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Push

Product offerings and business developments related to Virtual Reality, Augmented Reality and Mixed Reality (VR MR AR) markets are emerging. How to find a good business leveraging this field based on understanding what the future could be into focus is the core of this project and we found an opportunity in the fitness field. Also, we focus on how to roll out this idea in a proper viable sense as a business thinker.

Design - Myungwhan Choi

Strategy - Aarish Natawala   Chen Chen   Mathew Clack   Myungwhan Choi

Objective

 

Why 90% of people will quit the gym in early 2017?

 

Many people have experience this before. They always try to plan working out with

a blueprint in which how their body will be reshaped. Accessibility to gym is a problem?

Some people, therefore, purchase home fitness machines instead of going to a gym.

 

Nevertheless, 40% of home exercise machines are used far less than they had been planned. Why do people no fulfill their exercise as planned?

The problem is they lack

Motivation

Interaction

Therefore, what if people have the same experience as fitness clubs, but more fun factors at home?

Gamification

Social Engagement

Accessibility 

Push

Motivates you to exercise and compete with your friends

in Mixed-Reality game environments through trackable devices. The gamified scenarios distract you from

the difficulty of the exercise.

With Your Avatar

Push Keeps Offering Different Scenarios

Mixed Reality Gear

Ensures active vision which allows users

to perceive the real environment for the safety purpose while working out in the game.

PushBit Tracks Your Mobility.

Wear this on an ankle no matter

what types of machine are.

Fitness Industry

 

Porter's Five Forces Analysis

This tool illustrates the fitness industry landscape  and each driving factors. How to alternate the conventional fitness practices throughout the new media, VR/MR,

was our question.

Differentiation

 

According to blue ocean strategy

 

How can Push differentiate itself from others? The strength of Push is its gaming environment through mixed reality where people compete against or play with others as a social engagement.

Conventional

Fitness Exp.

Other VR

Programs

Push

Positioning Matrix

Compatibility

Less Immersive

Push

More Immersive

Limited to

Specific Exercise

Strength

Roadmap

Smartphone Gear, PushBit and Game Application

2018

2020

2020

2025

Advertisements and Endorsements

and Launching Avatars' Virtual Fitness Wears. 

Collaboration with Local Gyms

In House MR Development & Rollout

38M

of Home Fitness

Equipment Owners

14.6M

of people with

$75K Annual Salary

who can afford to buy

Conservatively, 

If Push can project 20% of the market share in 5 years,

the number of target users will be

3.4M

Smartphone

Gear (Till 2025)

$60

PushBit

 

$40

Game

Application

$1.99

$39M

Revenue in 5 Years

System Model

Competitive Advantages

Fun Experience with Mixed Reality Environments

Not Limited to One Specific Exercise Machine

Easily Overcomes a Real and Challenging Exercise 

Online Fitness Community

The Fitness Game

Using The Immersive Environment

Push

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