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