A platform that augments streaming to encourage healthy stress-relieving techniques.
Create a product that uses the physical space to intercept an "Invisible Hand". Develop a product concept with
a conceptual video with featuring a related projects from class (working in pairs).
Design, Innovation & Society
Prof. Dominic Muren
Fitflix combined with a classmate's project to promote a healthy lifestyle within the college-aged demographic.
With the introduction of Netflix in the recent years, binge watching television has rose in prominence.
Using television shows to destress has become a common creed within the college demographic. This
behavior is harmful and can create bad habits. This unforeseen influence on our behavior is categorized
as an "Invisible Hand".
Develop a product that intervenes with this "Invisible Hand" and provides users with a way to effectively
relieve stress. With a partner develop a video that fits these two products together and illustrates how
they fit into a person's daily life.
Conducted mapping exercises to identify the source of the problem and looked at journals and articles that
discussed the adverse effects of binge watching on physical and mental health.
Personally tested methods of relieving stress like yoga, meditation and cardio between viewing sessions. Spoke
with others about methods that they used to relieve stress during their day.
Thinking about a potential user helped derive insights about what features a user will want and how they must
be built to accommodate their lifestyle. With this in mind, the persona "Markie" was developed to scale down
the concept to a specific target demographic for our users.
Fitflix is an application that tracks a user's activity throughout their day. When a user logs on to Netflix, they
get rewarded for their high level of activity and earn some episode credit or they receive a request to perform
an exercise the will help them destress and earn more shows.
Brainstorming implementation methods
After ideating for a specific audience, it is very essential to see how a product will fit in with the persona's environment
and blend with their behavior. These storyboards were created to show a typical interaction with the user and the device.
After the idea has been put into conceptual play it is essential to see how it will function in the physical space.
Prototyping allows actual tests to be performed on users.The initial idea was to have a physical docking station
that housed a smart phone and hand sensors. Thus the model below was created for this purpose.
Through feedback from testing in class, this device was discovered to be ineffective with users who are unmotivated.
Additionally, I found that Netflix users are more likely to use a computer rather than the mobile application to view
their shows. After throwing this idea out, the concept of an online platform pairs with a phone or wearable to collect
data seemed like a more reasonable direction for Fitflix.
The next step was to develop a platform that could perform the same functions on a computer platform. This turned
out to have many benefits. Moving the product over to a computer allowed for a larger display and possible use of the
Webcam to track the user's exercise movements and assure their accuracy in poses.
The program runs on top of Netflix and derives its data from a user's external device of choice and the Netflix library.
The selected exercises are accompanied with instructional sensors and tips from the program.
If a user logs on to Netflix without completing their recommended amount of activity for the day, then Fitflix will intervene with encouragement to destress and work out in a healthy way. From here the platform will source work out videos from Netflix, providing the user with a wide selection of fun ways to earn their show and maintain their health.
Once a Fitflix user has selected an exercise, a split screen display will show the instructor's video along side the user'sfootage.
Step by step directions will walk the user through each motion while tracking sensors show the correct hand and foot
positions to assure proper execution and make the most out of their workout. Once a workout is complete an episode
is unlocked as a reward.
After reworking and developing general use cases for the digital product, the next step was to show how the product
works day-to-day. The story was created to see how Fitflix could integrate into someone's daily routine. Each scene
was laid out shot-for-shot to make the filming process more efficient (including a transition to my partner's project).
Spent 12 hours learning how to screen place in AfterEffects + Mocha.
Expanded on video editing skills.
Mastered the Influence Mapping process.