This document describes a final year project at Trinity College Dublin that aims to develop a gamified mobile application for home fitness using behavioral change techniques. The project was created by Aleksandr Koreckij and supervised by Lucy Hederman. The application aims to provide exercise instruction through progression levels, action planning via a calendar planner, and an engaging rewards system to promote physical activity and behavioral changes among users. Data from the application will be stored locally on users' mobile devices. The document outlines the background, design, implementation, business model, evaluation, and conclusion of the project.
This document describes a final year project at Trinity College Dublin that aims to develop a gamified mobile application for home fitness using behavioral change techniques. The project was created by Aleksandr Koreckij and supervised by Lucy Hederman. The application aims to provide exercise instruction through progression levels, action planning via a calendar planner, and an engaging rewards system to promote physical activity and behavioral changes among users. Data from the application will be stored locally on users' mobile devices. The document outlines the background, design, implementation, business model, evaluation, and conclusion of the project.