Course: Project 3
Period: Q3+4 2021-2022
Team:
Alec Kouwenberg, Alexandra, van Dijk, Nikki, Koonings
Coaching: Jun Hu
HabitAR is a community-based platform in the form of a smartphone app. The focus is to motivate the user to walk an extra mile by letting them create routes that pass their interests; in this case animals, letting the user create routes depending on length and the number of possible animals on that route. By spotting, photographing and posting blogs the users gives to the community. They then get back a blog that gets updated by others about the animals they are interested in.
HabitAR, a community-based smartphone app, motivates users to be physically active. It uses animals as a shared interest among the team. Users create routes with varying lengths and expected animal counts. The app provides question marks on maps, indicating the expected animal areas based on community blog posts. Once a route is created, it functions like a typical navigation service. However, when users reach a recent animal location, they activate their senses and search for the animal. Upon spotting it, they take a picture, which is recognized using machine learning (not integrated into the demonstrator app but part of the final concept and tested to distinguish two stuffed animals). The picture is accompanied by a blog post with a title and text. After uploading the post, users unlock the complete blog for that animal. Upon returning home, they can read all the blog posts and stay updated on the animal. This fosters a bond between users and nature, as they contribute to the shared blog and create a connection with their favorite animals. However, after a certain period, the blog becomes locked, and users must return outside to access new posts. Upload a new picture to contribute to the community. This maintains user connection with animals, increases chances of unlocking new blogs, and provides physical activity.
This concept focuses on personal interest, with animals as an example. It could be expanded to include car spotting or historic buildings. These layers should foster a valuable emotional connection between users and their interests, motivating them to go outside and explore their interests. To emphasize walking and longer routes, gamification features were removed, focusing more on social bonding than physical activity.