DOUBT: Influencing the dress-up moment of female sporters through an interactive design
Course: Project 3 research
Year: 2019
Competencies; Design & Research, User & Society, Technology & Realization
Ever experienced doubts before a workout? A lot of women have trouble with the dilemma of going to their workout or staying home. This results in a high drop-out rate regarding easy-to-access sporting activities. Research has shown that whenever a woman is wearing her sporting outfit she is more willing to go sporting. Therefore made a design for this specific
moment.
In this research through design project, we test the influence of an interactive
design in the pre-workout routine of female sporters. Using a qualitative approach, we researched whether the design research prototype can influence woman’s sports motivation. This study offers insights into a design meant for the dress-up phase in a work-out. The design research prototypes change behaviour throughout the day. It builds up to a moment where it wants to trigger the user’s curiosity. The end goal is that the user is engaged by the hanger to grab their sports clothing and get changed for the workout.
The project opens opportunities for designers and researchers specialized in workout routines or motivation in general.
During the project, we wrote a research paper. This project has helped me develop my research skills greatly. Technology and realisation have also been an important competency which I developed on. A team member taught me everything about Arduino coding and making electronic circuits. By the end of the project, I could work independently in the e-lab on the demonstrators.
The project was presented at the Dutch Design week 2019.