C://PORTFOLIO/PROJECTS/EVOLVE // 2024-25 // with van rysel

C://PORTFOLIO/PROJECTS/EVOLVE // 2024-25 // with van rysel

C://PORTFOLIO/PROJECTS/EVOLVE // 2024-25 // with van rysel

C://PORTFOLIO/PROJECTS/EVOLVE // 2024-25 // with van rysel

C://PORTFOLIO/PROJECTS/EVOLVE // 2024-25 // with van rysel

// HOME SETUP

// HOME SETUP

EVOLVE

Industrial design

Industrial design

Industrial design

Industrial design

User research

User research

User research

User research

experience design

experience design

experience design

experience design

app ui

app ui

app ui

app ui

// BRIEF

// BRIEF

// BRIEF

Reinvent the training at home experience for cyclists, addressing product and experience pain points.

Reinvent the training at home experience for cyclists, addressing product and experience pain points.

Reinvent the training at home experience for cyclists, addressing product and experience pain points.

Reinvent the training at home experience for cyclists, addressing product and experience pain points.

Reinvent the training at home experience for cyclists, addressing product and experience pain points.

DURATION

DURATION

DURATION

6 months

6 months

6 months

TEAM

TEAM

TEAM

4 Industrial Product Designers

1 UX Designer

4 Industrial Product Designers

1 UX Designer

4 Industrial Product Designers

1 UX Designer

Skills involved

Skills involved

Skills involved

User research

Experience Design

UI Design

01

/ GAMEPLAY OVERVIEW

01

01

First, What's a "pain cave"?

Van Rysel is Decathlon's high-end cycling brand targeting high performance athletes. They came to us with an open brief: imagine the future of home training for cyclists. Current solutions work, but the experience around them falls short.

Five of us took it on, with monthly reviews from their team. And the first thing we had to do was ask what a "pain cave" even was. The name sounds brutal, but the reality is mostly logistics.

Van Rysel is Decathlon's high-end cycling brand targeting high performance athletes. They came to us with an open brief: imagine the future of home training for cyclists. Current solutions work, but the experience around them falls short.

Five of us took it on, with monthly reviews from their team. And the first thing we had to do was ask what a "pain cave" even was. The name sounds brutal, but the reality is mostly logistics.

Van Rysel is Decathlon's high-end cycling brand targeting high performance athletes. They came to us with an open brief: imagine the future of home training for cyclists. Current solutions work, but the experience around them falls short.

Five of us took it on, with monthly reviews from their team. And the first thing we had to do was ask what a "pain cave" even was. The name sounds brutal, but the reality is mostly logistics.

Van Rysel is Decathlon's high-end cycling brand targeting high performance athletes. They came to us with an open brief: imagine the future of home training for cyclists. Current solutions work, but the experience around them falls short.

Five of us took it on, with monthly reviews from their team. And the first thing we had to do was ask what a "pain cave" even was. The name sounds brutal, but the reality is mostly logistics.

Van Rysel is Decathlon's high-end cycling brand targeting high performance athletes. They came to us with an open brief: imagine the future of home training for cyclists. Current solutions work, but the experience around them falls short.

Five of us took it on, with monthly reviews from their team. And the first thing we had to do was ask what a "pain cave" even was. The name sounds brutal, but the reality is mostly logistics.

A pain cave is where cyclists train indoors. It gets its name from the fact that cyclists must embrace the pain to surpass themselves and perform at their best.

A pain cave is a very flexible concept; essentially, any place where a cyclist trains at home is a pain cave. And it's composed of a variety of objects & devices working with each other.

A pain cave is where cyclists train indoors. It gets its name from the fact that cyclists must embrace the pain to surpass themselves and perform at their best.

A pain cave is a very flexible concept; essentially, any place where a cyclist trains at home is a pain cave. And it's composed of a variety of objects & devices working with each other.

// EVERYTHING THAT GOES IN A PAIN CAVE

13%

13%

13%

13%

According to Van Rysel, on a one-hour session, cyclists spend around 13% of their time setting all this up and tearing it back down. Not riding, but assembling, then packing away; every single time.

According to Van Rysel, on a one-hour session, cyclists spend around 13% of their time setting all this up and tearing it back down. Not riding, but assembling, then packing away; every single time.

According to Van Rysel, on a one-hour session, cyclists spend around 13% of their time setting all this up and tearing it back down. Not riding, but assembling, then packing away; every single time.

According to Van Rysel, on a one-hour session, cyclists spend around 13% of their time setting all this up and tearing it back down. Not riding, but assembling, then packing away; every single time.

// THE RED THREAD

// THE RED THREAD

// THE RED THREAD

THE PAIN IS THE POINT.
THE SETUP IS JUST IN THE WAY.

THE PAIN IS THE POINT.
THE SETUP IS JUST IN THE WAY.

THE PAIN IS THE POINT.
THE SETUP IS JUST IN THE WAY.

THE PAIN IS THE POINT.
THE SETUP IS JUST IN THE WAY.

THE PAIN IS THE POINT.
THE SETUP IS JUST IN THE WAY.

THE PAIN IS THE POINT.
THE SETUP IS JUST IN THE WAY.

02

/ ON THE FIELD

02

02

NUMBERS DIDN'T TELL THE WHOLE STORY.

NUMBERS DIDN'T TELL THE WHOLE STORY.

NUMBERS DIDN'T TELL THE WHOLE STORY.

NUMBERS DIDN'T TELL THE WHOLE STORY.

NUMBERS DIDN'T TELL THE WHOLE STORY.

Van Rysel handed us a persona and a number. We needed the rest. I led this phase: wrote the interview guides, ran the shadowing sessions, briefed the four product designers so they could interview on their side, then pulled everything back together into insights.

Van Rysel handed us a persona and a number. We needed the rest. I led this phase: wrote the interview guides, ran the shadowing sessions, briefed the four product designers so they could interview on their side, then pulled everything back together into insights.

Van Rysel handed us a persona and a number. We needed the rest. I led this phase: wrote the interview guides, ran the shadowing sessions, briefed the four product designers so they could interview on their side, then pulled everything back together into insights.

Van Rysel handed us a persona and a number. We needed the rest. I led this phase: wrote the interview guides, ran the shadowing sessions, briefed the four product designers so they could interview on their side, then pulled everything back together into insights.

// FIRST SURPRISE

Pain cave on Instagram

Aesthetic & organized

VS

Pain cave in reality

Messy & imporovised

// SESSION FLOWENJOYEMENT+01 TIDY-UP ASK02 PREP03 THE RIDE BEGINS04 HEAT + BORED05 DONE, PROUD06 TEARDOWN07 SHOWER
Tidy-up ask
// Step 01Tidy-up ask

SHARED CONTROLLER

// PLAYER 1

// PLAYER 1

THE PARENT

THE PARENT

THE PARENT

DRIVE

DRIVE

Steer & boost

Steer & boost

NAVIGATE

NAVIGATE

Find your way, avoid obstacles

Find your way, avoid obstacles

// PLAYER 2

// PLAYER 2

THE CHILD

THE CHILD

THE CHILD

GRAB

GRAB

Reach and snatch

Reach and snatch

PUNCH

PUNCH

Push other shoppers aside

Push other shoppers aside

One choice, three design consequences

One choice, three design consequences

One choice, three design consequences

One choice, three design consequences

// COGNITIVE LOAD

// COGNITIVE LOAD

// COGNITIVE LOAD

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

Each player juggles two actions instead of four.

// COOPERATION

// COOPERATION

// COOPERATION

Players need to sync up to get points.

Players need to sync up to get points.

Players need to sync up to get points.


// DIVIDED INPUT

// DIVIDED INPUT

// DIVIDED INPUT

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

A weird controller becomes manageable when shared.

03

/ GAME FEEL

03

03

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

The real challenge: making a cart feel fun.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

A shopping cart is annoying to push in real life, that was our raw material. Game feel was the job: turn the friction of a clumsy object into the pleasure of a well-tuned one.

PHASE 1 // ON SCREEN

First, we tuned the cart on keyboards.

First, we tuned the cart on keyboards.

First, we tuned the cart on keyboards.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

All controls done from a laptop, with arrows and a free vehicle script we'd pulled off the internet. After a few rounds of adjustments, the cart felt workable. Not great, but playable.

“It almost felt right”

“It almost felt right”

PHASE 2 // ON THE CART

Then we plugged the controller in.

Then we plugged the controller in.

Then we plugged the controller in.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

Same game, same code, same physics. Different planet. The cart drifted past every aisle, accelerated into walls, refused to turn. Players stopped laughing and started apologizing.

“A tank on a frozen lake”

“A tank on a frozen lake”

PHASE 3 // THE TUNING

Four parameters. Dozens of user tests.

Four parameters. Dozens of user tests.

Four parameters. Dozens of user tests.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

We grabbed anyone passing by the studio: classmates, friends, randoms, and watched. Did they smile while playing? Push acceleration too high, you get an F1 in sand. Too low, you're back to the tank. The right answer was always between two failures.

// TUNING NOTEBOOK

// TUNING NOTEBOOK

// TUNING NOTEBOOK

// TUNING NOTEBOOK

Acceleraration

Acceleraration

Acceleraration

Acceleraration

Acceleraration

Acceleraration

WAS

WAS

WAS

WAS

Bumps into every walls

Bumps into every walls

Bumps into every walls

Bumps into every walls

Bumps into every walls

Bumps into every walls

NOW

NOW

NOW

NOW

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Speed builds up smoothly

Turning radius

Turning radius

Turning radius

Turning radius

Turning radius

Turning radius

WAS

WAS

WAS

WAS

Slides past every aisle

Slides past every aisle

Slides past every aisle

Slides past every aisle

Slides past every aisle

Slides past every aisle

NOW

NOW

NOW

NOW

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Tight, drift-ready and responsive

Ground grip

Ground grip

Ground grip

Ground grip

Ground grip

Ground grip

WAS

WAS

WAS

WAS

Ice rink

Ice rink

Ice rink

Ice rink

Ice rink

Ice rink

NOW

NOW

NOW

NOW

Sticky, but fast

Sticky, but fast

Sticky, but fast

Sticky, but fast

Sticky, but fast

Sticky, but fast

Braking

Braking

Braking

Braking

Braking

Braking

WAS

WAS

WAS

WAS

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

Stops instantly, or slides forever

NOW

NOW

NOW

NOW

Cart settles on its own

Cart settles on its own

Cart settles on its own

Cart settles on its own

Cart settles on its own

Cart settles on its own

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

There was no single moment when it clicked. Just a slow convergence, test after test, value after value, until the cart stopped feeling like a problem and started feeling like a ride.

04

/ ELECTRONICS

04

04

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

Wiring the cart: where UX met hardware.

I had never wired anything before. So I learned by doing on this project.

I had never wired anything before. So I learned by doing on this project.

I had never wired anything before. So I learned by doing on this project.

I had never wired anything before. So I learned by doing on this project.

Steering sensors

Steering sensors

Steering sensors

Steering sensors

Steering sensors

Controls the direction

Controls the direction

Controls the direction

Controls the direction

Controls the direction

Driver controls

Driver controls

Driver controls

Driver controls

Driver controls

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

The inputs to go forward or backward

Punching & grabbing pads

Punching & grabbing pads

Punching & grabbing pads

Punching & grabbing pads

Punching & grabbing pads

To interact with the structure

To interact with the structure

To interact with the structure

To interact with the structure

To interact with the structure

Input board

Input board

Input board

Input board

Input board

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

What turns inputs into actions

01

01

PHYSICAL GESTURE

PHYSICAL GESTURE

PHYSICAL GESTURE

>

>

02

02

SENSOR / CONTROL

SENSOR / CONTROL

SENSOR CONTROL

>

>

03

03

INPUT BOARD

INPUT BOARD

INPUT BOARD

>

>

04

04

UNITY ENGINE

UNITY ENGINE

UNITY ENGINE

>

>

05

05

ON-SCREEN ACTION

ON-SCREEN ACTION

ON-SCREEN ACTION

// SYSTEM FLOW

// SYSTEM FLOW

// SYSTEM FLOW

// SYSTEM FLOW

// WHAT I LEARNED

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Adding a sensor is a design decision, not just a technical part.

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in the way of a hand, the player feels it before seeing it, and it becomes a real friction

Cable is invisible UX too: if a wire gets in a hand, the player feels it before they see it and it can becomes a big friction.

Cable is invisible UX too: if a wire gets in a hand, the player feels it before they see it and it can becomes a big friction.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a

soldering iron.

Hardware iterates like software: think, test, adjust; but with a soldering iron.

Hardware iterates like software: think, test, adjust; but with a soldering iron.

05

/ EXHIBITION

05

05

GDC 2023!

GDC 2023!

GDC 2023!

GDC 2023!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

We applied to exhibit our game at GDC 2023, the largest conference for video game industry professionals in San Francisco. Months later, we received the exciting news: our application was accepted!

// HOW WE GOT THERE

// HOW WE GOT THERE

// HOW WE GOT THERE

// HOW WE GOT THERE

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

We couldn't fly a real shopping cart to San Francisco like this. So we rebuilt one in wood, this time foldable, as a structure that collapses into a flight-safe box, including all the stuff needed for the game to work.

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

// THE TEST THAT MATTERED

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

We knew the game feel worked when players laughed mid-game.

For us mid-game laughter means the controller disappears, and only the game and fun remains.
One player even came back 11 times in a row chasing the leaderboard!

3 days

3 days

3 days

// ON THE FLOOR

// ON THE FLOOR

// ON THE FLOOR

200+

200+

200+

// PLAYERS TRIED IT

// PLAYERS TRIED IT

// PLAYERS TRIED IT

01 / 06

THE BUILD

Foldable cart rebuilt in wood, trip-ready.

// MY OTHER COOL PROJECTS

// 1

GROCERY TRIP!

// 2

EVOLVE

// 3

PARK THESIS

// 4

TERRASCAPE

// 5

MUSEUM

EXPERIENCE

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

LET’S CREATE SOMETHING FUN TOGETHER!

// CONTACT

victor.motlyc@gmail.com

in/victor-motti-207930228/

// WEBSITE BUILT WITH CARE BY VICTOR MOTTI