Designing With Web - Part 3: week 1


Reinforce cycling experience for students with a mobile app

Group 13

Project 1: Whee Link

Context

when? where? who? why?

Among students, environmental demands are strong. This is a population whose modes of travel have changed a lot. They use bicycles a lot. However, there are few mobile applications to enhance and facilitate the cycling experience.

The aim of this project is to propose a tool to facilitate cycling trips by developing the "community" aspect on daily life trips as well as on longer trips.

Target

for whom?

The privileged target of this offer is students, a population agile with technology and community applications such as social networks. It's also a population which is more likely to venture. However, it is possible to imagine widening the target, especially with the "long distance" functionality.

Service offered

what? how?

We offer an application linking students wishing to travel by bike. The application offers itineraries adapted to each level thanks to a database enriched by the users. There is the possibility of creating a user profile with a peer-to-peer sports ranking system and the possibility of posting comments on the routes. Possibility to inform and indicate one's schedule, address, starting point and arrival in order to share the route with another user. Possibility to communicate and exchange information with a message box. Possibility to register your type of bike. Possibility to plan a group bike trip.

Identity

Our service embodies the values of respect for the environment, sharing, exchange and solidarity. The sporting dimension is also important. a mood board

Benchmark

List concurrents / relative projects and describe how they relate/differentiate to your project

References

books/films/articles/...


Project 2: REALRIDE

Context

when? where? who? why?

Virtual reality is still in its infancy and it is in the world of sport that it is first to be seen. In addition, a study has just established that virtual reality can reduce the pain felt during physical effort, thus increasing the duration and effectiveness of exercises. Thus, it could become the tool of the future, especially for students who have no time to lose and prefer to ride their exercise bikes in the apartment or gym.

The aim of this project would be to improve the efficiency of training for the less experienced while offering them different 360° landscapes to practice in.

Target

for whom?

The targeted markets are the sports market and the technology market, which will undoubtedly be the first interested parties. However, there may also have a few passionate individuals among our clients.

Service offered

what? how?

The project consists of creating a virtual reality application to enhance the indoor cycling experience. The application will be downloadable on any type of platform and the sports halls will make available virtual reality helmets compatible with IOS such as Android.

Thus, on this application the user will be able to choose a 360° video of his choice. The video is projected through the virtual reality helmet, itself connected to the bike to allow a precise simulation of the user's progress in the landscape he perceives.

It will also display various important data such as speed, number of calories burned, elevation level and heart rate.

Identity

describe the universe around your service by creating a mood board and name your service accordingly

Benchmark

List concurrents / relative projects and describe how they relate/differentiate to your project

References

books/films/articles/...