Early on in Quell’s development, the founders completed extensive user research into exercise. Before designing the Impact they had to answer an age old question: why do so many people struggle to workout consistently?
They learned that in reality, there's two types of exercise. Engaged exercise (evokes competition, social engagement) and default exercise (boring).
DEFAULT EXERCISE
- lifting weights
- Running/walking
- Cycling
ENGAGED EXERCISE
- Playing soccer
- Mountain biking
- Yoga, Pilates, CrossFit
Clearly, engaged exercise drives consistent workouts and more enjoyment. If engaged exercises were always available to everyone, no one would have an issue staying in shape. Unfortunately, competition and gamified workouts are gated behind cost, travel time, landscape, or simply having a group of people available to play with.
People need an accessible platform that delivers immediate rewards, a sense of progression, and an immersive experience. Enter: The Impact
The system uses gamification to motivate users to stay active and reach their fitness goals. With the Impact, users can compete in virtual competitions and challenges, track their progress, and earn rewards for their achievements. The system is designed to be accessible and convenient, so users can exercise anytime and anywhere. By providing a competitive and immersive experience, the Impact defeats the barriers to engaged exercise.
NEXT UP
Martin and Lorenzo walk you through the immersive gaming and how the Impact achieves it.