TEDFIT is a gamified health and wellbeing app designed for young Australian professional women. The app uses a virtual pet dog named TED to motivate users to walk 20-40 minutes per day through gamification elements like accumulating experience points, completing quests and challenges, and customizing an avatar. The app aims to provide a playful and engaging way for users to enjoy the benefits of daily physical activity and companionship. TEDFIT is different from other fitness apps because it understands users emotionally, is grounded in academic recommendations for improving activity levels, and offers a novel interface to solve the real problem of inactivity.
2. TEDFIT
Care & love
Ted was born out of Chaye
being invited to help her sister
be more physically active
TEDFIT is a gamified health and wellbeing app
for young Australian professional women that
offers a playful, engaging, and novel way for all
people to enjoy the benefits of daily physical
activity, with the added companionship benefits of
owning and loving a virtual pet
Chaye’s desire to re-create
her childhood puppy,
named Ted
logo design
Ted the dog
+ =
Who is
TED?
3. Brand Mission
Our font
Precedent
Enhance the wellbeing
of the world through
companionship.
Coco Gothic
Our colour
Sunny yellow
TED loves his walk on
a warm sunny day
C-00 M-17 Y-84 K-00
HEX: FCD34B
4. We embrace the childlike
qualities of fun, light-heartedness,
and amusement.
We empower all people to
experience the physical states
of healthiness and happiness.
We encourage exploration
and curiosity.
We value and appreciate one
another’s feelings,
experiences, and perspective.
No one should ever feel
left out of feeling healthy
and happy.
We design solutions that
are straightforward and
easy for everyone to use.
Brand Values Brand positioning
Formal Fun
Traditional Progressive
The
TED
way !
Playfulness Wellbring Discovery
Empathy Inclusivity Simplicity
Precedent
Technical Creative
Persuasive Inspirational
5. A gamified virtual dog and
fitness tracker app designed to
motivate and encourage you to
walk 20–40-minutes per day
the
TEDFIT
App
Welcome Milestones Reminders
Login screen Gamification elements Health & wellbeing reminders
# Tamagotchi crossed with Fitbit.
6. Players accumulate
experience points (XP) for
completing physical fitness
activities in real life.
Gamification : keeping users engaged
TED
love
games
Points
Precedent
Players progress through
different levels of the game
as they accumulate more
experience points.
Levels
Players can complete fitness
quests and challenges to gain
more experience points;
increasing their game level.
Quests
Players customise their personal
avatar to reflect themselves.
Experience points can be used
to purchase customisable
outfits, items, and looks.
Avatars
Players get to customise and
own their own virtual pet
companion which can
interact and engage with
other players pets.
Pet companion
Players get to compete with
each other in social
challenges that combine real
life fitness activities and
virtual game interactions.
Social challenges
7. Meet MILLIE !
Chaye’s sister
Headspace, Audible, Podcasts, Spotify
Lose some weight
Move pain free
Improve cardio fitness
Maintain energy levels
Prepare for wedding and motherhood
Writing
Baking
Play a fortnightly round of Dungeons &
Dragons online with her friends
Listens to podcasts on revisionist history
Learning calligraphy and typeface design
Skiing when possible
Spending time with her Fiancé Chris
Playing with her cat Beraxys
Vintage fashion
Reading and watching period dramas
Singing spontaneously to musicals
Fine food – quality over convenience
Age: 31
Relationship: Engaged
Education: Bachelor Degree in
Linguistics
Occupation: Administration Assistant /
Writer
Location: Sydney, CBD
Personality Type: Advocate: INFJ
(Introverted, Intuitive, Feeling, Judging
Millie struggles with managing her weight and
has recently started getting some minor knee
pain, which is impacting her ability to move
through her day freely. She finds walking up
moderate hills and stairs more of a challenge
than ever before. She never was one for
sports at school and hasn’t stepped into a
gym since then. Medically, she would be
classified as obese class one. On a weekly
basis, she might go for one or two walks
longer than 20 minutes.
Ted is not expensive like gym, pilates or
yoga classes near by.
Ted motivates her to go out for a walk in a
playful manner.
Ted is not confronting, off-putting like other
fitness apps out there.
Millie finds Ted easy to use and obviously
she loves dogs!
TED’s
friends
Why Millie
likes TED
Scenario
Wishes
Hobbies
Loves to
Apps used
8. Precedent
2.1 million 1.3million Market size
500,000
500,000
65% are obese
( in major cities )
Australian women
(25-35 yrs)
monthly
free trial
40% have teritary
qualification
TED’s
potential
friends
Alright !
How much
does it cost?
Revenue
Australian Bureau of Statistics (2020) Australian Institute of Health and Welfare (2019) Australian Institute of Health and Welfare (2020)
$20
annually
$90
Subscription fee
Downloads
14 days
Number of potential Australian
female users for Ted.
12,500
Subscribers
2.5% conversion rate from initial app
downloads to monthly subscriber.
$875,000
Annual Revenue
@ $70.00 average annual
revenue per subscriber
9. TED
loves
everyone
for the animals
Precedent
5%
to inclusivity
100% to sustainability
100%
for the planet
1% time
20%
Impact model
5% of every subscription donated:
Portion of user subscription revenue
is donated to local animal welfare
charity (TedFit)
We prioritize diversity by providing
equal access to opportunities and
striving for inclusivity. (Wahoo Fitness)
We commit to understanding and
minimizing our company's environmental
impact by consulting annually with green
energy and sustainability experts.
A commitment to donate at least 1%
of all revenue to environmental
causes. (Patagonia)
A work-flow/time-management model in
which the staff members are encouraged to
allocate a percentage (in this case 20%) of
their time toward independent projects of
their choice. (Google)
10. Getting
started
Social media
Word of mouth referrals
Customer channels
In-person and digital Subscription media:
Podcast influencers and digital newsletters
Public transport advertisements Bill boards in public spaces
Brand Merchandise
Scientific validation
Clinical trials to validate use of product as an
effective solution to in-activity
Out of home
advertising
11. Meet Jamie !
Ted liked him !
hero
employee
Team
TED
Active
Empathetic
Story teller
Explorer
A
n
i
m
a
l
l
o
v
e
r
T
e
c
h
s
a
v
v
y
Headspace, Audible, Youtube,
Gramin connect
Autonomy
Creative self-expression
Sincerity
Meaning and purpose
Space for imagination
Relaxed yet efficient corporate structure
Ability to work, travel,
and live overseas
Drawing
Mountain biking
Bikepacking (backpacking on a bike)
Sustainability of coffee and cacao
World adventure travel
Photography
Skiing
Travelling to Colombia and Austria
Researching and planning adventures
Listening to biographies
Mind-mapping and day-dreaming
Endurance sports
Animals, especially dogs
Learning
Age: 28
Relationship: Dating
Education: Bachelor Degree Graphic Design
and Communications
Occupation: UX, Graphics and Front End Web
Designer
Location: Sydney, CBD
Personality Type: Advocate: INFP (Introverted,
Intuitive, Feeling, Prospecting)
Jamie is a passionate young designer with a
flair for social entrepreneurship. He’s looking
for a company culture grounded in purpose,
supports wellbeing, and allows creative
self-expression. An intuitive and
compassionate thinker, he can often get a bit
sidetracked by his own idealism. In his early
stages of his career, he needs a loose, yet
efficient corporate structure which allows him to
develop wholly as an individual and design
expert in his field. TedFit is the ideal place for
his uniqueness to shine through.
Scenario Workplace needs
Hobbies
Loves to
Apps used
12. Precedent
First five hire
Team
TED
The Visionary
Chaye Hartwell
Education : Bachelor of Commerce. Product
management, Master of Design
Unique skill : Health & Wellbeing
entrepreneurship
The Maker
Melvin Josy
Education : Bachelor of Design.
Master of design
Unique skill : Concept development,
Visual communication
Education : Bachelor of Design
( Visual communication )
Unique skill : UX Design
Education : Bachelor of Science
( App development )
Unique skill : Mobile Game
development
Education : Bachelor of Science
( Computer science )
Unique skill : Machine Learning
Education : Bachelor of Communi-
cation ( Media Arts & Production )
Unique skill : Creative writing
Education : Bachelor of Business,
Bachelor of Law.
Unique skill : Corporate Law
The Aesthete
Visual designer
Animation, illustration, product
story line, gamification.
Front end developer Back end developer
The Planner The Wordsmith
Writer
Company, and product, story,
content, marketing copy,
Doktori, D. and Reed, S. (2016).
The Advisor
Legal & Compliance
The Builder
13. Precedent
Brand
TEDFIT
Corporate Teams Structure
Design
& Research
Finance
& Legal
Strategy Marketing People
& Places
Product
& Content
Health
Science
Technology
Finance &
Accounting
Legal
Business
development
Go to market
Partner
Success
Corporate IT
Data Science
& Analytics
Engineering
Digital /
Social
Print /
Outdoor
Talent
Wellbeing
Product
Product &
Content
Exercise
Psychology
14. Life with
TED
Work-Life Balance
Work Culture
PERKS
Google Precdent
Family planning -
Spotify Precedent
Paid volunteer time off -
Salesforce Precedent
Fridays off -
WorldWildLife Fund Precedent
Snow Days-
Burton Snowboards Precedent
Unlimited Annual leave -
Virgin Precedent Finland
Wahoo
A team that is
Empowered,
Diverse & Inclusive
Work from Home
Unlimited Annual Leave (Virgin)
9 Am to 3 PM / 30 hour per week
Encourage people to work fewer hours
but be more productive when doing so.
(Kellogs)
Allowance
Child Care
Health and fitness *
Grocery Allowance ( partner stores)
Education / Study support
*(physios, gym memberships,
nutritionists)
Health + Mental health cover
15% Superannuation
Paid Parental $ Surgery leave Equal pay, benefits & Opportunities
Personal & Family
wellbeing
LGBTQ+ advocate & ally
Pet friendly
Inclusive
15. Working
Environment
W
ork
for TED
How? Why?
Benefits
Work remote
Initially employees will be
working from home
9am to 3pm
3pm to 9am
Setup your
workspace
Meet
online
Opt to disconnect
from communications
Follow local time
Home office
equipment allowance
Group management
Softwares
( e.g. MS teams)
Work life balance
COVID 19
Digital /online work place
Non-physical work
Save
$10,000
Reduce
wage gap
for woman in more
senior roles
per employee on
office space
annually
Saves
time
Live
anywhere
No need of physical
presence to work
(Barbados – Microsoft
Software engineer)
No timely commute
to office daily
16. Remote Working precedents
Twitter: In May 2020, announced employees will be allowed to work from home for ever
Facebook: May 2020, announced plans for permanent remote workers
Fujitsu: July 2020, announced permanent work from home plan
60% of Finland’s labour force works from home. Legislation gives right to work ½ week from home. 85% remote workers satisfied with their work and life balance.
45% of Swiss Labour force works from home
France: Legislation in place gives remote workers the right to disconnect from work
Blurred boundaries between work and social life
Lack of information on productivity of working from home
Employment and workplace laws around health and safety
obligations, employment taxes, breakdown of expenses and
deductions, global employment regulations
Limitations
Company culture
Work Environment
Regulations
Ambiguity
Hard to foster company culture
Provide home work setup for each employee
Working in a shared accomodation
Hard for junior employees to build professional networks
Remote Working research - Sources
The Economist (2021). The remote-working revolution: how to get it right | The Economist. YouTube. Available at: https://www.youtube.com/watch?v=n2NTmmcPDHk [Accessed 18 Jun. 2021].
The Economist (2020). Covid-19: is working from home really the new normal? | The Economist. YouTube. Available at: https://www.youtube.com/watch?v=MxDVucUZCnc.
Working
Environment
W
ork
for TED
17. TED’s Legacy
Through imaginative and playful
design, introduce sustainable
health and wellbeing to millions of
people worldwide.
18. Customer Problems
Lose some weight
Move pain free
Improve cardio fitness
Maintain energy levels
Prepare for wedding and motherhood
A gamified virtual dog and fitness tracker
app designed to motivate and encourage
young Australian professional women to
walk 20–40-minutes per day.
It’s Tamagotchi crossed with Fitbit.
We are different because we understand
where our users are coming from emotionally;
user empathy resulting from personal
struggles with health.
We are different because the product intention is
grounded in global academic
recommendations for improving physical activity
levels.
We are different because our interface and user
experience offer a novel, fun, and engaging
tool to solve a real-world global problem.
We are different because we serve a
customer underrepresented in the health and
fitness market.
Co-founder with certified health and
wellness domain expertise
Product is novel but solves a real-world
global problem
Target market is under-served in this area
1st to market for gamified virtual pet and
fitness app
Access to UNSW - Founders Program
Application user subscriptions: $20 AUD monthly fee, or $90 AUD annual fee
Freemium model: User gets 14 day free trial to test the features of the app before needing to
subscribe. Non subscribing users will have limited, yet, functional access to the app.
5% of every subscription donated: Portion of user subscription revenue is donated to local animal
welfare charity
Corporate Partnerships: Case by case pricing model for corporate partners who want employee
access
Out of home advertising: Billboards, Public
transport, Bus Stops
Word of mouth friend referrals (1-1):
in-person and digital Subscription media:
Podcast influencers and digital newsletters
Social media: Instagram, Facebook, and
YouTube
Clinical trials to validate use of product as an
effective solution to inactivity
User & Consumer 1
25-34 years
Professional
Tertiary educated
Currently in-active lifestyle
More than likely overweight
Non-User & Consumer 1
Professional firms: legal, accounting, and financial;
employ large population of young professionals
Non-User & Consumer 1
Health insurers; purchase user licences and give
app to policy holders
Female 25-34 years, city based
Professional, tertiary educated
Dog / animal lover
Struggle to maintain health
Sedentary job (office or home)
Testing lo-fi wireframe on 10 potential users;
aim for 8/10 positive feedback
Testing hi-fi prototype screen design on 10
potential users; aim for 8/10 positive feedback
Testing interactive prototype on 100 potential
users; aim for 8/10 positive feedback
Testing MVP on 100 potential users; aim for
8/10 positive feedback
Testing MVP on 1000 potential users; aim for
8/10 positive feedback
A/B test product landing page on 1000
potential signups; aim for 100 registered emails
A/B test product landing page on 5000
potential signups; aim for 500 registered emails
Social media following development: 100
follows
Social media following development: 1000
follows
Project Cost Structure
Hi-Fi prototype: UI and UX screen design and
testing.
Interactive prototype: design, development, and
user testing
MVP: design, development, and user testing
Alpha: design, development, and user testing
Beta: design, development, and testing.
Product landing page: design, development, and
A/B user testing
Product launch website: design, development,
and A/B user testing
Corporation set up: legal, accounting, and
advisory fees.
Product marketing strategies: social, digital, and
in-person.
Product marketing management: social, digital,
and in person.
Product hosting: website, software, data servers
(AWS), and API partners.
Operations Cost Structure
Professional services: marketing, legal,
accounting, financial
IT services: app hosting, website hosting, data
servers, API partnerships, software subscriptions,
internet, phone.
Wages and salaries: engineers, designers,
product managers, human resources, culture,
management, legal, accounting, marketing:
digital, social, and in-person, .
Staff: hardware: computers, phones; furniture:
desks, chairs, lighting, headsets; software: Office,
Google, Adobe, Accounting; space: office space
or work from home set up.
Gyms or Group Class = Expensive
Go For Walk = Lacks motivation
Health and fitness apps = Confronting
Problem
Existing Alternatives
Solution
Key metrics
Channels
Early Adopters
Cost Structure
Revenue Stream
Unique V
alue Proposition Unfair Advantage Customer Segments
TEDFIT Lean Canvas
31. Throughout each of the significant assessments, we have learned a critical
aspect that makes design entrepreneurs successful. For example, the first
assessment illustrated the value of focusing on the problem space, and the
second emphasised the importance of customer empathy and human-centred
design. This third one has demonstrated how critical researching company
precedents is for branding, culture, and business models.
Our mission and values became clear only once we deep-dived into our four
key company inspirations; Headspace, Fitbit, Nike Run Club, and Wahoo
Fitness. Similarly, our business model, product gamification elements, and
company culture are all inspired reflections of one or more of these design
precedents.
Our branding is less of a mirror of existing companies. Instead, it reflects the
tone and essence of the platforms core inspiration, Ted, the dog. Ted was
Chaye's childhood puppy. After Melvin viewed some videos and photos of
Ted's personality in action, he ascertained the platform's character, resulting in
the brand's playful and fun design. Like assessment two, in-person
communication with the core user; provided relevant feedback on the brands'
direction, with multiple iterations occurring before the final selection. The
brand values, mission statement, legacy, colour palette, and logo have all
been approved enthusiastically by them.
In approaching our workplace culture and environment, it was imperative to
think outside the traditional start-up box. Most importantly, we wanted to
focus on employee work-life balance, not just perks. After all, enhancing
wellbeing for all is the company reason for existing. Therefore, it made sense
to research how and why working from home could be implemented
company-wide. Rather than finding company precedents, we examined
countries like Finland, France, and Switzerland, which already have to work
from home legislation. We aimed to discover the benefits and limitations of
remote-working regarding improving employee wellbeing. The findings
concluded, albeit elementary, that those working away from the office
experienced more significant levels of work-life satisfaction, with the added
benefit to the company bottom line of not hiring expensive office space.
Furthermore, in this time of Covid-19, it didn't make any sense to hire
corporate office space.
Overall, this assessment has taught as the value of creating a brand, product,
and company culture that reflects an interplay of three existing elements.
Firstly, the core user needs and wants—secondly, the examples of companies
that have come before who inspire—and thirdly, the founders' unique
interpretation of these two preceding forces.
Critical Reflection
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