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Current design direction:

An intensity tracking device for training, which maintains a positive social experience and allows
for feedback from coaches and peers

a) Helps the user track their progress


b) Supports their health and well-being habits
c) Facilitates remote interaction with coaches and peers

Design Opportunities from report:


Daniel: monitoring of user’s emotions through cathartic output, calculating intensity levels during
general training and sparring interactions, and indicating a summary of data for both coaches
and athletes to evaluate performance.

Asa: tracking of the users workouts, supporting users’ to achieve set goals, and enabling remote
interaction for viewing recorded data at a later date for analysis.

Connor: tracking of motion, supporting users’ to focus on their technique and general
performance, and enabling remote interaction for analysis and viewing to the athletes and
sports’ stakeholders.

Tracking of user’s intensity and technique through an emotionally positive and social
user experience in order to achieve set goals. ​Make it succinct and narrow it
down

Tracking of user’s intensity and technique through an emotionally positive and social
user experience to increase user participation, satisfaction and skill development.

Who is tracking?

The product will allow coaches and users to track intensity and emotion, in order to develop
personalised routines and enable great progression toward an end goal.

What are we tracking?


Why are we tracking it?
Who is the end result for?
Who tracks it?

Design a product which allows for the end to end tracking of user performance, emotional
experience and satisfaction, providing coaches and participants with relevant data to enhance
workout efficiency and structure based on individual goals and motivations.
data driven training session.

Develop a product which provides coaches and participants with an inter-connected evaluation
and summary of their ModBox training results through tracking of performance intensity, whilst
maintaining a positive emotional experience.

Equipment ideas:
- Mats
- Handballs (used for reaction training)
- Punching bags
- Wristbands
- weights/dumbbells
- Skipping ropes
- New glove variation
- Pads
- Shoes
- Headband
- Step-box
- Belts

ASA = ORANGE
DAN = BLUE
CONNOR = GREEN

Mat Ideas:

1. Dance style mat which links up between users


2. Mat for shadow boxing that incorporates light interactive weight with user tracking and
feedback
3. Mat for warming up and stretching. Ensuring stretches are done correctly and
improvement of stretch is shown between each session

Handheld training pads

1. Pads have led and sound feedback to indicate to user intensity range (ie between
50%-75) and gives audible feedback
2. Develop idea to allow for the tracking of punches (follow movement)
a. Concept: predefined movements/routines, pads follow a set routine and athletes
are meant to follow it developing a routine/habit through repetition. Settings to
increase speed and change up routine (Intensity) as well as pattern/routine
b. Pads can be wall mounted or standalone
c. Trainer can control the movement of the pads in a group class setting (or remote
interaction)
i. Will this be anti-social?

CONCEPT: FRAMEWORK OF ROUTINE


● Where does this product “map” or fit into the UX Journey/Map

Swipe Tag
1. RFID tag based system (like a gym) that lets users swipe on different options
Could be integrated to track
a. Emotions
b. Individual goals/motivations - different workout types, perhaps split users into
groups
i. Provides variation for users and coaches
c. User participation/adherence

Pads on the wall

1.

Punching bags:

Wristbands:
1. Measures heartbeat and movement as well as impact force to determine intensity levels.
Provides feedback to the user through LEDs.
2. Wristband shadow boxing game. Both wrists have two led indicators for technique and
pattern. Could be like a ‘game’ may include speakers and vibration in the wrists.

Weights/Dumbbells/Kettlebells:

1. Shadow boxing weights indicate movement direction and intensity for the user.
Movements are tracked and recorded then visualised onto a GUI. Might track retraction
rate and control follow through to reduce impact on opponent
2. Weights with feedback and built in routine with technique

Skipping ropes:

Glove variation:
Shoes:

Headband:

Step-Box:

Belt:

1. Tracks bounce and agility of user - bouncing more reflects that they are more prepared
and have a higher level of intensity

Do user experience maps over various time spans for coaches, users, PCYC, particular user
goals.

Email Paul if required

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