?

Exhibition 2_Group 16

Team number?????Group 16 - Woogity
StudentsMMatthijsHHannah van der SluijsSarah van Coevorden
CoachIanus Keller
BriefO'Neill
Keywordssnowboarding, second hand clothes, creating memories,
One linerThe story does not start nor end with you
Link to video
Link to video 2
Exhibition presentationhttps://prezi.com/view/11hTKAuchyYLg2fziNq1/

This is the exhibition page of Woogity:

Who is Woogity?

Matthijs has a Computer Science background but has an interest in exploring design. Currently, he can be found on his skis in the French Alps.

Sarah completed her bachelors at the IDE faculty. During the bachelor she did a minor abroad in Australia where she fell in love with surfing.

Hannah also did her bachelors at the IDE faculty. But in addition to that she loves philosophy and marine biology as well as snowboarding.

Why Woogity?

The whole team grew up with the kid TV show Rocket Power with the signature hype: Woogity, woogity, woogity! To us Woogity represents the playfulness and freedom that the outside sports provide.

Our philosophy

Woogity?s philosophy is exploring the relationship between player and playground and between player and equipment.

With one eye on sustainability and the other on integrating new technologies in order to create an harmony between the two in the realm of O?NEILL clothing.

?
Our goal is to increase the relationship between users and their equipment and environment. The attitude towards these two can change the overall experience and value recognition.

Where we come from

Below you can see a general map of our iterations and our journey. The database and project journey section show a more detailed explanation of this journey.

Database

NameCreatedPrototype and Test CardTagline
Patter makerWeek 3.6_Group 16Play with your movements and working together to create a pattern
Movement meterWeek 3.7_Group 16Turn on the lights by moving
Movement meter x2Week 3.8_Group 16Turn on the lights by moving together
Memory showerWeek 3.9_Group 16See the life that your clothes had before you
Capture memoriesWeek 4.1_Group 16Create memories with your clothes through movement

The project journey:

The concept

The concept is about creating a new element to the snowboard/ski lifestyle that enhances the value of renting O?Neill outfits. The pants has a life on its own by capturing the memories of the current user in the pants. It explains that the journey of the pants doesn?t start with you, but already with the previous users and before that by the manufacturer. Both the pants and the experience around second hand/rental clothes gets a new annotation.

The journey goes like this:

  1. The current user uses the pants on the slopes: experiencing the adventures and possibilities the pants mediates. The user knows that while wearing the pants on the slope there will be moments the memory is captured. They also know that this captured memory will be translated into a video that will later be seen by the next user. The user wants to make a nice legacy of him/herself connected to the pants.
    1. change in use 1

    They also see the pants as a value capturer, a personality growing with every new meeting

    b. change in use 2

  1. The user says goodby to the pants and ritually leaves behind the memory is captured. During the ritual he/she experiences the legacy of the pants and the memory they added themselves.

  1. A new user is looking for a pants to rent. It finds this same pants that tells him/her the story of its life. And the user either fits the character of the pants or wants to change the character of the pants.

  1. The new user rents the pants and add his/her memory: the cycle starts over again.

The added value

The added value of this concept is best described in the following three points:

  • Users are more focussed on experiencing the moment and creating memories.
  • The clohtes will get a character though their memories which will allow users to empathise.
  • And finally, it will motivate/convince users to purchase clothes that already have memorie