Team: Aarohi Doshi, Anirudh Kundu, Brann Khattiyanont, Renan Chen
Timeframe: 4 months [Jan’23 - April’23]
Keywords: Ubiquitous Computing, IoT, Gestural Interface, Computer Vision, VUI, UX
Bounce is a product that deals with the woes in the fitness journey of a person working out at home. Designed through a four-month course on Pervasive Design at the School of Information, University of Michigan, Bounce aims to create a confluence of IoT technologies, User Experience, and Product Design.
As the outcome of deep research using diary studies, customer surveys, live user testing, ideation workshops, and more, this project aims to redesign and build the future of smart fitness mirrors.
One of the most commonly asked questions that we tackled throughout the ideation and initiation of this product was:
“There are already some smart mirrors on the market, how is Bounce different?”
The answer to this question is in fact the backbone of this entire venture. After identifying the lacunas in the existing product range available to people, we identified a pertinent need to update, modify and redesign the same. Made using IoT technologies, Bounce has the capacity to be updated via wifi and adapt to a variety of user fitness types and preferences. To put it plainly, if a user wanted to learn a new form of martial art at their home, they could simply search the Bounce module, download it and learn. Another important aspect of the mirror that augments its value in the market is its corrective features. Bounce uses live posture tracking using computer vision and identifies pressing posture issues, heart rate, and other information to provide enhanced suggestions. This method personalizes the user's experience and makes fitness at home, educational, healthy, and enjoyable!
The team learned the user’s motivation to use the product by brainstorming and created a user journey map where we can understand the rationale, decision, and behavior of users regarding exercise at home. Our users are primarily people who are enthusiastic about exercise and always have the motivation to learn new workouts in their spare time. The main target of the user would be to have the maximum growth for their progress, gain strength, or maintain a level of happiness during their workout routine. However, we are also aware of users who potentially only looking to gain the optimum gain during their rehabilitation as well. To find what could potentially be the strongest motivation of our users to use the product, we also categorized the idea into “Empowerment” and “Accompaniment.” By exercising naturally with their usual gadget and devices e.g. smart phone, headphones, or smartwatches, to check the possibility of the user's experience and what are their challenges during the activities.
User Journey Map