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Working out at a gym has been proven to positively influence good health and wellbeing. However, usually this comes with the costs of consuming fossile energy. Fitness equipment require electricity in order for people who work out to set weights, positions and levels or monitor their progresses on the screens.
But, the physical effort that is performed with fitness equipment can also be used to generate electricity.
Many people intend to work out at a gym but nevertheless cannot overcome their inner temptation to actually do so. The reasons that hinder them are manifold but often related to the feeling that working out at a gym is monotonous.
A game-based software system shall make working out at a gym a good experience hence, it shall support and motivate people to overcome their so-called weaker self to start working out at a gym and to keep doing it.
Our goal for this case study is (a) to further investigate sustainability requirements regarding enabling effects and (b) to reveal first insights about the role of different stakeholder groups in relation to these requirements.
We have been eliciting requirements for an easy to use and at the same time sophisticated software application that provides supportive information and motivating features to different kinds of users. Specifically, we first conducted semi-structured interviews that now are followed by an online questionnaire (the online link to the questionnaire will soon be available here).
This case study is part of the Garuso research project and contributes to the Solar Fitness & Wellness Unit within NEST (Next Evolution in Sustainable Building Technologies), a project of Empa. For more information on the overall NEST project please visit here.