2
Team members:
3
Contents
1. Aim of the project .............................................................................................................. 4
2. Process................................................................................................................................ 5
2.1. Defining the target group ............................................................................................ 5
2.2. Defining the problem ................................................................................................... 5
2.3. Market research .......................................................................................................... 8
2.4. Principle ....................................................................................................................... 9
2.5. Generating ideas ........................................................................................................ 10
2.5.1. Introduction ........................................................................................................ 10
2.5.2. Chair legs ............................................................................................................ 10
2.5.3. Elastic part .......................................................................................................... 11
2.5.4. Seat ..................................................................................................................... 12
2.5.5. Chair height regulation ....................................................................................... 13
2.5.6. Electronics .......................................................................................................... 14
3. Concept ............................................................................................................................ 15
3.1. Overview .................................................................................................................... 15
3.2. Legs ............................................................................................................................ 16
3.3. Height adjustment ..................................................................................................... 17
3.4. Seat ............................................................................................................................ 17
3.5. Elastic part ................................................................................................................. 18
3.6. Electronics .................................................................................................................. 18
3.6.1. Sensors ............................................................................................................... 18
3.6.2. Bluetooth connectivity ....................................................................................... 19
3.6.3. Mini USB connectivity ........................................................................................ 19
3.6.4. Battery ................................................................................................................ 20
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1. Aim of the project
The aim of the project is to look for new solutions for PERSONAL TRAINING EQUIPMENT for
ordinary people with their body, mind and space in mind. In this case the project is not
looking for the specific needs of professional sportsmen nor professional gyms. Instead is
looking for different user groups and their needs in homes, workplaces, spas or public parks.
These new solutions should address real life and real user problems, finding so possibilities
for sustainable business ideas. As concepts these new solutions should try to make a step
further from current solutions and products available on the market. These steps further
should stand either on the new technological possibilities, addressing formerly unnoticed
new user groups and their needs or new possibilities emerging from changing habits, trends
or value systems. But most importantly these ideas should offer real new value to users.
The process of reaching the final concept is shown on the figure 1.
Finding the target group/
Market research
Defining the problem
Market research for
problem
Principle and testing
Generating ideas
Evaluating + choice of
ideas
Concept
I
II
III
IV
V
VI
Figure 1. Process to concept
5
2. Process
2.1. Defining the target group
Three main groups of users were analyzed to understand, where is the necessity for a new
equipment. The table 1 contains the results of the analysis.
Table 1. Results of the analysis
Men Women Children (age=…14)
Home Big choice of
equipment
Big choice of
equipment
No choice, use adult
equipment
Gym Big choice of
equipment
Big choice of
equipment
Not allowed till 12, use
adult equipment
Aerobics Not as a aerobics target Big choice of
equipment
No choice, use adult
equipment
From the table it can be seen, that adults have big choice of equipment, where they can
choose from. Some of these training equipments are designed so they can be also used by
children. But it is hard to find something designed especially for younger target group.
Children in certain age do not focus on their muscular development if they are not asked to
do it by doctors and they have no good opportunities to train necessary muscle groups
easily, because of the poor training equipment. But it must be understood, that children
actually also have necessity to train to prevent diseases caused by poor muscle
development.
As the hole was seen in the choice of equipment for young people, then it was decided to
focus on children as a target group. The target group was decided to be aged 7…10. The
reason for choosing this age group is explained in next paragraphs. From the giga map, in
figure 5, it can be seen the bigger and deeper research about the problem and target
group.
2.2. Defining the problem
Analyzing the children training necessity and habits, it was understood that the biggest
problem is about the posture. Posture is affected by the deformation of spine and diseases
caused by this. This in turn is caused by the different bad habits, which make core muscles
weak or damaged.
Spine deformation can be inborn as well as acquired during the lifetime. Mostly it is acquired
because of the wrong habits and the biggest risk group is children. What younger age it
appears the bigger the progress of risk is. Due to children everyday activities and habits, 95
% of preschoolers already have some kind of posture problem.
6
It is important to deal with this problem at the very beginning, because once someone has a
scoliosis it is not possible to get rid of it. The only thing that can be done is to prevent it from
going worse.
Figure 2. Core muscles
Figure 3. Spine deformation
In figure 2, it can be seen core muscles, which are the most important muscle group for
spine. These muscles are attached tightly to spine and if they are unevenly developed, then
the spine or posture problems may start developing.
In figure 3, it can be seen spine deformation, which is already more serious disease. Once
the deformation has developed, it can only be prevented from getting worse. It cannot be
liquidated.
The reason for spine deformation seriousness is that the posture is not
the only thing, which can be affected. All organs are attached to it as well
and the amount of organs, which are as well effected can be seen in figure
4.
There are exercises and products to prevent it, but why not to start doing
it before the problem has appeared.
The aim of the project is to prevent posture and spine problems as well
deformation by children everyday activities. As playing video games is
getting more popular in younger age group and children sit most of the
day, it is decided to focus on improving the condition while sitting and Figure 4. Organs
playing. attached to spine
7
Figure 5. Giga map
8
2.3. Market research
In market research, it was focused on existing video games and other products, which
purpose is to liven playing video games. The result for this subject is shown in table 2.
Table 2. Market research results
Product Usage Effect
Can be moved every side
without effect to the
game
To alive the experience
and improve posture
problems
Move body to move
game characters
To alive the experience,
improve posture
problems and make
children move more
Move body to move
game characters
To alive the experience,
improve posture
problems and make
children move more
From the market research it can be seen, that the problem is actual and there is already
some great solutions. To take a closer look, the solutions already existing are actually
considering the fact, that the games make a big part in children lives and the playing has
been made more active and live as possible.
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But what is missing?
If the Wii and X-box Kinetic let children to participate as actively in games as it is possible,
there are still games, which cannot be played only using body movements in free air. There
are some opportunities, but then the effect to health isn’t maximal.
So it can be concluded, that the hole in the market is not the game itself, but there is an
extra console missing, which would expand the opportunities to make playing video games
with as maximum effect as possible.
2.4. Principle
To take into account the previous facts, the idea was to offer a chair-console, which needs to
be controlled by user and same time give an improving effect to him.
Without a bigger discussion, it was decided that the principle is going to be previous: The
concept will be made of the product, where a children must sit to play a game. The game will
be leaded by the movements, which child makes on the product and the movements should
have an effect on the core muscle training, which helps to improve the balance between
muscles and posture problems.
After a discussion about the principle it was decided, that it is going to be a chair, which has
an elastic part, that lets the chair be moved by a user. The principle needed to be tested.
Information about the testing is written down in the figure 6.
Figure 7. Testing the Mock-up
To take the information in the figure into consideration, it can be concluded that the
principle is proved and works as hoped.
Making a
mock-up
Analyzing
the
results
Mock-up shown in the picture
After 5 minutes of moving the
mock-up with hips, while sitting on
it, there was possible to feel
tiredness of the core muscles
The principle worked, as it was
moveable with hips while sitting on
it and after moving it for 5 minutes,
the tiredness of muscles was felt
Human
testing
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2.5. Generating ideas
2.5.1. Introduction
After the principle was proven, next step was generating ideas. Ideas for different parts of
concept were generated separately and the fitting to the whole concept was also analyzed.
The preparatory work (testing, theoretical analysis, consult with specialists) helped to
determine the criteria for the chair, which were the points to consider in the process of
generating ideas.
Criteria for details are written in each part’s chapter and the general criteria for chair are
written in figure 8.
Figure 8. Criteria for chair
2.5.2. Chair legs
The criteria for chair legs were following:
- Stable
- As light as possible
- Not disturbing the action
The ideas are shown in the figure 9 with their pros and cons.
?
Minimum height 405mm
Maximum height 460mm
Light weight
Compact
Seat helps to hold right spine position
Possible to bend chair with hips
Bending chair makes strain in core muscles
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:
Figure 9. Choice of chair legs
In the figure, there can be seen star-leg, plate- leg and three- leg ideas. Pros can be
understood as points, why a certain idea was thought as potential and cons can be
understood as reasons, why the idea was voted out.
According to the figure, the idea of three-leg chair was the best from these three ideas as its
design is comfortable for user and the legs would not be on the way. Three-leg chair offers
enough stability, which is actually almost the same as six-leg chair. Three leg needs user’s
own legs, but not for better stability but for better playing posture, which also maximizes the
effect for user.
2.5.3. Elastic part
Criteria for elastic part were following:
- Lets chair to be bent by movement of a user
- Enough elastic to be moveable
- Fatigues slowly
- Good strength properties
- Makes enough strain in core muscles, while moving
- Bends as much as necessary to determine strain
The ideas for elastic part are shown in the figure 10.
- Needs much material
- Heavy weight - Takes lots of space
- Disturb the action
+Stable
- Takes lots of space
- Disturbs the action
+Stable
+Needs less material +Light
+Better look
+Stable
+Needs less material
+Light
+Better look
+Compact
+Does not disturb the
action
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Figure 10. Choice of elastic part
In the figure there can be seen spring, spring with rubber joint and filled rubber join.
According to figure 10, the best solution is filled joint made from strong rubber with enough
elastic and necessary fatigue properties. The chosen idea is better than others, because the
fatigue properties are better than in spring. Today it is possible mould very strong and
lasting rubber joints, even the softness is very easily elective. Because of that, the choice
came quite easily. The extra value that appears in this choice is the necessity of less
maintenance.
2.5.4. Seat
Criteria for seat were following:
- Suitable for children aged 7…10
- Seat shape lets spine to go right position
- Seat shape lets user exert force equably
The ideas for seat are shown in the figure 11.
- Bad fatigue properties
- Maintenance
- Smaller choice of
properties
-
+Bendable
+Gives strain in core
muscles while playing
- Spring’s maintenance
+Bendable
+Better brace
+Balance each other’s
fatiguing
+Gives strain in spine
while playing
+Bendable
+Choice of material
+Better fatigue proper-
ties are possible to ge-
nerate
+Less maintenance
+Gives better strain in
core muscle’s action
- Little maintenance
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Figure 11. Choice of seats
From the figure, there can be seen saddle principle and large bicycle seat. From the figure 11
it is possible to conclude, that the most convenience choice was the mix of saddle principle
and big bicycle seat. As the saddle principle would have too much obstacles, then the best
properties are gotten when taking positive point from both and mixing them. The result was
a seat, which have enough space to sit on and good shape to push spine in right position.
2.5.5. Chair height regulation
Criteria for chair height regulation were following:
- Minimum height is 405 mm
- Maximum height is 460 mm
- As light as possible
- Safe
- Easy to understand
- Easy to use
The ideas for chair height regulation are shown in the figure 12.
- Obstacles while moving
- Uncomfortable for girls
+Pushes the spine in
right position
+Comfortable to sit on
+Pushes the spine in
right position
+Comfortable to sit on
+Comfortable to move
+More comfortable for
girls
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Figure 12. Choice of height regulation
From the figure 12, it can be seen, that both thoughts have cons. As gas-cylinder has
standard dimensions, it was hard to make it more narrow, which was needed. As the second
thought gives more freedom in choosing the dimension, because it can be made strong
enough so it would not need much maintenance, it is chosen to be used in concept.
2.5.6. Electronics
From the electronics, there were three main points, which needed solution. The first one
was connectivity to the game, second was the data communication between the chair and
game and last one was the supply of chair.
There was no big discussion, as the topics were studied and the best choices were sorted out
almost immediately.
Connectivity was solved with standard USB- cable system, so it would be connective to
bigger group of game consoles and it is better to get. When it should get damaged, user can
- Takes lots of space
- More maintenance
- Standard dimensions
+Comfortable +Small
+Long-lasting
- Less comfortable
- Little maintenance
-
15
very easily use another same cable, because many computer and technical machinery use
the same standard USB-system.
In data communication part, it was decided to use sensors in the seat part. The chosen
sensor was 3-Axis Gyroscope Module. The information runs through USB-cable or if not
connected with cable, then via Bluetooth.
The supply problem was thought to be solved by battery or electricity. The final choice was
to use battery, which can be charged via USB- cable and chair can be used on battery as well
while charging.
3. Concept
3.1. Overview
The concept is a gaming device
compatible to consoles like Sony Play
Station, X-Box. These consoles are
chosen, because they have infrared
camera sensor, which makes using
chair maximally possible. It is
designed to be a playing and a
training device for improving core
muscles during the game process. As
most of the people during the game
get very excited, the efficiency of the
device is made as high as possible
and the motivation for core muscle
training is doubled by not even
understanding that the user is
training them. Figure 13. Chair concept
The concept is a chair, which works as a console. It is used to control the game. To control a
game, user must sit on it and use hips as well core muscles to move it. While moving it and
playing a game, very important muscle groups are trained. To have right spine position, the
chair seat is made with special curves and console have a infra-red camera that fixes the
lenght of top of the hear to hips. When reaching out from the fixed points, the game will
reminds user to sit straightly otherwise, it will affect game. The concept principle is shown in
figure 14.
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Figure 14. Concept principle
The chair is built up by using chair legs, adjustment system, seat and rubber joint, which
ables the chair to be bent. To have an information transportation between the chair and a
game, there are used USB cables, that gives opportunity to have a quick and comfortable
connection, and sensors, that read the movements of user. If the cables are not used, the
information is sent vie Bluetooth.
3.2. Legs
Back legs and front leg have different
height, because force would be divided
equally then. With users legs the force
from front is bigger than from back and
to balance it, the back legs are higher
and have a bigger angle between
central axis. Such measurements help
to avoid pushing the chair upside down.
Chair is completely stable, when user is
sitting there. This is to have a bigger
effect on user.
Chair-leg is made of plastics.
Figure 15. Chair-leg
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3.3. Height adjustment
Chair height adjustment is mechanical and
very easy to use. As it is closed system, it
does not reflect any danger to the user. It
consists of two cylindrical tubes, where
one fits and moves inside another. The
one which moves inside another, has
openings in different height level, which
able to choose the right height. Other
tube has one opening, which has a
stopper and fixes the chosen height.
The system is very easily usable and
understandable. It has only tube, which
needs to be moved by hand and the
stopper that must be pushed to fix the
level of height. Figure 16. Height adjustment
Adjustment shaft is made of plastics.
3.4. Seat
Seat has been made as a mix of big
bicycle seat and saddle principle.
Saddle principle reflects the shape of
the saddle, which moves spine to the
right position. So the seat has
designed comfortably large, so user
could sit there and move it without
obstacles and it also has a curves in
its shape, that let the spine be in
right position while sitting on it and
playing.
Such approach helps to train core
muscles more equally and train
children sitting posture as well
habits. Figure 17. Seat
Seat is made of plastic and covered with textile
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3.5. Elastic part
Elastic part makes bending the chair
and same time training effect
possible. As the chair’s main point is
training effect, then the elastic part
can be thought to be most important
part of the chair.
It is designed so it would bend
enough and would not be too easy to
move, so it would cause a strain in
muscles. The fatigue properties are
chosen, so it would not need much of
maintenance and the initial quality
would stay long.
Elastic part is made of polyurethane
and attached to other details with
bolts.
Figure 18. Elastic part
3.6. Electronics
3.6.1. Sensors
There are used positioning sensors, because
one of the features of our project is that it
works as a gaming console remote control.
The Parallax 3-Axis Gyroscope Module -
L3G4200D is a low power 3-axis angular rate
sensor featuring which is used in the project
for movement control. Raw measured
angular rate and temperature data are
accessed from the selectable digital interface
(I2C or SPI). The module features a small
package design and has an easy to access its Figure 19. Place of sensors
interface with a mounting hole for quick connectivity to project. It is designed for use with a
large variety of batteries/adapters with different voltage requirements.
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The sensor module is shown in figure 20.
Figure 20. Sensor module
3.6.2. Bluetooth connectivity
SPBT2532C2.AT Bluetooth™ Micro-Sized Module- For establishing a wireless bridge between
the device and gaming console or PC it is used small sized (10mm x 13mm) Bluetooth
module. The figure of bluetooth module can be seen in figure 20.
The parameter for Bluetooth module are
following:
- Bluetooth® specification compliant V2.1
- Output power class-2
- Transmission rate up to 2Mbps with EDR
- Adaptive frequency hopping (AFH)
- Efficient and flexible support for WLAN
coexistence in collocated scenario
- Memory: 256 Kbytes Flash memory & 48
Kbytes RAM memory
- 3.3V to 4,2V single supply voltage
Figure 20. Bluetooth module
3.6.3. Mini USB connectivity
As the product is meant to be a gaming device, it has to be connected to the gaming console
or PC. The table 3 gives an overview of the types of compatible gaming consoles, type of
connection and charging opportunity.
Features:
- Three selectable scales: 250/500/2000
deg/sec
- High shock survivability
- Embedded temperature sensor -40 to +85 °C
- Embedded power-down and sleep mode
- 16 bit-rate value data output
- 8- bit temperature data output
- 3-axis angular rate sensor
- Power requirements: 2,7...6,5 V
- Supply current 6,1 mA
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During the gaming process via mini USB port gaming device is being charged within 1,5 hours
and therefore can be disconnected from the gaming console/PC. Then the device will be
automatically redirected to the Bluetooth connection and can be used for at least 10 gaming
hours on the integrated Lion battery.
Table 3. Connectivity
Type of console Type of connection Charging
Sony Play Station USB/Bluetooth USB
X-Box USB/Bluetooth USB
3.6.4. Battery
The battery gives opportunity to play without charging. As it was mentioned before, that if
the USB- cable is not connected to the video game console, it is not charging and the
information runs trough Bluetooth. This is the time, when long-lasting battery is needed the
most.
Because of the battery, it was decided to leave out vibrating feedback in chair, which would
vibrate if game crashes or something else happens in the game. With further development it
could be considered to add this extra.
The information about the battery is following:
- Battery voltage: 4.2V
- Battery capacity: 1800mAh
- Battery lifetime: approx. 10h
In the figure 21, it is seen where all the electronics is exactly placed.
Figure 21. Locations of electronics
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