Discover
In the early phases, we explored why stretching is often ignored by active individuals despite its clear physical benefits. Through informal interviews, gym observations, and self-reflection, we found that stretching tends to be perceived as boring, awkward, or optional—especially in performance-driven environments like gyms or swim halls. Drawing on literature about somatic design, wellness culture, and behavioral nudging, we questioned how technology could encourage a more caring and embodied approach to movement. We wanted to move away from rigid fitness paradigms and instead embrace holistic well-being, where technology supports rather than instructs.
Define
The goal became clear: design a stretching experience that feels intuitive, reflective, and rewarding -> not performative. Rather than creating yet another fitness tool that “corrects” or “optimizes,” we defined our direction around gentle guidance, self-awareness, and playful engagement. The target audience is young, active people who regularly train but skip stretching due to lack of knowledge, habit, or motivation. We wanted the experience to feel like an invitation and not an obligation. Making room for stillness and care in places usually filled with noise, sweat, and goals.
Develop
During development, we focused on the bodily experience of stretching. That means what it feels like, what gets in the way, and how it might be reimagined as something more sensorial and present. We experimented with spatial setups, light, and audio timing to understand how different cues could support stillness without adding pressure. Early explorations included projecting live body shadows at different scales and color intensities with p5.js, testing how visual echoes of the body affect awareness and posture.
Instead of building an instructor or performance-based guide, we designed for a non-verbal, ambient relationship between the user and the projection. We tested the feeling of being “watched” versus “reflected,” and how to maintain engagement through gentle nudges and never commands. Sound became a crucial tool: we tried tonal loops, soft pulses, and layered ambiences to subtly signal timing without creating anxiety or rhythm-based performance.
The process was hands-on and iterative, with many tests done barefoot in the studio. Stretching, pausing, sensing. By moving through the experience ourselves, we gained insights into how posture, presence, and emotion intertwine, and how design can gently shift bodily habits through atmosphere rather than instruction.
Deliver
The final concept is a standalone interactive projector designed to fit naturally into gym or wellness environments. With a sculptural, unobtrusive form, the device integrates a high-quality ultra-short throw projector, motion-tracking camera, and directional speakers into a single object. It projects a brightly pink reflection of the user onto the floor or wall—like a soft, playful mirror—and overlays gentle green motion cues to invite and guide stretching. Sound cues are spatial and subtle, helping users hold stretches for at least 30 seconds without stress or pressure.
The device doesn't instruct—it reflects. It creates a personal, ambient moment in public spaces, shifting the culture of stretching from something ignored or awkward into something curious, embodied, and enjoyable. Designed to be used without needing to touch or operate it, the system senses your movement and responds accordingly—offering a low-friction, high-empathy interaction that encourages stillness in the midst of activity. Watch the concept video!
veer: Stretching made Interactive
This project explores how interactive technology can encourage young active people to engage in stretching—not as a chore, but as a moment of care. Developed through a cross-disciplinary collaboration between two students in Interaction Design (me, Jonatan Wickström) and two in Advanced Product Design (Nils Heider, Marcelo Rogala), the project reimagines stretching as a reflective, sensorial experience. Using motion tracking, spatial audio, and ambient projection, the result is a non-instructive system that invites users to pause, feel, and stretch—without performance pressure.
Project type:
Group Project
Year:
2025
Duration:
3 weeks