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混氧智+
Aerobic & anaerobic exercise with intelligent plus
文娱体育类 全民健身设施 174 0 2023-12-31
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中文 / English
作品简述
全民参与体育,全民科学运动,全民享有健康做为公司的奋斗目标和产品创新的核心关注方向,这套“混氧智+”户外运动产品与传统产品相比全面提升了科学性、可玩性、和互动性。产品具有广泛且专业的多场景适应性,包括幼儿园、K12、公园、社区等环境满足不同人群个性化专业化需求,产品针对不同人群的特殊实用需求,针对性的开发了多种专业版本,做到健康科学运动。 混氧智+系列产品是针对全人群设计具有“体质锻炼,引导健康行为养成”功能的新型户外器械产品。产品根据不同人群需求结合硬件与游戏定制化开发多款系列产品。 区别于传统全民健身的户外器械,提出了“以游戏的方式主动参与到户外运动”的理念,增加了锻炼趣味性,降低乏味重复性的运动形式,大幅度提升了参与度和运动转换效率。促使人群在“主动运动,快乐运动”的同时进行身体体质的锻炼。产品锻炼效果围绕人群自身的认知、情感及生理三需求要素进行设计逻辑构建。同时产品聚焦全人群共同需求及 不同年龄段差异性发展要素。 产品适配多种户外环境使用,可满足校园教学使用,通过专业体育大数据与智能拍击模块结合科学解决教育水平差异,满足人群娱乐休闲的同时实现教育普惠,真正做到硬件标准化,安装简便化。
用户价值
“混氧智+”与传统户外运动产品相比全面提升了科学性、可玩性、和互动性。首先,依据神经反射弧时长,结合个体差异、步距差异等影响人体反应因素,设定触感光源在3-8秒内熄灭以及产品占地面积,科学指导产品设计。 增加游戏可玩性可通过游戏机制结合人体心流形成可持续的探索行为,递进式增加通关难度,提升用户参与时长。最后通过单双人模式、倒计时触感光源以及音效的实时反馈,优化了产品与人的交互方式、增进人与人之间情感需求,满足多种互动需要。在社区、公园等公共场所可以有效促进亲子互动。
商业表现
“混氧智+”践行了全民参与体育,全民科学运动,全民享有健康的产品设计理念,让更多人的关注健康,目前产品已经在亚洲部分地区投入使用,取得良好效果。 通过对10名幼儿、中小学生30天的用户运动数据跟踪发现,户外运动时间,心肺功能、反引力、平衡力有显著提升,中小学生的课堂专注力有明显改善。 在中国北京、河北等地校园中已开始使用混氧智+产品进行体育运动训练,作为该校中特色校园课程。
社会影响
针对青少年人群,使用技术手段将科学的运动方式标准化、产品化,补充了因各地区教育资源差距而导致的教育水平不平等现象,让每个孩子拥有高水平的运动指导。 通过对10名幼儿、中小学生30天的用户运动数据跟踪发现,户外运动时间,心肺功能、反引力、平衡力有显著提升,中小学生的课堂专注力有明显改善。 使用高科技设备来提升人体身体健康,通过政府集中采购解决了因各自教育资源不平衡带来的教育不平等现象。品牌开拓新科技体育户外器械的先河。
团队组织
一共九人参与项目,分别是李宝明 、刘强、张铎、韩伟、赵航、王鑫、李兵兵、王利、张子豪。 李宝明:项目组组长,负责整体设计与工作原理等大方向。刘强:设计主管,负责整个项目的方向和品质。张铎:项目副组长,负责细化、审查设计及外协件。韩伟:负责造型设计。赵航:负责设计策略。王鑫:负责造型设计。李兵兵:负责造型设计。王利:结构图纸设计,现场技术指导。张子豪:负责造型设计。
流程方法
项目基于对用户底层需求的研究,构建了此次项目的设计模型,通过搭建好的设计模型,指导设计目标。以此设计模型,对后期锻炼成果进行评测检验并帮助产品迭代。 本次设计构建了“针对户外智能娱乐健身器械”的设计模型,结合生理认知、情感三大发展要素,从用户深层需求和成长发育的核心要素,聚焦生理、认知、情感三大方向,开展各个维度的设计。通过设计模型指导造型、功能、技术、种类、作用、形式几个部分,解决生理、认知、情感三个方面的问题,统筹设计,满足吸引,满足,沉浸的渐进式游戏发展进程。
项目投入
项目投入时间1-2年 项目总投入200万元
达成情况
1.此次项目的成果,达到了设计目标 2.此产品相较于国内外其他产品,除了针对不同人群的运动需求之外,还增加了单双人的对抗机制,使使用者更主动的参与到户外运动中,同时利用游戏的难度等级机制激发了竞争意识,吸引力,让使用者不断的进行自我挑战,提高用户粘性,达到更好的锻炼效果。 3.产品已在对于公园,中小学,社区等多种场所铺设,受到不同人群的广泛好评。 4.产品已在多个中小学及幼儿园的铺装,通过一学期的持续观察,对中小学学生的体测成绩有明显提升。幼儿园的幼儿的和反应力,平衡力都有了明显的改善。 5.目前产品在多个一二线城市铺设,未来的产品目标是通过地方财政的统一支付,让产品铺设在乡镇,通过技术,使乡镇的人们也能享受到高水平的体育教育,达成教育公平。
Project Description
People's participation in sports, people's scientific sports, people's health as the company's goal and the core focus of product innovation, this set of "mixed oxygen wisdom +" outdoor sports products compared with traditional products to improve the scientific, playability, and interactive. Products have a wide range of professional multi-scene adaptability, including kindergartens, K12, parks, communities and other environments to meet the personalized and professional needs of different groups of people, products for the special practical needs of different groups of people, targeted development of a variety of professional versions, to achieve health science movement. Mixed oxygen wisdom + series products are designed for the whole population with "physical exercise, guide healthy behavior" function of new outdoor equipment products. Products According to the needs of different people combined with hardware and game customization to develop a number of series of products. Different from the traditional outdoor equipment for national fitness, the concept of "actively participating in outdoor sports in the way of games" is proposed, which increases the interest of exercise, reduces the boring and repetitive forms of exercise, and greatly improves the participation and movement conversion efficiency. Promote the crowd in the "active exercise, happy exercise" at the same time to carry out physical exercise. The exercise effect of the product is designed and logically constructed around the cognitive, emotional and physiological needs of the people themselves. At the same time, the products focus on the common needs of the whole population and the different development factors of different ages. The product is suitable for a variety of outdoor environment use, can meet the campus teaching use, through the professional sports big data and intelligent slap module combined with science to solve the difference in education level, meet the crowd entertainment and leisure at the same time to achieve education inclusive, truly achieve hardware standardization, easy to install.
User Value
Compared with traditional outdoor sports products, "Aerobic & anaerobic exercise with intelligent plus" comprehensively improves the science, playability, and interaction. First of all, according to the length of neural reflex arc, combined with individual differences, step differences and other factors that affect human reaction, set the touch light source to be extinguished within 3-8 seconds and the product floor area to scientifically guide product design. Increase game playability by combining game mechanics with human flow to form sustainable exploration behaviors, progressively increasing the difficulty of completing the level and increasing the duration of user engagement. Finally, through single and double person mode, countdown touch light source and real-time feedback of sound effect, the interaction between products and people is optimized, the emotional needs between people are enhanced, and a variety of interaction needs are met. Parent-child interaction can be effectively promoted in public places such as communities and parks.
Business Performance
"Aerobic & anaerobic exercise with intelligent plus" practices the product design concept of national participation in sports, national scientific sports, and national health, so that more people pay attention to health, and the product has been put into use in some parts of Asia, and has achieved good results. Through tracking the user exercise data of 10 children and primary and secondary school students for 30 days, it was found that the outdoor exercise time, cardiopulmonary function, anti-gravity and balance force were significantly improved, and the classroom concentration of primary and secondary school students was significantly improved. In Beijing, Hebei and other places in China, the campus has begun to use mixed oxygen wisdom + products for sports training, as a characteristic campus course in the school.
Social Impact
For young people, the use of technical means to standardize and productized scientific sports methods, supplement the inequality of education level caused by the gap in educational resources in various regions, so that every child has a high level of sports guidance. Through tracking the user exercise data of 10 children and primary and secondary school students for 30 days, it was found that the outdoor exercise time, cardiopulmonary function, anti-gravity and balance force were significantly improved, and the classroom concentration of primary and secondary school students was significantly improved. The use of high-tech equipment to improve human health, through the government centralized procurement to solve the educational inequality caused by the imbalance of educational resources. Brand pioneering new technology sports outdoor equipment.
Team Structure
A total of nine people participated in the project, namely Li Baoming, Liu Qiang, Zhang Duo, Han Wei, Zhao Hang, Wang Xin, Li Bingbing, Wang Li and Zhang Zihao. Li Baoming: Project team leader, responsible for the overall design and working principle and other general directions. Liu Qiang: Design supervisor, responsible for the direction and quality of the entire project. Zhang Duo: Deputy project leader, responsible for refining, reviewing design and outsourcing parts. Han Wei: Responsible for the design. Zhao Hang: Responsible for the design strategy. Wang Xin: Responsible for modeling design. Li Bingbing: Responsible for the design. Wang Li: structural drawing design, on-site technical guidance. Zhang Zihao: Responsible for modeling design.
Flow
Hybrid Oxygen Intelligence+is a set of outdoor intelligent entertainment and fitness equipment that focuses on the core elements of human kinematics and key indicators of young children and adolescents' development stages, improving the overall physical fitness of the entire population. The design of each product revolves around the development and exercise of skeletal muscles, the cultivation and enhancement of balance and focus, and targeted training is carried out. By carefully designing game rules and product forms, we explore the shaping of cognitive abilities, emotional needs, and social personalities, The product proposes the concept of "actively participating in outdoor sports through games", greatly improving the participation and efficiency of young users in sports conversion, as well as the interactivity of different age groups, and increasing product stickiness. This design has constructed a design model for "outdoor intelligent entertainment and fitness equipment", combining the three major development elements of physiological cognition and emotion. From the deep needs of users and the core elements of growth and development, focusing on the three directions of physiology, cognition, and emotion, various dimensions of design are carried out, and design goals and standards are clarified. At the same time, this model can evaluate and verify the training results in the later stage and assist in product iteration.
Project Investment
The project investment time is 1-2 years The total investment of the project is 500,000-1 million yuan
Project Achievements
1. The results of this project have reached the design objectives2. Compared with other products at home and abroad, this product not only targets the sports needs of different groups, but also adds a single or double person antagonistic mechanism, which enables users to participate in outdoor sports more actively. At the same time, the difficulty level mechanism of the game stimulates the sense of competition and attraction, so that users can continue to challenge themselves. Improve user stickiness and achieve better exercise results. 3. The products have been laid in parks, primary and secondary schools, communities and other places, and have been widely praised by different people. 4. The product has been used in many primary and secondary schools and kindergartens. Through continuous observation for one semester, the physical test scores of primary and secondary school students have been significantly improved. The children's reaction power and balance power have been significantly improved. 5. At present, the product is laid in a number of first - and second-tier cities, and the future product goal is to make the product laid in the township through the unified payment of local finance. Through technology, people in the township can also enjoy a high level of physical education and achieve educational equity.
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三河市桂宇星体育用品有限公司
河北省三河市
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