This was a short study on how the principles of gamification can be applied to execise and improving health. The user uses their gym card to collect points, achieve levels and track their progress. The interface of the screen would resemble a game interface to make it more playful.
High intensity interval training is proven to be far more effective than running at a constant speed. To encourage this behaviour, the user can be rewarded a double or triple point bonus if they increase their intensity for 2 minute slots at a time for a period of time.
The whole point system is competitive against the user’s friends so when the user finishes a good performance, a message pops up telling them that they have beaten their friends’ high scores.
The user can wear a fitness tracker that would record what the user does outside of the gym. When the user returns and connects their tracker to the treadmill, it will calculate how many equivalent points they have earned doing various activities. This will encourage them to return to the gym to deposit their points.
Data of how far a user has run can be converted into tangible comparisons. The user can enter in a long term goal, for example ‘This year I want to run from London to Edinburgh’ and would be incentified to commit to the gym long term, rather than just completing a small goal and then having nothing to come back to the gym for.