Avatar-Based Wellness Motivation System

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Solution Overview

Problem

Users struggle to meet their wellness goals due to lack of motivation, unenjoyable workouts, and limited interaction with others, necessitating improved systems and methods for managing wellness.

Innovation Solution

A method and system that utilizes avatars to motivate users by receiving and updating avatar data based on user activity, allowing users to create personalized avatars, track progress, and interact with others, incorporating features like user financial incentives and gamification to enhance engagement and motivation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional goal-setting methods are used, then users can set wellness goals, but users struggle to meet them due to lack of motivation and engagement

Engineering Contradiction:
Improvegoal achievementVSAvoiduser motivation
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system provides continuous feedback to users through avatar updates that visually reflect their progress toward wellness goals. As users complete activities, their avatars transform to show improvements, creating an engaging feedback loop that motivates continued participation and goal achievement.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system creates virtual avatars that copy and represent users' physical selves. These avatars serve as motivational proxies, allowing users to see themselves transformed through wellness activities in a gamified virtual environment, thereby increasing engagement and motivation.

Inventive Principle:
Principle #26Copying

2Ease of operation

If workouts are made more engaging through gamification, then user motivation improves, but system complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The avatar serves as an intermediary between the user and the complex wellness tracking system. Instead of users directly interacting with complex data and settings, the avatar provides a simplified, visually appealing interface that automatically reflects user progress, reducing perceived system complexity while maintaining engagement.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system changes parameters of the avatar (appearance, attributes) based on user wellness progress. This transformation of avatar parameters provides engaging feedback without requiring complex user interactions, simplifying the user experience while maintaining system functionality.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If users interact with avatars and track progress visually, then motivation and enjoyment increase, but data processing requirements increase

Engineering Contradiction:
Improveuser motivationVSAvoidprocessing energy
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary processing of user activity data to determine avatar transformations before users need to see the results. By pre-processing and preparing avatar update data in advance, the system reduces real-time processing requirements and energy consumption during user interaction.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12183446B2Method and system for facilitating management of wellness of users
Publication Date: 2024.12.31 VERGARA JR WILMAN
  • US12183446B2 patent drawing
  • US12183446B2 patent drawing
  • US12183446B2 patent drawing

AI summary

A method of facilitating management of wellness of a user. The method includes receiving a wellness goal associated with the user and an image representing the user, generating avatar data associated with the user based on the image and transmitting the avatar data to a display device associated with the user, receiving user activity data from a user device associated with the user, and generating avatar update data based on the user activity data and transmitting the avatar update data to the display device. Furthermore, two pictures of the user and their body measurements can be acquired by the display device and artificial intelligence used to generate and provide an avatar for the user. Furthermore, a step bank feature may be used to accumulate the user's steps as they exercise over time and allows them to redeem the steps earned at businesses on a network offering user financial incentive challenges.