Product: exhibitions, coffee shops, art derivatives, independent publications, designer brands, picture albums, photography, household items, accessories
Address: The Mixc (The largest shopping mall in Qingdao), Qingdao, China
The first floor is the exhibition
The lower ground floor houses shops and coffee shops
New Generation Design Store adhering to the concept of “art into life”, selection of the most distinctive, new trend of art products, so that art becomes accessible to the public experience. Present art derivatives authorized by contemporary artists, original works of young artists at home and abroad, create a permeable aesthetic store integrating aesthetic value and practical value of life, let the public experience life in art, let art and life zero distance. Work with young artists and fine arts education institutions to help them develop their own art derivatives, to raise awareness. At the same time, by organizing small pop-up activities, corporate culture parties and offline brand interaction, we will create a creative platform for art lovers, activate the public aesthetic daily life and bring surprising artistic life experience.
It is important for every one of us to have a healthy body. And fitness can help us keep good habits and a healthy body. With the development of mobile Internet technology and the wide application of location technology, it is becoming easier and easier to exercise anytime and anywhere, and sports-based interest communities and applications are becoming popular, and sports and community are becoming more and more integrated. The Internet (especially the mobile Internet) hyperlinks, multimedia, the characteristics of low cost, with sex, brings to the sports fitness industry change – fitness resources be completely activated.
With the popularization of fitness culture, the public began to have a passion for fitness. In our modern life world, health and well-being strongly depend on the individual’s health behaviours, motivation is a major factor of health behaviour change, and intrinsically motivated behaviour change is desirable as it is both sustained and directly contributes to well-being (Johnon, D 2016). But it is difficult for ordinary people to keep exercising. People who have ever lost weight know that the most difficult part of losing weight is to maintain the willpower and motivation to lose weight for a long time after the initial passion has passed. With the deepening of the emerging trend of “gamification” of Internet medical technology, slimming, fat reduction and lifestyle improvement will also enter a new field.
Gamification is the application of game thinking and game mechanics in non-game environments to attract users to participate in problem-solving and improve their self-control, as well as to increase positive behaviours and contributions. In short, gamification can make your life more like a game, releasing some serious emotions and reducing the stress of achieving your goals. Although the concept was first proposed in 2002 by Nick Pelling, a British programmer and inventor, it wasn’t until 2010 that it became widely used on a more specific level — when social/reward mechanics were incorporated into games, it really caught on.
In a review of health apps in the 2014 Apple App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings. Game play focuses and controls our attention, taps into our innate strengths, thrills us utterly, and compels us to greater resilience in the attainment of more powerful and effective skills. That’s why many believe it is perfect for behavior change in healthcare. A game is more than the automatic collector of vital signs and notifications. Gamified services engage us, keep us motivated and helps us down the bumpy road of change (The Medical Futurist 2017).
In the year 2019, a fitness game called Ring Fit Adventure is getting very popular in the whole world. It also increased the sales volume of Nintendo Switch.
This is a fitness game, players can install Joy-Con on Nintendo Switch into the game’s built-in “ring-con” and leg strap, to identify their own movements, while fitness while taking risks in the game. In the game can achieve 60 kinds of fitness, and can upload records, and compete with players around the world
In this game the player will get the task and finish it with different movement. Such as running, high knee lift and deep squat. From the point of view of evidence-based behavioral medicine, the only thing that would matter in gamification is whether it employs principles and tactics that have been scientifically proven to influence health outcomes (Cugelman B 2013). Well, the previous video showed the Ring Fit Adventure is doing great on the fitness and it will correct your movement if you did wrong.
In the conclusion. The gamification on fitness is doing great and it is helping lot of people to keep exercise.
The avozilla is new to the fresh food product category and, aside from
some news coverage, there is very little awareness. The product is in direct
competition with regular avocado varieties, which have a lower price point.
Potentially the concern may arise that a bigger avocado might not taste as good
as well-known varieties. It should be noted that Australian consumers are often
open to trying to products, i.e. they have a low risk avoidance (Hofstede
Insights n.d.).Avozillas are five times the size of typical
avocado variety, with an average weight of 1.2 kilograms. It sells $12 each, and
this product aren’t genetically modified, they are just bred
like any other fruit or vegetable crop.
Objectives
I think it is enough.
Target audience
The age of target audience can be the adult between 20-30. It can provide
the healthy avocado for the Australian who love that and have healthy
lifestyle. The price of Avozillas is $12 each. So, the income level Low income,
middle class and upper middle class.
Proposition
The most important feature can be healthy, and it is big than typical
avocado. So, you don’t need to by to many small avocados, and to buy Avozillas.
Substantiation
This product isn’t genetically
modified, they are just bred like any other fruit or vegetable crop. And it is five times the size of typical avocado.
Tone of voice
The mood of advertisement could be fresh and countryside style, and show the
main nutritional ingredients of avocado.
Story: A
women has been invited to a BBQ party, but she didn’t come. She comes home
along and into the empty home. She feels lonely because she is a vegetarian.
And her family jumped out and surprised her with Vegemite, and they held a party at home.
Step1
Originality
In
my story. I trying to make the feeling of loneliness. And used element of
family to show the good feeling of company of family.
Elaboration
I
can add more detail of the feeling that come home alone. And provide more
happiness atmosphere at the end of the story.
Step
2
My
target audience is vegetarian, and the people live alone and feels lonely. The
age grouping is everyone except baby, and normal income. The lifestyle is
usually healthy and enjoy cook by themselves.
Step
3
The
brand is a good product for the vegetarian. It is healthy and it can be an
everyday product.
Step
4
A
lonely guy has been invited to a BBQ party and he didn’t come because he is a
vegetarian. When he comes home he take the vegemite out and enjoy.