Claudiu Vladean
Creative Computing / Year 4

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Claudiu Vladean

Claudiu Vladean

Creative Computing

Year 4

  • Project Title A Gamified Fitness Application
  • Course BSc [Hons] Creative Computing
  • Year 4
  • Contact Info claudiuver1.0@gmail.com

A Gamified Fitness Application

The aim of this project was to research Gamification, mainly gamification of phone applications with the fitness industry in mind. The goal was to build a gamified fitness application. Gamified applications can be non-game applications that simply use game-like elements to captivate a user’s attention. In today’s world games have become a part in our day to day lives. Gamification has been around even where it is unnoticed, it is present in schools and in major companies. The rating of performance in itself is gamification whether that be a gold star in preschool or a promotion in one’s job.

Project Description

Walk to Run is a mobile application, built in Android Studio. The application is focused on fitness and the gamification of physical exercising such as walking or jogging. The application allows a user to create an account and take on tasks (missions) which reward the user for meeting the requirements the mission provided. The missions were created to be achievable and work on a step by step basis, where the user has to complete several smaller tasks to achieve the overall larger goal. The purpose of this project was to observe if gradual increases in difficulty as well as reward for task completion, incites users to build a routine and incorporate more physical activity in their day to day routines. The applications user interface design for the project was based on research gathered from exploring Pinterest and a series of sample user interfaces. The UI had to be clean and easy to understand and use. In the end, the UI was created to be user-friendly therefore the app consisted of similar themes in design throughout all the activities the app provided.

Project Findings

The development of this project showed some promise for gamification in the fitness industry. The application proved to be functional but not engaging enough for the users and interest in the app seemed to diminish after a few days of use according to the firebase analytics. This may have been due to the gamified reward elements lacking in the final app design. With the current state of the fitness application industry, it is evident that gamification will play a much larger part in the future. This will also apply to other applications and not just the fitness sector.

Claudiu Vladean
Creative Computing / Year 4