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FlashSwing is a Kinect-based interactive motion-control game designed for office common areas. It aims to promote accessible exercise, boost positive emotions, and encourage social interactions.

FlashSwing

The decline in physical activity, mental health, and social interaction among employees due to high workloads and a lack of time and motivation

Problem

A Kinect-based interactive motion-control game designed for office common areas, FlashSwing aims to provide accessible exercise, enhance positive emotions, and foster social interactions among employees.

Solution
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Alex is an architect who works with a high workload and lives a sedentary lifestyle with high stress and limited social interaction.
Persona

Alex is a dedicated, middle-income architect who lives alone and has no children. His perfectionism and intense focus on work contribute to high stress levels and a sedentary lifestyle, resulting in back pain and stiffness. Despite understanding the importance of physical exercise, his motivation is low due to his heavy workload and commitment to his job, leaving little room for social activities and further exacerbating his stress.

Journey Map
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10:00 AM - 12:00 PM

Begins work, focuses on high-priority tasks.

Determined to tackle the workload, but feeling the pressure of deadlines.

Start of Workday

Pressure

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12:00 PM - 7:00 PM

 

Continues working, with occasional short breaks.


Energy starting to wane and experience back pain and stiffness due to lack of movement, counting down hours until the end of the day.

Midday

Back Stiffness

Tired

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8:00 PM Onwards

 

Returns home, has dinner, unwinds for the night.

 

Relieved to be home, but too tired to engage in get any exercise or have any social activities.

Evening at Home

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7:00 PM - 8:00 PM

 

Leaves the firm and commutes back home.

 

Mentally drained and feeling exhausted, looking forward to relaxing at home.

Commute Home

Exhausted

No Motivation for Exercise or Social Activities

  • Experience back pain and stiffness due to lack of movement due to sedentary lifestyle

  • Lack of time and motivation for exercise

  • High workload leading to high stress

  • Lack of social interactions with colleagues

Pain Points

  • Introduce short, low-intensity and accessible exercise routines during breaks to reduce stress and relief back pain and stiffness

  • Explore options for social interactions that can be integrated into work environment or exercise routine

Opportunities

Rule
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Hand Circle
Tracks and mirrors the movement of the player’s right hand.

Color Schemes
Utilizing warm colors, ranging from red to yellow tones, and cold colors, spanning blue to green hues to differentiate between two players.

Target Circle

Appears randomly within a designated 60% area of the screen, measured from the center.

Countdown


Players are required to hit the target circle with their hand circle within a five-second.  

Scoring
A combined score increasing with each successful hit for both player, and decreasing with missed opportunities. 

Compared to traditional exercises, exergaming can promote higher levels of motivation and physical activity. Researchers have found it to be more enjoyable and perceived as less exerting than traditional exercises like treadmill workouts.

Challenge 1: Motivation for Exercise

Each game round is designed to last one minute, ensuring the game is energetic and accessible, allowing players to participate during brief breaks in their daily routines.

Challenge 2: Utilize Discrepancy Time

Research indicates that engaging in interactive and physically demanding games can improve mood and reduce stress.

Challenge 3: Reduce Stress

FlashSwing supports two players simultaneously, fostering collaboration and interaction. This dual-player mode encourages social interaction, teamwork, and adds excitement as players coordinate their movements. The game aims to enhance social connections while promoting physical exercise through a cooperative experience.

Challenge 4: Promote Social Interaction

Accessibility and inclusivity are achieved by adjusting the countdown time and the area where the circles are generated. This allows the game to cater to a diverse range of physical abilities and skill levels.

Challenge 5: Accessibility and Inclusivity

User Test

Physiological Well-being

1.3 m/s

Average Movement Speed

135°

Average frequency of movements per minute

4.3/5

Survey score on feelings of energy and vitality

Psychological Well-being and Social Interaction

7.8/10

Stress Reduction Score

6.6/10

Frequency of Social Interactions

7.6/10

Positive Mood Rating

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