The motion record and analysis of rowing is a long exiting problem, because boats are keep moving on water and cameras cannot capture stable video. Coach might guide rowers with their rhythm, but lots details of oar and blade which under water, is still invisible.

Based on the maturity of motion sensor technology, we integrate gyro and accelerometer on the oar to capture the whole track of each strokes. These data are converted into animation and provided to rowers in real time, helping them to correct movements and improve performance. 


Key features

1. Oar controller

Because it's too tricky to tap and swipe the screen when hands and screen are both wet, the proposal here is using oar as a input device to control the interface.
I borrow and exaggerate some unconscious gestures as input actions. For example, people twist both oars forward 360 degrees can trigger the start button, because most of players twist and adjust oars to the optimal angle before starting.
Oar controllers also make the training more smooth as you can keep hands on the handle when you want to change training sessions.

2. Gamify the data

Sensor modules can track thedetailed progress over time, but it has to be expressed simply and quickly .

We divide data into several sessions which player most concern. In each session, we provide a proper example as the goal. During each stroke, the key information will be animated, and the rate of performance will present as feedback instantly. It motivates them to keep the optimal performance. 

3. Synchronized teamwork

One difficulty in team training is how to Synchronize all team members' movement and perform synergy effect. With the help of animation and audio, they can easily find the rhythm of action and breath.


Design Process

We did lots of iterations on tech and design aspects. The main challenge for me is how to communicate and present the design thoughts better in this engineer team.

Duration: June. 2015 - on going
Collaborators: Arne and Sagar
My roles: Interaction designer, Industrial designer, Brand designer


Interviewing & Observing

We interviewed Norwegian national team and observed how they training, for exploring and understanding needs from top athletes. We also held a workshop for gathering needs and ideas from beginners and experienced players.

Analysing & Ideation

According to the video from single sculls and quad sculls. Players stay at position 4 for the longest time and it also the moment of finishing the stroke. The screen can be placed in the whole blue area if it's single sculls and close to foots if it's quad sculls.

Prototyping & Testing

We built prototype using strain gauge, gyro and accelerometer, and tested on the racing shell. When we tested it on the raacing shell, we found it's difficult to use touch screen in a wet environment. Then we came up with the "oar controller" concept.

Process IMG_1591.JPG

GUI & Animation

The display device will be placed in an harsh environment, which includes hard sun light and splashing water, also one meter away from eyes. Considered these restrains, I decided to use high contrast graphic, big and bold text, and moderate details. According to analysis of body movement, the graphic will be animated shortly when they finish each stroke. Information are also modularized, so player can use it both in portrait and landscape views. 

Process GUI-2-2.jpg

Mounting system

The support of phone should hold smartphone steadily and also adjustable to fit various sizes. The shed can help it reduce reflection of hard light. Modules should be easily mount on the oar, and also fit different diameters of oars.

Process 5.jpg