A new concept of indoor bike class that turns the kinetic energy into electricity
HOW WILL FITNESS CENTERS LOOK LIKE
HOW CAN INDUSTRIAL DESIGN AND UX DESIGN
CREATE A SUSTAINABLE ENERGY SYSTEM AT FITNESS CENTERS?
NG FITNESS was a co-project with Michael M. Nissen. My main role in this project was User Research and UX Design. During the process of the project, we came up with a new concept design of a stationary bike that can generate electricity by turning the mechanical energy from human power into electricity.
We designed a new concept of stationary bike classes at the fitness centres to harvest and store the kinetic energy created by users while they are working out.
The mission was to use energy harvesting techniques to generate a sustainable energy source at the gyms. This project investigates the role of implementing a smartphone application as a persuader, that is connected to the gym equipment to give the feedback to the users and educate them about green energy and its positive impact on our environment.
Link the app with your
Work out and save your generated energy, reach the energy goal and collect rewards
because you deserve it!
Motivate and educate fitness goers
to create a sustainable energy system
at the fitness center.
Reach the energy goal
together in your class and
collect your rewards.
FRAMING THE PROJECT
GLOBAL ENERGY CRISIS
In most part of the world, people do not realize the importance of conserving energy.
Without energy awareness, efforts to promote energy conservation can be difficult and lead to energy wastage.
RISING ENERGY COST
Upgrading the gym equipment to modern, energy generating machinery can cost a lot in the short term, but will benefit your business in the long term.
SMART GYM EQUIPMENT
The connected gym equipment market is set to grow at an annual rate of
45% between 2017 and 2021.
Costumers prefer smart-connectivity gym equipment that monitors the workouts.
Every day, gym goers produce lots of energy just by doing their daily workout on fitness equipment.
The power generated by the equipment is dissipated primarily as heat. This energy, if used as an alternative to fossil fuels could supply clean sustainable energy. This would be good for the environment and also save the gyms money at the same time.
Transformation design seeks to create desirable and sustainable changes in behavior and form. It builds on traditional design skills to address social and economic issues. Nowadays, the best design solution aims to change human behavior.
Behavior change is defined as the modification of human behavior through design which is done to impact positive behavior in
a personal, social, or environmental way.
AM I CAPABLE OF DOING THIS?
IF I DO THIS,
THIS WILL HAPPEN!
Self-efficacy is one’s sense of ability. We can enhance efficacy by breaking behaviors into sequential steps and
by providing encouragement to highlight progress and achievement.
Fogg Behaviour Model
Fogg Behaviour Model (FBM) is helpful to think more clearly about behavioral change and persuasive Design. The FBM helps people think systematically about the elements of motivation, elements of simplicity, and the strategies used for triggering behavior.
FBM shows that three elements must converge at the same moment for
a behavior to occur:
Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing.
Pro-environmental behavior (PEBs)
Product’s ability to provide rewards or points to the user for achieving a goal
Pro-environmental behavior (PEBs), defined as, behavior that a person performs consciously in order to minimize his or her negative impact on the environment, such activities involve minimizing energy consumption, using public transportation, recycling, or even being a member of an environmental organization. (Kollmuss and Agyeman, 2002).
Designing for PEBs requires designers to have a deep understanding of the persuasion context and persuaders. The product persuaders in design for behavior change are usually products such as electrical appliances, computers, electronic devices, a smartphone application, etc.
Product's ability to remind users to perform an environmentally friendly behavior
Product's ability to stimulate (or push) users to perform the desired behavior
Product’s ability to deliver suggestions or recommendations to users on issues related to environmental problems to increase their awareness about FEBs
Product's ability to encourage users to perform and maintain the desired behavior
Product's ability to provide feedback about user behavior (current and future behavior)
“The use of game design elements in non-game contexts”
Gamification is the act of changing human behavior by making activities more enjoyable and more game-like. It should be implemented without having to offer material incentives to change a person's behavior.
Gamification has a high potential for training, educating and changing behavior. Gamification in mobile app technology has emerged as a popular strategy to influence behaviors. Gamification is the use of game-like rewards and incentives, paired with desired behaviors, to increase motivations and sustain habits of individuals over time.
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke
Care about the planet and a sustainable future
Design a system to turn their workout into electricity
Desire to have a better experience in the indoor bike class
Design a new concept of class with more immersive experience
Interested in teaming up and competing with each other
Provide “Battle” option for more fun and motivation
Interested to see positive feedback and cause of the action
Believe in the positive impact of social media
Provide “Feedback” option for encouragement and motivation
Provide “Share” option for raising awareness of renewable energy