Arbuckle, Ian (2017) FitNow: Technical Report. Undergraduate thesis, Dublin, National College of Ireland.
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Abstract
The objective of the software application is to allow the user to track and improve their fitness by using gamification methods. Gamification “is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals (CloudSPM)”. CloudSPM indicates that we can use techniques such as leaderboards to engage and motivate our both competitive and casual users. It is evident that casual users are more interested in comparing their progress to their friends while hard-core users wish to fight for the top spot.
Initial plan was to implement the project on both mobile and wearable platforms. The purpose of the mobile application will integrate a leaderboard. The user will have the option to share their progress with friends via social media (Facebook and/or Twitter) or to prompt for a challenge to beat their record. Whereas the wearable application purpose would be to track the user’s fitness activity and save the dataset to the database. As a result, they can view the overall statistics on the mobile application.
Item Type: | Thesis (Undergraduate) |
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Subjects: | Q Science > QA Mathematics > Electronic computers. Computer science T Technology > T Technology (General) > Information Technology > Electronic computers. Computer science Q Science > QA Mathematics > Computer software T Technology > T Technology (General) > Information Technology > Computer software |
Divisions: | School of Computing > Bachelor of Science (Honours) in Computing |
Depositing User: | Caoimhe Ní Mhaicín |
Date Deposited: | 31 Oct 2017 11:36 |
Last Modified: | 31 Oct 2017 11:36 |
URI: | https://norma.ncirl.ie/id/eprint/2681 |
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