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Jaana Leikas ¹ & Ritva Lehto 2 ¹ VTT Technical Research Centre of Finland

Jaana Leikas ¹ & Ritva Lehto 2 ¹ VTT Technical Research Centre of Finland ² Finnish Insitute of Occupational Health. MOBILE FITNESS APPLICATION FOR THE AGEING POPULATION . CONTENT. BACKGROUND Ageing, fitness and health. CONCEPT DESIGN Mobile fitness application .

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Jaana Leikas ¹ & Ritva Lehto 2 ¹ VTT Technical Research Centre of Finland

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  1. Jaana Leikas¹ & Ritva Lehto2 ¹ VTT Technical Research Centre of Finland ² Finnish Insitute of Occupational Health MOBILE FITNESS APPLICATION FOR THE AGEING POPULATION

  2. CONTENT BACKGROUND Ageing, fitness and health CONCEPT DESIGN Mobile fitness application

  3. VTT CREATES BUSINESS FROM TECHNOLOGY TECHNICAL RESEARCH CENTRE OF FINLAND

  4. 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.

  5. 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

  6. AGEING AND HEALTH • AGEING 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

  7. AGEING AND HEALTH • Functional physical capacities are slowly declining with age, e.g., • cardiovascular system • musculoskeletal system • body structure • some important sensory systems. • HEALTH • osteoporosis - ageing women

  8. 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

  9. AGEING AND HEALTH Facts that would most likely increase physical activity in older people are connected to: • IMPACTS OF EXERCISE • how to improve fitness on ones own • assurance that health status enables exercise • availability of exercise instructions • suitable exercise forms • that exercise facility is safe • availability of exercise classes, and • where to exercise.

  10. 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; from usability to "funology" • AIM OF THE PROJECT

  11. 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' • CONSUMER STUDY

  12. 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. • MOTIVATION Eexercise must be enjoyable and possibly even fun if the person is going to continue with it for any length of time.

  13. 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). • FITNESS ADVENTURE CONCEPT Fictional story spiced up with additional information on different sites along the route

  14. Mobile Fitness Application Do you have any idea where to look for it? I think it was near the casinowhere I saw it • FITNESS ADVENTURE CONCEPT But which route should we take

  15. Mobile Fitness Application • USER TESTS

  16. Mobile Fitness Application • Qualitative research: • Interviews • Questionnaires • Observation • Ageing users as innovators • USER TESTS

  17. Mobile Fitness Application • IMPRESSIONS OF THE APPLICATION

  18. 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. • CONCEPT1/2

  19. 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. • CONCEPT2/2

  20. 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. • USER INTERFACE • 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.

  21. Mobile Fitness Application • 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. • MOTIVATION • 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?

  22. 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. • Desired meters • Pedometer • Time • Distance • Pulse • Averige speed • SUGGESTIONS FOR ADDITIONAL FUNCTIONS Navigation system included in the application would be useful. Pause button & automatic pause when incoming call.

  23. 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. • LOCATION TECHNOLOGIES

  24. Mobile Fitness Application Self-made? The user creates the stories her/himself? • STORIES

  25. Mobile Fitness Application Sunshine, rain, frost… • CONTEXT OF USE Sweat, noise…

  26. Mobile Fitness Application • FUTURE WORKMulti-user applications

  27. Mobile Fitness Application • THANK YOU!ritva.s.lehto@ttl.fijaana.leikas@vtt.fi

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