Academic Research
- [3] Oswald et al. (2020) A scoping review of the relationship between running and mental health.
- [4] Roeh et al. (2020) Marathon running improves mood and negative affect.
- [5] Keating et al. (2019) Impact of a structured, group-based running programme on complex mood disorders.
- [6] Borrajo et al. (2024) Negative self-talk in runners.
What They Did Well
- Existing studies consistently show that running has significant positive effects on mental health, such as reducing stress, anxiety, and depression [3][4].
- Research explores both short-term and long-term emotional benefits of running across different populations [3][5].
- Some studies provide insights into psychological processes during running, such as motivation and self-talk [6].
What They Missed
- Lack of personalized solutions tailored to users' real-time emotional states [3][5].
- Limited focus on user experience and interaction during running activities [4].
- No translation of research findings into interactive digital systems or applications [3][6].
Commercial Products
- [7] Keep App.
- [8] Sigma Fitness App.
- [9] Joyrun Running App.
- [10] Nike Run Club App.
What They Did Well
- Provide comprehensive and precise tracking of running data, such as distance, pace, and heartbeat rate [7][8][9][10].
- Incorporate motivational features like virtual medals, challenges, and social forums [7][9][10].
- Some applications introduce AI to analyze each user's physical condition and personalize the most appropriate training schedule [7][9].
What They Missed
- Lack of monitoring of users' mental well-being [7][8][9][10].
- Lack of decompression-related functions such as breathing training [7][8][9][10].
- Do not provide enough emotional support and companionship for stressed users [8].
Identified Gap
Although both academic research and commercial products highlight the benefits of running, there is a clear gap in integrating emotional awareness with interactive and user-centered design.
Academic studies focus on outcomes rather than user interaction, while commercial applications emphasize performance tracking or gamification. Neither effectively supports users' emotional needs during running.
Therefore, there is an opportunity to design a playful and human-centric system that provides real-time emotional feedback, personalized running experiences, and interactive support, bridging the gap between mental health research and practical applications.