant exploration into the use of gamification to promote healthy behaviors. The project provided valuable insights into user-centered design, particularly in the context of creating engaging, health-focused applications. If revisited, future iterations could explore more advanced technologies, such as integrating wearable devices for even more accurate tracking and feedback.

You are free to explore the final prototype and the different iterations here

Mockup v1.1. GUI made by me
Click here to try it!
Final edition,
Click here to try it!

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