
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

// Step 01 — Tidy-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
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