Innovative fitness rewards system: bridging users and merchants part 2

This report presents the development and implementation of the fitness rewards system named SweatBack, which serves as a technological bridge between users and merchants in the fitness industry. By integrating a dynamic rewards system and a health statistics gamification algorithm, SweatBack aims to...

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Main Author: Loh, Gladys Hui Er
Other Authors: Li Fang
Format: Final Year Project (FYP)
Language:English
Published: Nanyang Technological University 2024
Subjects:
Online Access:https://hdl.handle.net/10356/174895
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author Loh, Gladys Hui Er
author2 Li Fang
author_facet Li Fang
Loh, Gladys Hui Er
author_sort Loh, Gladys Hui Er
collection NTU
description This report presents the development and implementation of the fitness rewards system named SweatBack, which serves as a technological bridge between users and merchants in the fitness industry. By integrating a dynamic rewards system and a health statistics gamification algorithm, SweatBack aims to enhance user engagement and merchant marketing strategies. The rewards system incentivizes users to maintain healthy behaviours, promoting physical activity and well-being. Unlike traditional loyalty programs, it encourages behavioural change by rewarding consistency and progress in personal fitness goals. The gamification algorithm converts health data into points, providing a personalized gaming experience that motivates users to stay active through competition and achievement in their fitness journey. SweatBack motivates users to adopt healthier lifestyles and offers merchants actionable insights into consumer behaviour. These insights enable merchants to tailor their services and products to meet consumer needs and improve their business strategy. The project aims to transform the relationship between fitness enthusiasts and service providers, fostering a more intelligent and interconnected fitness community. The market analysis indicates a significant shift in the fitness sector, particularly towards digital and online solutions post-pandemic. The fitness application market is expected to experience substantial growth due to increasing consumer demand for virtual fitness services. SweatBack capitalizes on trends like wearable technology integration and gamification to address the evolving digital fitness market needs. By enhancing customization, motivation, and wearable technology integration, SweatBack introduces innovative features that boost user engagement and satisfaction. The report with a focus on the mobile application, outlines the system's architecture, key components, implementation strategies, and user manual, offering detailed insights into the technical and operational aspects of the SweatBack platform. User feedback and beta testing results highlight the system's potential to positively impact user fitness routines and merchant marketing strategies. Future enhancements will focus on refining existing features, adding personalized options, and forming strategic partnerships to expand the platform's reach and effectiveness. In summary, SweatBack is a forward-thinking solution that bridges the gap between fitness enthusiasts and businesses. Through a combination of rewards, gamification, and strategic insights, it fosters a mutually beneficial relationship where active lifestyles are encouraged, and businesses gain valuable engagement opportunities.
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spelling ntu-10356/1748952024-04-19T15:46:31Z Innovative fitness rewards system: bridging users and merchants part 2 Loh, Gladys Hui Er Li Fang School of Computer Science and Engineering ASFLi@ntu.edu.sg Computer and Information Science This report presents the development and implementation of the fitness rewards system named SweatBack, which serves as a technological bridge between users and merchants in the fitness industry. By integrating a dynamic rewards system and a health statistics gamification algorithm, SweatBack aims to enhance user engagement and merchant marketing strategies. The rewards system incentivizes users to maintain healthy behaviours, promoting physical activity and well-being. Unlike traditional loyalty programs, it encourages behavioural change by rewarding consistency and progress in personal fitness goals. The gamification algorithm converts health data into points, providing a personalized gaming experience that motivates users to stay active through competition and achievement in their fitness journey. SweatBack motivates users to adopt healthier lifestyles and offers merchants actionable insights into consumer behaviour. These insights enable merchants to tailor their services and products to meet consumer needs and improve their business strategy. The project aims to transform the relationship between fitness enthusiasts and service providers, fostering a more intelligent and interconnected fitness community. The market analysis indicates a significant shift in the fitness sector, particularly towards digital and online solutions post-pandemic. The fitness application market is expected to experience substantial growth due to increasing consumer demand for virtual fitness services. SweatBack capitalizes on trends like wearable technology integration and gamification to address the evolving digital fitness market needs. By enhancing customization, motivation, and wearable technology integration, SweatBack introduces innovative features that boost user engagement and satisfaction. The report with a focus on the mobile application, outlines the system's architecture, key components, implementation strategies, and user manual, offering detailed insights into the technical and operational aspects of the SweatBack platform. User feedback and beta testing results highlight the system's potential to positively impact user fitness routines and merchant marketing strategies. Future enhancements will focus on refining existing features, adding personalized options, and forming strategic partnerships to expand the platform's reach and effectiveness. In summary, SweatBack is a forward-thinking solution that bridges the gap between fitness enthusiasts and businesses. Through a combination of rewards, gamification, and strategic insights, it fosters a mutually beneficial relationship where active lifestyles are encouraged, and businesses gain valuable engagement opportunities. Bachelor's degree 2024-04-16T00:53:32Z 2024-04-16T00:53:32Z 2024 Final Year Project (FYP) Loh, G. H. E. (2024). Innovative fitness rewards system: bridging users and merchants part 2. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/174895 https://hdl.handle.net/10356/174895 en SCSE23-0765 application/pdf Nanyang Technological University
spellingShingle Computer and Information Science
Loh, Gladys Hui Er
Innovative fitness rewards system: bridging users and merchants part 2
title Innovative fitness rewards system: bridging users and merchants part 2
title_full Innovative fitness rewards system: bridging users and merchants part 2
title_fullStr Innovative fitness rewards system: bridging users and merchants part 2
title_full_unstemmed Innovative fitness rewards system: bridging users and merchants part 2
title_short Innovative fitness rewards system: bridging users and merchants part 2
title_sort innovative fitness rewards system bridging users and merchants part 2
topic Computer and Information Science
url https://hdl.handle.net/10356/174895
work_keys_str_mv AT lohgladyshuier innovativefitnessrewardssystembridgingusersandmerchantspart2