Wearable Device Design

RunSync

Reshape the meanings associated with running by creating a social connection with strangers

Overview

RunSync is an innovative vest utilising haptic feedback and tactile technology to improve the running experience for novice runners. Designed under the theme Social Connection, the project aims to foster a sense of community, offering an alternative way for runners to stay in sync and communicate non-verbally. 

Role

UX Designer

Researcher

Timeline

Mar 2023 - May 2023

Team

Team of four

Problem statement

Starting thoughts...

Why running is hard for some people to stick with and become a habit?

Novice runners often lack motivation and a sense of connection during solo runs. Existing fitness tools emphasise physical data but overlook meaningful interpersonal interaction. RunSync addresses this gap by providing a tactile communication experience that transforms running into a socially connected activity.

Solution

Discovery

Brain storming

What should we focus on to increase social connection?

At the beginning of the project, we had a brainstorm about what is social connection, what kind of people would have problems in social connection and how to increase social connection. The initial idea was use wearable devices to manage group interactions.


Occasionally, we find a interesting social trend for novice runners.

“Modern fitness technologies often focus on individual performance, leading to a solitary experience. Novice runners struggle to remain consistent due to lack of support, motivation, and social interaction. ”

User interview

X 7

Interviewees

After understanding the reasons why novice runners fail to maintain their running, We interviewed recreational runners to understand their motivations, pain points, and expectations.

Highlight

Sense of Presence: 71%of participants expressed that running with a partner provided a sense of accountability and motivation that they found hard to replicate when running alone.

Preference for Non-Intrusive Feedback: Participants wanted a communication method that would not disrupt their focus or the rhythm of their run, leading to a preference for tactile feedback over audio cues.

Safety Concerns: Participants highlighted the importance of staying aware of their surroundings, and preferred a solution that didn’t block their hearing, such as headphones or loud sounds.

Connection Without Proximity: Some runners valued the idea of feeling connected to a running partner, even if they weren’t physically together, to enhance the emotional aspect of the experience.

Customisable Feedback: Feedback preferences varied, with some users desiring stronger vibrations for certain cues and lighter ones for others, emphasising the need for adjustable settings.

These insights further validated the decision to pivot toward a running vest, prioritizing social motivation, non-intrusive communication, and adaptability.

How might we design a solution that bridges this social gap, encouraging beginner runners to stay active while feeling connected and supported?

Compatitor analysis

I started off by monitoring direct and indirect competitors that provide similar concepts to my product: connection, engagement, and tracking. By doing so, I was able to gather ideas and solutions for improving the user experience by implementing different features.

Research Synthesis

After having done the user and desk research, we synthesised the data and insights to find seven pain points that are crucial for users to success.

Based on the user pain points and the finding from the research, I narrowed them down to the critical criteria I need to focus on.

Empathize

User Flow & Journey Map

Prototype

We produced a prototype for multiple design variations for testing and feedback.

The prototype is made of adjustable belts and a soft yoga mat. We sewed all the sensors and motors onto the belt and yoga mat.

Usability testing

We conducted a usability test with five users in our target audience using the prototype to see how user friendly the service is.

PAIN POINT

  1. The prototype is difficult to wear alone due to the many wires.


  2. The vibration from the back is too weak. Some users can't feel the vibration.


  3. Users need a system notification to confirm whether they successfully sent vibration messages.

POSITIVE FEEDBACK

  1. The majority of users found the tactile communication experience intriguing.


  2. When users feel the vibrations from their chest, they really feel inspired.


  3. Users can feel the presence of others through vibrations on their backs, which can give them a thrill.

Implementing Feedback

Final Design

Impact

The project was showcased in an exhibit where user testing revealed:

90% of users found the vest's tactile communication engaging and unique.

Users appreciated the interactive relay race-like experience.

Suggestions included incorporating visual cues (LEDs) and stronger vibrations for improved clarity.

Reflection

What I learned

  1. Teamwork is important

This was my first experience with physical prototype design, and I encountered a lot of difficulties during the design process, especially how to make the wearable device fit people of all sizes. I realised that it is important to work with different designers and that a meeting of minds can lead to unexpected results.

  1. Test early and often

Testing at every stage of the design process helps us get significant feedback and keep the product on track.

  1. Prioritise the target audience

When I design a product, I may try to fulfill all of the user's needs, but this can take away from the focus of the product. I've learned that prioritizing the top concerns is essential to taking further steps in design.

Next step

  1. Technical implementation

In terms of technical implementation, we plan to utilise wireless touch sensors and vibration motors to support flexible running movements. We also aim to introduce multiple LEDs as a notification system to provide interactive feedback to the user. In addition, we intend to provide clearer indications for the touch sensors so that users can understand how to effectively interact with each part of the body.

  1. Materials

In terms of materials, we will explore lighter and more flexible undershirt fabrics to improve user convenience and comfort while running.

  1. More form of touch

Explore other forms of touch, such as stroking, squeezing and tickling, to further refine methods of tactile communication beyond tapping.

Contact

Mail

Contact

Mail

2024 Elaine Chen. All Rights Reserved

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