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Providing an interactive experience of real-time data via a wearable glass device for runners.

PACE "An augmented reality wearable that assists endurance athletes as they train."

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CHALLENGE

An interdisciplinary design project in collaboration with Industrial design students to meet the needs of cyclists, runners, and triathletes
social, economic and technological design challenges.
We took part in the process of designing physical and digital solutions.
A professional athlete needs an efficient way to track their performance in real-time because they want to improve their overall performance and prevent injuries.

Challenge

Our Goal

  • To be able to train every day for his professional running.​

  • To maintain a healthy and balanced lifestyle by exercising regularly, eating healthy, and getting proper sleep to excel at being a professional runner.

Frustrations

  • Finding existing training apps useless and not enough.

  • Lack of proper gear/ technology to help him train for professional running by keeping track etc. 

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My Role

  • Partaking in Design Research activities,

  • Designing Logo,

  • Creating low-fidelity and high-fidelity wireframes for physical and digital products.

Tools:                          Date:

Adobe XD                   Winter 2020

Figma                                 

Adobe Illustrator 

 

Timeline:

6 weeks

PACE application

Supporting application that helps the user to connect the glasses, sync the data, customize settings for the glasses, and track their performance.

Pairing and
Synchronization

Since it is a supporting application for the AR Glasses for athletes, thus the app must be capable to sync with the device in real time as well as through long distances.

Analysis of Data and Statistics

In order to improve and track their progress, the user requires a clearly visual and easily understandable representation of data statistics and analysis.

Sharing on Social Media

The app gives the user the opportunity to share their progress with friends through popular social media platforms.

Final Design

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On-boarding screens

The PACE app helps the runner to have a better experience during training or racing scenarios. Data screens can be configured through the app to display the user’s preferred information on the physical device. Data from a workout is stored in the app to be analyzed later or shared with other platforms such as Strava.

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Profile


To display current data and get access to the previous data for analyzing by runner and trainer, in addition, they can start a new challenge by clicking on the Start button.

Upcoming events

To announce the upcoming events to runners and get essential information about the events and have an opportunity to join.

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Map

Displaying the track that runner should run, and show the location of the runner, in addition, to demonstrate the pace, timer, and distance.

Activity Calendar

To schedule the daily/weekly activities to be reminded consistently.

Finding trainer

Runners are able to explore famous trainers all around the world and connect them to share their data and get suggestions and if they have a spot, they will be able to register to get exercise from trainers and be in touch with them. 

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Activity

To set a plan for weekdays and stay on track, and to get a notification to remind the following activity that should be done.

UX PROCESS

Head-up Display

this uses a partially reflective screen like glass to display information in the line of sight of the runner.

rubber strap

it could be adjusted for being fitted on your head, and doesn't move whilst you run.

Built-in audio

this glass features an internal speaker as well as two microphones.

touchpad

to activate different functionalities, users may tap and swipe over the integrated touchpad.

Front camera

Enable user to capture HD videos and photos

Product

The final form of the glass was developed to be as functional while integrating the technology as seamlessly as possible. While the overall design is sleek and stylish, the form has been developed to be purposeful and functional. The large mono lens was used to maximize the user’s field of view and cut down on “blind-spots” where sight would be limited by thick frames.

Turning the device on could be done using a tap and hold while switching screens could be done by swiping across the surface. Many other controls could be developed using inputs such as 2 finger tapping or sliding.

​Next steps

  • Conduct usability tests on the prototypes, both the AR glasses as well as the application in order to identify issues and iterative insights.

 

  • Conduct a feasibility test on the products to verify or debunk assumptions on the basis of technical, financial as well as corporate feasibility.

 

  • Re-iterate the prototypes to refine the interactions and interface for sophisticated usability testing. 

 

  • Market and/ or sell the product to stakeholders of interested clients and investors.

 

  • Plan for manufacturing and launching the product for beta testing to identify interactive, technical and statistical flaws.

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