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UI/UX

ActivQuest

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Introduction

Winning project from SDHACKS

(Read about the club that I started and events organized to bring teams to the hackathon here)

ActivQuest is built using three design criteria, Adaptive, Delight, and Flexible. We defined adaptive as customized care and attention based on needs and goals. Delight is to bring people together remotely and progress socially. To be flexible, our system needs to work with the schedule of busy professionals and be a framework for future content.

For the purpose of the hackathon, we are utilizing the world of peter pan now public domain works of J.M. Barrie. Players will be teleported to Neverland when they are using the app and a number of their group will be kidnapped by the pirates. Those kidnapped will have to try to work their way off the ship doing exercises related to maintaining the ship.

Interviews

MUSCOW

At ArtCenter we sometimes have 14 weeks to research and 14 weeks to execute. How do you distill down that process that you can execute in 36 hours?

We started with futurecasting, and then moved to create a protopersonas. With that protopersona we conducted two interviews and created a set of features based off of the personas and the interviews.

(MU)st,(S)hould, (CO)uld, (W)on’t

Information Architecture

Through testing the existing app for ActivBody we found some points of friction. In designing our IA for the project we used the cardsorts and strived to narrow down the paths to excercises.

Prototyping

We played up the game element. For the posture of a white collar user that has 15 minutes to do some stretches/excercises, we had to bring them straight to the excercises.

In the end we decided that the system would use Infrared technology in combination with sensors in the device to help the user accomplish their excercies. Through body tracking they would mirror their 3d avatar in a light video game that would facillitate AI driven excercise programs as part of the quests in the game.