Human-Centred Design and Exercise Games

Users ' Experiences of a Fitness Adventure Prototype
  • Antti Väätänen
  • Jaana Leikas
Part of the Intelligent Systems, Control, and Automation: Science and Engineering book series (ISCA, volume 37)

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.


Virtual Reality Modeling Language Floor Tile Occupational Health Care Pervasive Game Exercise Game 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  • Antti Väätänen
    • 1
  • Jaana Leikas
    • 1
  1. 1.VTT Technical Research Centre of Finland Tekniikankatu 1, TampereFinland

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