Wearing Intelligence: KAMEREON
UX concept for a fashion game


Problem

The result-oriented work environment and global austerity are expected to make Gen Z the most unhealthy generation yet, with the obesity rates around 47%
Solution

A wearable game that utilizes smart textiles, fashion and geodata to motivate teens to go outside, excercise, and socialize.
My role

— UX research
— Art direction
— UI design

Research
Insight

Teenagers in Asia and particularly Japan tend to form style tribes, cults of certian brands and lifestyles. Fashion is central to their identity.
Solution:
Chameleon shoes + mobile AR app
The shoes

The base for the project is Nike Roshe shoes. Being currently sold in over 80 different variations, it is one of the most popular and cheapest models in the Nike family.
The app

Home screen is built around a compass arrow. We can access only those sections of the app that are close enough to our current location (i.e. are inside the circle). The user can't just open their design collection; they need to walk to the location where it is based.
By using full-colour e-ink and equipping the base of the shoes with M2M SIM card and ptezoelec- tric element, we will get an infinitely changeable surface. Additionally, shape memory textile or shape-shifting polymer could be used to change the texture of the shoes.
There's a large number of checkpoints around the city. Each checkpoint has a set of available designs. These can be chosen as a challenge goal. Each design has a set amount of walking and running distance needed to unlock it.
Tech components
M2M SIM mff2
shoes/smartphone communication

COMMERCIALLY AVAILABLE
Flexible LED (or E-ink)
flexible full colour display

COMMERCIALLY AVAILABLE
Piezoelectric element
a battery that charges itself from walking
COMMERCIALLY AVAILABLE


Shape-shifting polymer
allows to change texture
of the shoes
LIMITED AVAILABILITY


User scenario #1: "Collector"
Browse designs available in the area, try them on for one minute
Select a design you want to achieve and start walking

Enjoy the new design
Achieve the daily walking goal > see design gradually appear on your shoes



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"Collector" is the key scenario that forms the player's daily routine.

To start, we walk to the nearest checkpoint*, view available designs, select one and launch the game.
As the player fulfills the required objectives (walk 70km, run 40km etc.), the design gradually appears on the shoes, and eventually becomes unlocked.

*checkpoints = a multitude of locations where the player can check in, start a new challenge, or swap unwanted designs with others.

User scenario #2: "Socialite"
Accept the challenge. The compass arrow will appear on the shoes.


Follow the arrows, check in the points it leads to.




Enjoy the new design
Find the final destination, check in there.






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A chance to get an exclusive design in just couple hours.

Once in a while, the player will receive an invitation for a limited edition challenge, in a form of a ticker on the home screen.

If accepted, they'll have to walk with the compass, checking in secret checkpoints. in. When reached final destination, the player would receive the limited edition design.

User scenario #3: "Hacker"
Underground players who hack the game

Outside the app, there would exist an unofficial community that would share hidden functions in app, trade accounts and keep track on hottest new designs and their locations.

Community is important part of the game necessary to keep the players engaged.


Royal Society of the Arts
Student Design Award 2017
Winner

Made on
Tilda