Nowadays, there are advantageous fitness gadgets and measurement systems available as well as specific fitness and GPS mobile phones on the market. This development process has enabled the advancement of new kind of game-like fitness concepts. This development means that the design requirements for new exercise gaming concepts become more challenging, and consequently, the challenges for the design thinking increase. This paper presents the design process of the Fitness Adventure prototype, based on Human-centred Design (HCD) with some new conceptual tools such as form of life, making the design of the contents of experiences easier. Based on the user feedback and results of the design process we give practical guidelines for the design of exergames. Before introducing the exergame design principles, a short overview of the history of fitness games is introduced.
|Title of host publication||Design and Use of Serious Games|
|Editors||Marja Kankaanranta, Pekka Neittaanmäki|
|Publication status||Published - 2009|
|MoE publication type||D2 Article in professional manuals or guides or professional information systems or text book material|
Väätänen, A., & Leikas, J. (2009). Human-Centred Design and Exercise Games: Users ' Experiences of a Fitness Adventure Prototype. In M. Kankaanranta, & P. Neittaanmäki (Eds.), Design and Use of Serious Games (pp. 33-47). Springer. https://doi.org/10.1007/978-1-4020-9496-5_3