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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
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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