Audio

We want the app to be a tool, a springboard to get out and move. For this we have designed the app to be used before and after activities outdoors mostly. We do not want the user to have to stop and stare at their screen when they are out, but rather use that time to connect with their surroundings or simply zone out. Since many find listening to music to make activities more enjoyable, we will encourage such listening. However, there are dedicated music applications that can be used for this, and it is beyond our scope to compete with them.

There are some built in background music tracks, and sound effects, which set the fantasy mood. These will play when you are using the app but not doing a physical activity. They can be muted in settings. They are also temporarily muted automatically when the app registers other sounds being played on the phone, i.e. from Spotify.

:: Written by Anette Rana ::

World, Story, Characters

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World

The core of the app is to make walking activities in the local area more exciting and engaging, by adding a gamified layer to the GPS. The user can build structures in real world locations, but they are only seen on the phone. We first thought to create a sci-fi themed world around these mechanics, to explain why the structures are only digital. However we decided that it was better to make the structure feel more tangible than abstract data. We want to give the user the feeling that they have left a real mark on their surroundings. We considered having a real world settings, but found it too limiting. In the end we decided on a fantasy themed setting, which feels familiar and tangible, while also allowing for extraordinary fantasy.

Malone claims that using fantasy creates images of things that are not really there, which is what we aim to do. He states that using fantasy has cognitive and emotional advantages for designing an instructional environment, which is very relevant for us as we want to teach the user how to use their physical environment. (Kapp, 2012, p. 55)

The activities of the user is carried out in a virtual fantasy world, which allows for more extrinsic motivation. At the same time it is carried out in the real world. Moving from structure to structure is a means to progress in the fantasy world, while simultaneously highlighting the functionality of the activity. The user is learning to stay active, to set small goals to get to places of interest. We use the game elements of the virtual world to contextualize the utilitarian activity. (Kapp, 2012, p. 58)

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Story

By using story elements the user can get richer memories, which are easier to recall in relevant situations. (Kapp, 2012, p. 168) Where a plain fitness app would only record the users activity and give the stats, this app weaves the users activities into a story narrative. The user is a novice magician in training, and builds magical structures, gathers resources and helps people they meet.

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Characters

There are different characters in the game. The user has an avatar which they can customize. This avatar represents the user. We initially planned to have one mentor, but studies show that users learn significantly more when it’s roles are split into expert and motivator. (Kapp, 2012, p. 100) Their characters are designed to enhance their effects. There are also some “challenger”, an array of characters who shows up semi randomly.

The user avatar

Part of the on-boarding process is user avatar customization. The user can set gender, skin and hair color. At that point clothes can not be changed, as you only have the most basic outfit. At any point after on-boarding, the user avatar can be further customized. More clothes can be gained through app use. The user avatar is used to show where the user is on the map, and is thus viewed in third person. The user can see how their avatar also walks about in third person. This can contribute to the user adjusting their self-concept to match that of the avatars. (Kapp, 2012, p. 100)

The expert

During on-boarding the player avatar is introduced to the world and mechanics by an expert. He is presented as an authority figure in the world. Can be accessed whenever the user needs help or advice about fitness or game-play.

The motivator

If a celebrity-type figure makes an appearance and gives motivation, it provides extra motivation. We can use a video of a real person, or use an in-game character. (Kapp, 2012, p. 187) Using a famous person would be an opportunity to get extra publicity, and it would provide extra motivations for fans. However, our target audience is not likely to fully appreciate fitness celebrities, as they do not have a background fitness interest. Hiring a real celebrity would also add an extra cost to the budget. Seeing that we have set the story in a fantasy world, using a real celebrity would take the user out of that world, whereas using an in-game character would further develop the world. So we choose to create our own motivator character.

The motivator is on his own journey to become fit, and is easily impressed by you. He pops opp after activities, with motivating dialog. He will proudly tell the user about his own achievements, which are similar to the users. Can be accessed to get some motivational speeches.

The challengers

The challengers are used to provide challenges. They are also characters. They are not presented as deep in the app, but could have more lore in a wiki-page or other external medium, which could support motivation in some users. They are a varied array of fantasy characters.

Sources

Kapp, K. M. (2012). The Gamification of Learning and Instruction. John Wiley & Sons Inc.

:: Written by Anette Rana ::

Theories Behind Gamification

Chapter 3 of The Gamification of Learning and Instruction describes different theories used for gamifications. (Kapp, 2012, p. 51)

We are designing a gamified walking app. Not all the theories will be as useful. Let’s take a look at some and how we could apply them.

The ARCS model

ARCS stands for Attention, Relevance, Confidence and Satisfaction. This model focuses on designing instruction, and is therefore particularly useful to us.

The app needs to get, and hold the users attention over time. The app needs to instruct the user to do tasks that are relevant to their goals. The app needs to give the user confidence in what they do. And the app needs to give the user satisfaction along the way.

ARCS model – Attention

Curiosity

We want to take advantage of the user’s curiosity to pull them into the app’s action and motivate them to get out and move.

Variety and chance

The user will experience variety and chance in experiencing a development of opportunities via level-ups by going and finding resources along the way or in resource towers. When resources are retrieved from towers, they can select one of three bonus chests that give them a “random” (at least a seemingly random) amount of resources.

Antici…pation

The user’s curiosity is stimulated when they can look at the overview of possible towers that can be unlocked and built. The same applies to upgrades on these buildings and the home base that the user creates.

Guide

A virtual guide that initially gives the user a set of tasks. Later, the guide keeps track of progress, statistics, etc. with the user. This guide should appeal to the user and therefor they get to choose on from a gallery of characters.

Conflict

What can be considered the conflict to be solved is the very problem this app will solve for the user: getting out of the couch and moving more.

ARCS model – Relevance

Goal orientation

The user sets his own goals. The app will then guide the user in how the goals will be implemented. The user is challenged to race by characters that the user can meet at buildings. They push the user to travel slightly faster than they otherwise would.

Motives

The goal is to match the user’s motives. The user inputs what they want to do (Go long walks, short walks, jogging, cycling, etc), but the app also calibrates by what the user actually does. So if the user says they are interested in walking, but mostly goes jogging, we can assume that is what they are most interested in.

Show result of effort

We will show the results by giving the user an overview of statistics related to what they have achieved and their use of the app. The app can show estimated calorie burn and other things. Each session will be saved and can be reviewed by the user later.

The bet can also be displayed by visually displaying upgrades and status of constructed towers and records on the map in the app.

ARCS model – Confidence

Learning curve

The first week of the app will analyze the form of the user and then provide a custom plan to the user. Progression eventually becomes easier to calculate.

Different quests / quests can occur on the different towers that the user has posted to give the user unique opportunities to complete their goals.

Dynamic difficulty

The app can record how the user does it according to quest completion and challenges. It will use this information to try to balance the challenges in such a way that the user gets an affordable challenge.

ARCS model – Satisfaction

Positive encouragement

The guide character says encouraging phrases like “Good job”, “You did good today”, “Nice pace!”  when the user comes home from a session. (Intrinsic motivation)

Every trip the user does with the app will result in small rewards when the user returns to the home base, in addition to what they gather at buildings. (Extrinsic motivation)

If weight loss is a goal the user has put in, then the virtual guide periodically boasts about calories burned. The virtual guide can tell you how much you’ve improved, for example, “You are jogging 4 minutes less between tower 3 and tower 4 than you did a month ago,” and so on.

Consistent Measurement of Success

Data is stored for each trip. After each trip, the user gets an overview of the trip; map, time, speed, calories burned. If the same route has passed earlier, the app can tell if the day’s walk was faster than average.

Virtual characters sometimes show up on posts and challenge the user. Challenges come in some different forms. The user will most often meet those matching the users interests. If the user is interested in jogging further, they will be challenge to jog to a certain distance away. Challenges will become progressively harder with completion. Maybe the challengers level up to match your skills.

Lepper’s instructional design principles for intrinsic motivation

Control

The user sets their own goals at the start of the app. Here the user has control over which days, how often etc.

Operant conditioning

“a concept used in many games to keep players engaged for long periods of time, a variable ratio reinforcement schedule.” The app can use unpredictable intervals on rewards to keep interest over time.

Social learning theory

People are influenced by others, including virtual characters. Therefore, we will have a character in the app that acts as a guide for the user. The user chooses who will be their guide based on a small character gallery. The characters have different looks and to a small extent different personalities, so that the user can find someone they like. The guide must be a mentor and role model. They can give advice and encouraging messages. If the mentor says that it went a long walk and that it felt good, the user will be socially influenced to think in those paths themselves.

Flow

To allow the user to find a flow in the walk itself, the app must not be a distraction. The user should not need to look at their phone while they are outside. It should be enough to check your route before and after the walk. Exceptions are when you create a new building, and when you start a challenge.

Sources

Kapp, K. M. (2012). The Gamification of Learning and Instruction. John Wiley & Sons Inc.

:: Written by Anette Rana ::

 

Target Audience

This app is made for walking, and that’s just what it’ll do.
One of these days this app is gonna walk around with you.

Walking is for most people a simple task. Many also find it boring. There is already an abundance of walking apps that help motivate people. We think there is room for another, one which aims to reach a new audience.

It can be hard to define a specific target audience, and even harder to keep them in mind when developing. Therefor we use target audience personas, which are fictional character who represents our target audience. As we are designing the app and market stratergy, it is with these users in mind, rather than just a loose idea of age group.

In general our users will be motivated to walk, but needs an extra push to get out the door.

Target Audience Personas

personas1-01
Name:
Martin
Age: 32
Gender:
 Male
Marital status:
Single
Location: Hamar, Norway
Occupation: Graphic designer
Interests:
 Football, pub with friends, politics, technology. 
Lifestyle:
Likes walking but does not have a habit to do so. Often bikes to work in the summer. Eats fast food a bit too often. Lifts weights a few times a year with friends, but rarely alone. 
Wants from app:
He wants motivation to be active on his own, and likes the idea of a game which is played by walking.
Concerns about the app: He might not get enough motivation to start using it, if it’s too complex OR just another tracking app.

personas2-01
Name:
Emily
Age: 19
Gender:
 Female
Location: Reading, UK
Occupation: Student
Interests:
 Social media, music, writing, travel, friends.
Lifestyle:
Walks a few times a week regularly. It is her main physical activity, and she wants to keep it that way. She enjoys being able to clear her mind while walking, but sometimes struggles to find the motivation to get out.  
Wants from app:
Wants to make walks more fun so she can walk more often. Already uses a GPS fitness-tracking app, but likes the idea of creating landmarks in the area and getting small challenges.
Concerns about the app: Doesn’t want it to take too much focus or time.

 

:: Written by Anette Rana ::