Fitness mobile apps are becoming increasingly popular as more people seek to improve their health and wellness. However, not all fitness apps are equally effective or user-friendly. Design thinking involves five phases: empathize, define, ideate, prototype, and test. In this paper, we present a case study of how we applied design thinking to develop a fitness mobile app called "FitMe". FitMe is a human-centred approach to innovation that can help developers create fitness apps that meet the needs and preferences of their target users. It is a personalized and gamified app that helps users achieve their fitness goals and improve their well-being. We aim to highlight the practical challenges encountered by the users in the present applications, the lessons learned, and provide actionable recommendations for future research and development in this field.
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Ammayath et al. (2024) studied this question.
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