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NG FITNESS

A new concept of indoor bike class that turns the kinetic energy into electricity

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HOW WILL FITNESS CENTERS LOOK LIKE

IN 2025?

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 in collaboration with Body Bike A/S.

My main role in this project was User Research and Experience 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.

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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.

THE IDEA

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Behavior

Motivation

Ability

Trigger

PARTNER

PLAN

Link the app with your

training buddy.

Work out and save your generated energy, reach the energy goal and collect rewards

because you deserve it!

CHALLENGE

Motivate and educate fitness goers

to create a sustainable energy system

at the fitness center.

ACHIEVE

Reach the energy goal

together in your class and

collect your rewards.

FRAMING THE PROJECT

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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.

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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. 

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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. 

RESEARCH

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!

USER

BEHAVIOR

OUTCOME

EFFICACY

EXPECTATIONS

OUTCOME

EXPECTATIONS

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.

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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.

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B=mat

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Pro-environmental behavior (PEBs)
REWARD

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).

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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.  

REMINDER

Product's ability to remind users to perform an environmentally friendly behavior

TRIGGER

Product's ability to stimulate (or push) users to perform the desired behavior

SUGGESTION

Product’s ability to deliver suggestions or recommendations to users on issues related to environmental problems to increase their awareness about FEBs

MOTIVATION

Product's ability to encourage users to perform and maintain the desired behavior

ECO-FEEDBACK

Product's ability to provide feedback about user behavior (current and future behavior)

“The use of game design elements in non-game contexts”

Gaming

(SERIOUS) 

GAMES

GAMEFUL DESIGN

(GAMIFICATION)

Whole

Parts

TOYS

PLAYFUL DESIGN

Playing

Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke 

Gamification

 

 

 

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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.

 

 

 

 

 

        

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 Eplementation Process

Deploy

Appropriate

Mechanics & Components

1

2

3

4

5

6

Define Objectives

Trace

Target Behaviours

Describe Players

Frame

Activity Cycle

Incorporate

Fun

Kevin Werbach

SYSTEM DIAGRAM

Fresh

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CONCEPT REFINEMENT

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User's Needs

INSIGHT

ACTION

Care about the planet and a sustainable future

Desire to have a better experience in the indoor bike class

Interested in teaming up and competing with each other

Interested to see positive feedback and cause of the action

Believe in the positive impact of social media 

Design a system to turn their workout into electricity​

Design a new concept of class with more immersive experience

Provide “Battle” option for more fun and motivation

Provide “Feedback” option for encouragement and motivation

Provide “Share” option for raising awareness of renewable energy

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