MOBILE FITNESS APPLICATION

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12 Νοε 2013 (πριν από 3 χρόνια και 11 μήνες)

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MOBILE FITNESS APPLICATION

FOR THE AGEING POPULATION

Jaana Leikas
¹ &

Ritva Lehto
2

¹

VTT Technical Research Centre of Finland

²

Finnish Insitute of Occupational Health



CONTENT




BACKGROUND


Ageing, fitness and health


CONCEPT DESIGN


Mobile fitness application


VTT CREATES BUSINESS FROM TECHNOLOGY

TECHNICAL RESEARCH CENTRE OF FINLAND


VTT's objective




To develop new technologies and create new innovations.



With its know how VTT produces research, development,
testing and information services to public sector and
companies as well as international organisations.



FINNISH
INSTITUTE OF
OCCUPATIONAL
HEALTH




Finnish Institute of Occupational Health (FIOH) is

a research and specialist organization in the sector of
occupational health and safety.


Topics of interest




Work and Life Course



Health and Work



Work Conditions and Safety



AGEING



AGEING AND HEALTH

The amount of persons in the western countries over 60
years old is expected to double to 1.2 billion by 2025
(WHO)
.

The proportion of individuals over the age of 55
years will be (ILO):




32% in Europe



30% in North America



21% in Asia



17% in Latin America



HEALTH



AGEING AND HEALTH

Functional physical
capacities are slowly
declining with age, e.g.,




cardiovascular system



musculoskeletal system



body structure



some important sensory


systems.



osteoporosis
-

ageing women



IMPACTS OF
EXERCISE



AGEING AND HEALTH

With the help of regular
exercise




functionality of the


cardiovascular system


can be improved





osteoporosis can be


prevented




motor skills can be


improved




depression can be


prevented and treated


IMPACTS OF
EXERCISE



AGEING AND HEALTH


1.
how

to

improve

fitness

on

ones

own


2.
assurance

that

health

status

enables

exercise

3.
availability

of

exercise

instructions

4.
suitable

exercise

forms

5.
that

exercise

facility

is

safe

6.
availability

of

exercise

classes,

and


7.
where

to

exercise
.


Facts that would most likely increase physical
activity in older people are connected to:


AIM OF THE
PROJECT




Mobile Fitness Application




find innovative ways to motivate people to take care


of their own health




create playful, inspiring solutions to support this


challenge in everyday life




egergaming; f
rom usability to "funology"



CONSUMER
STUDY


Mobile Fitness Application

January 2006

N=1489

263 13
-
18 years old

505 19
-
30 years old

588 31
-
65 years old

133 66
-
76 years old


Findings




Computer game play and fitness do not correlate



22% of seniors (66
-
76) play computer games daily


or almost daily



~45% of 31
-
76 own a pedometer



39% of 31
-
76 own a pulse meter



General attitude towards exergaming is 'positively neutral'


MOTIVATION




Mobile Fitness Application

Cold statistical information about
one’s physical condition does not
seem to impel people to take care

of their wellbeing.


Extrinsic reasons (
improved fitness
or appearance)
fail to sustain
exercise activity over time.


Intrinsic motivation (
enjoyment and
fun
)
remains a critical factor in
sustained physical activity.

Eexercise must be
enjoyable and possibly
even fun

if the person is going to continue
with it for any length of time.


FITNESS
ADVENTURE
CONCEPT


Mobile Fitness Application


A concept for the aging persons for habitual

physical exercise.


Aim to combine a mobile game and fitness exercise.


Used by a mobile phone.


Location
-
aware solution that motivates people to

move from place to place with the help of location

technology
(GPS).


Fictional story

spiced up with
additional

information
on
different sites

along the route


FITNESS
ADVENTURE
CONCEPT


Mobile Fitness Application

But which
route should
we take

Do you
have
any
idea
where
to look
for it?

I think
it was
near
the
casino
where
I saw it


USER TESTS




Mobile Fitness Application


USER TESTS




Mobile Fitness Application

Qualitative research:

Interviews

Questionnaires

Observation


Ageing users as
innovators


IMPRESSIONS
OF THE
APPLICATION




Mobile Fitness Application

Scale 1
-

5

Average

Boring
-

Fun

4,4

New

-

Typical

1,9

Risky
-

Safe

4,7

Useless
-

Useful

4,0

Good for fitness

-

Not good
for fitness

2,1

Motivating

-

Passivating

1,7


CONCEPT


1/2


Mobile Fitness Application





Not
so much a fitness
game, but a fascinating
way to go for a walk or
cycle, preferably with a
friend.



A lot of different routes
to familiarize with
needed.



Could be loadable from
the net at home, or from
the railway station or an
infokiosk.



Usage should be

rather cheap.



CONCEPT


2/2


Mobile Fitness Application




Not interesting to run or
cycle the same routes
twice: It would be nice if
the routes were different
each time, and the user
would be able to decide
which one to take.



Phone small enough to
carry along.



The more one has to look
at the application on the
display the less an
exercise
-
like application

it is.


USER
INTERFACE




Mobile Fitness Application




Dialogue functions well.



Font size and the brightness


of the display clear enough.



Maps too vague.



No audio necessarily needed,


pictures preferred.



Pause button needed.




The control buttons logical
-

but too


small and thus difficult to use.



Instead of scrolling the display


downwards it would be nice to move


from left to right, as reading a


book.


MOTIVATION




Mobile Fitness Application

Men felt that statistics of the
exercise session could also
motivate them:




How much did I exercise?



Did I succeed in picking up


the right routes?



What was my pulse during


the game?



It has to be fun!


The thought of competition did
not motivate women:

"I hate competing against
others."

Competing against time and
oneself was accepted.



SUGGESTIONS
FOR
ADDITIONAL
FUNCTIONS




Mobile Fitness Application

Adding exercise tasks in
different sites could be
interesting:

"Manage 10 sit
-
ups now."


The application could even
function as one’s personal
trainer.


Navigation system included in the
application would be useful.


Pause button & automatic pause when
incoming call.


Desired meters



Pedometer



Time



Distance



Pulse


Averige speed



LOCATION
TECHNOLOGIES




Mobile Fitness Application



GPS device was small enough and thus easy to


carry along when running or walking.




GPS accurate enough in locating the person at the spot.




No need/wish to touch the target (e.g. visual tag).




Touching the object would be confusing, e.g. one


should know which part of the building’s main door


should be touched.


STORIES




Mobile Fitness Application

Self
-
made?


The user creates the stories her/himself?



CONTEXT OF
USE




Mobile Fitness Application


Sunshine, rain, frost…




Sweat,



noise…


FUTURE WORK


Multi
-
user
applications


Mobile Fitness Application




Sharing experiences



Sharing information



Emotional support



Keeping contacts



Finding new contacts




Identification of the need



Decisio
n to improve physical &
mental wellbeing



Motivation & determination



Seeking support


USER

HEALTH
CARE
EXPERT

PEER

GROUP

MOBILE FITNESS

APPLICATION



Information provi
sion



Guidance



Professional support

Mobile Fitness Application



THANK YOU!



ritva.s.lehto@ttl.fi


jaana.leikas@vtt.fi