Rippl

Teaching Movement



Learning choreography can a challenge for beginner dancers. Rapid feedback is essential for improvement but beginners can feel intimidated.

We designed an instructional dance product that works together with a smart wearable.

Background



For our interactive products studio class, we were tasked with creating a wearable product with an accompanying digital app.

We were interested in urban dance and their communities.

Scope



For the next 5 weeks I worked with my classmate, Kim Yen Pham, to research users and deliver both a physical prototype of the device along with a digital app prototype.

The Problem



Dance is Social



The A-Class' rejuvenated "bottom-up" approach with fitting entry-level cars with more tech features appeals to a younger, new customer.

New Dancer Intimidation



The A-Class' rejuvenated "bottom-up" approach with fitting entry-level cars with more tech features appeals to a younger, new customer.

Optimizing Dance Learning



The A-Class' rejuvenated "bottom-up" approach with fitting entry-level cars with more tech features appeals to a younger, new customer.

The Solution



Rippl



Users wearing a Rippl device can track their movement while dancing to get feedback and learn new choreography.