DESIGN MARATHON EINDHOVEN 2019


The Cluster Sports & Technology uses innovation for sports and vitality. In addition, the Eindhoven region has the ambition to be the most innovative region in the world. Together we want to use innovation, technology and design to make people participate more, in a responsible and injury-free manner. But also to allow more experience and interaction with each other! That is why we would like to invite you to the Design Marathon 2019! On September 13 you will start thinking in a group about innovative ideas to increase the vitality of different target groups. In addition to having the chance to win great prizes, you will also have the opportunity to present your idea to relevant companies! You can register as a group or individual. Participation is free, but limited.

The Sports & Technology cluster (consisting of knowledge parties such as Holst (IMEC/TNO), TU/e and Fontys Hogescholen, 9 SportFieldLabs, more than 100 companies and local and regional public organisations) wants to create a continuous influx of new ideas and concepts to help to make the region the most vital region in the Netherlands.

We therefore organize regularly a design challenge, which does not simply yield a number of ideas. If the teams are sufficiently motivated, the ideas are developed in mutual cooperation between the inventors, the Sports & Technology cluster and its members into real prototypes that can be used in the real practise. We collaborate therefore with the Industrial Design faculty of the Eindhoven University of Technology. The process includes user surveys, pitching during the Dutch Design Week and an interaction with possible business partners at the demo days in December.


Design Marathon Eindhoven keeps the region healthy in the most innovative way


CHALLENGES


The overarching issue is: "How can we increase the healthy behaviour of people in an innovative way in terms of involvement and / or experience with the help of smart technology?" Within this issue, the groups each choose a problem that is relevant to them as a challenge. These challenges must be meaningful, relate to the issue and require concrete solutions that offer insight into realization after the challenge. For the Design Marathon of 2019, we have prepared three challenges in the area of vitality: co-responsibility, office vitality and running motivation. You can find the descriptions below.

Healthy behavior, both preventive and in rehabilitation is always contextual, it relies on the
environment in which the person finds him/herself. Social context greatly influences healthy
behavior: the people in your surroundings, family, friends, colleagues, all have an impact on your
choices and lifestyle, and vice versa. Rather than following the popular view to ‘empower’ people
to feel more responsible for themselves, what if we relied on their relatives as co-responsible
partners supporting the adoption of an healthier lifestyle?

It’s a family affair! Family bond and social connections between people can be used as a trigger
for behavior change. Which artefacts can we design to involve partners and children, becoming
co-responsible of the adoption of an healthier lifestyle (e.g. physical activity, diet, work-life
balance)?

A limitation in office vitality interventions is that they often rely on apps notifications to impose
active breaks throughout the workday. Physical activity is thus considered a break from work, not
a part of work. Therefore, our challenge is to design for active ways of working. The office
environment is a complex adaptive system which can be studied from many perspectives, for
instance how to design for dynamic meetings or how to design novel ‘Delivery Mechanisms’ for
health promotion messages.

Data-enabled design for dynamic meetings: By equipping spaces and meeting related prototypes
with sensors, you will capture contextual, behavioral and experiential data of users.
Using this data as a creative material, your challenge is to design for meeting spaces that facilitate
more active ways of working.

Workwalk: While the current Workwalk on the campus is low tech, how can you use technology
to enhance its interactivity, thus creating engaging user experiences?
Also, the moment people choose to do a Workwalk often starts just before the meeting at their
desk or in a meeting room. How can you design for this decision moment to persuade people to
leave the room and go for a Workwalk?
NB: We will provided user research data on the barriers/facilitators of a walking meeting.

Delivery Mechanisms: We’ll move our health-promotion efforts beyond the app and focus on
the concrete interactions that you can create with health promotion messages, as these are the
moments you can trigger people to change their (un/healthy) behaviors. We ask you to design
novel ‘Delivery Mechanisms’ for these messages. Examples are interactive devices (e.g. IoT
solutions), digital services (but not apps), physical interfaces (e.g. receipt printer), etc. With these
designs, we ask: How does the delivery mechanism of interventions impact the actionability of
a health promotion message? The target group is the office worker, who on average moves too
little, sits too much and has a hard time coping with stress. Can you create a design that has
people leave the office healthier than how they came in?

Although physical inactivity is growing, the awareness and importance of striving for an
active lifestyle has increased. Yet, for many people the main challenge is to translate their
positive intentions into actual long-term exercise behavior.

Rewarding feeling: Despite the rewarding feeling of exercising afterwards, exercising itself
is simply not intrinsically enjoyable for the majority of the people and it is known for their
short-term costs (e.g. sweating, physical pain, effort, time constraints). We encourage you to
design to increase this rewarding feeling by (1) Reminding: Through design, you are able to
remind people how good they felt when they exercised. How can you let this ‘postponed’
rewarding feeling already be experienced in advance (prior to the training)? (2) Last Longer: How are you able to let this rewarding feeling last longer through design?

Less is more: “One-fits-all” and “more is better” approaches and tech to motivate runners
may lead to underperformance, reduced motivation, and running-related injuries. While
motivating beginner runners to stay committed to their training is important, the focus here
is to design solutions to stimulate and encourage runners to rest properly and “run less” to
avoid (reduce) the risk of suffering running-related (overuse) injuries. We encourage you to
use innovative interfaces and experiences (e.g. skin-like interfaces, “smart clothing”, etc) to
stimulate runners to not over train nor lose motivation.


PROGRAM


09:00 - 09:30 Opening
09:30 - 17:30 Designing/hacking
11:30 - 12:00 Insprirational speaker
13:00 - 13:30 Lunch
15:00 - 17:00 Small (relaxing) activities
17:30 - 18:30 Dinner
18:45 - 19:30 Pitches
20:00 - 22:00 Closing ceremony

SIGN UP

DME - 13.09.2019


DAYS
-3
-6
HOURS
-1
-9
MINUTES
-5
-9
SECONDS
-4
-9

PARTNERS

LOCATION


The Design Marathon takes again place at an inspiring venue: The (Hockey and) Tennis pavilion at the TU/e Campus.


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CONTACT


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