provides the results of a workout. The missing component is proper encouragement during the run. Research from Brunel University’s School of Sport and Education found that listening to music during exercise can increase performance up to 15%. However, controlling music while on a run (selecting songs, adjusting volume, carrying devices, etc...) proves to be an added distraction. With this research, our team saw exciting potential to connect the shortcomings and design a product that brings everything together. Rhythm is a fitness generated music controller. Music serves as support to runners, but can often become a distraction. How can we remove the headache involved whilst improving the motivation?
Discovery In groups of three, students are tasked with developing an interactive experience fo- cused on Seattle’s Discovery Park. Through site visits, background research, and surveys of current technolo- gies, students will develop a conceptual application that enhances scenario based experiences with the park. Brainstorm A weightless, invisible device to connect with a runner’s music library, allowing the user to exercise hands-free. The music would be curated based on observed behavior on existing music accounts and calculated to match the state of the runner to improve motivation and focus during the workout in the park. Sketch Considering several potential personas that would use such a device, and sketching scenarios in which the person is interacting with the service. Through this method, identi- fying key moments in the scenario that are to be cap- tured in film to effectively communicate the function and story. Shoot After selecting one persona, finalizing the story, scouting the filming locations and casting the actors, the team rented the necessary camera equipment and set out to film every scene in one day. After filming was completed, the footage was edited to capture the essence of the story and maintain a quick pace. Motion In order to reveal how Rhythm functions, animation was used to show the device’s procedure for assigning music to the various states of the runner exercise. Because there is minimal interfacing between the user and the service, strong animation was crucial to conveying how the concept works. Soundtrack Arguably the most important feature of a concept based on music was the mixing of songs for the video. It was essential to not only show, but to play how tracks would flow from one environment to another. Transitions were beat matched, effects including reverb and delay were applied making a fluid experience.
team found potential for improv- ing the experience of running in the park. Upon further research, we discovered a 15% increase in performance when runners listen to music. However, with today’s devices and applied technologies, music comes with a price of many distractions for runners including carrying an assortment of devices, pressing buttons, and limited access to music libraries. Our goal was to create a weightless, invisible device that communi- cates with a cloud-based service, where the runner’s listening behavior is tracked and stored at all times. This would present each runner with their own curated playlist of songs, based on their personal taste, attributed and appropriated to their current state while exercising. The track selection would be stitched together using beat matching, applying reverb and delay when appropriate, providing a seamless sonic experience of motion generated music. Additionally, one of the most exciting optional features would be a collaborative, competitive mode. When running with a partner or group, the music would be deter- mined by proximity with other runners in your network and who is leading in the run. This component would offer a new way to entice runners to act as live controllers to the music, playfully mashing up songs together, creating while exercising. 1. Solves a recurring problem for the person 2. Starts from the human, not the machine 3. Requests attention, does not demand it 4. Enhances human capabilities, does not replace them 5. Creates a net negative number of problems 6. Enables deep and broad connectivity 7. Serves the software 8. Weniger, aber breiter (Less but broader) 9. Capitalizes on existing behavior 10. Augments the things we love, and automates the things we don’t Weller, M. (2013, November 30). 10 top wearable technology design principles. Retrieved from http://venturebeat.com/2013/11/30/10-top-wear- able-technology-design-principles
Discovery Park • Meets friends to run together on occasion • Wishes she didn’t have to think about what music is being played while running • Enjoys upbeat dance music to motivate her during run • Enjoys soothing music during stretches and resting