Vervy

5 months 6 members Game Console

Brief

How might we change relationship to sport by designing new ways of initiating, motivating kids and make super easy for them to have fun! Create a 360° sport experience to make kids move more (and have fun) from 3yo to 12yo urban & big cities oriented who is durable and exponential.

Objectifs

Focus on the fun aspect of sport and partnership with Decathlon France to create an engaging experience for children.

Tools

Figma, Adobe illustrator, 3D print, Arduino microcontroller

Role

UX designer, Game UX designer, UI designer

Partner

Decathlon France

Summary

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Research

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Ideation icon

Ideation

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Development

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Current problem

Child using smartphone

Our research has provided us with several alarming pieces of information on the subject of sports in children aged 3 to 12:

  • In France, 2 out of 3 children present a health risk due to an excessively sedentary lifestyle (chair syndrome)
  • Over 60% of 6-10 year-olds engage in less than 2 hours of physical activity every day, posing a major health risk.
  • Sedentary lifestyles are the 4th leading cause of non-communicable disease in young people.

Research

Research on physical activity problems

We've carried out a number of research projects on the problems caused by lack of physical activity, or on the reasons for the decline in physical activity among young people.

Children sporting habits research

We also asked a number of children about their sporting habits and their relationship with sport. At the same time, we sent out a questionnaire to parents in order to obtain quantitative data on stakeholders.

School observation research

Finally, we visited an elementary school in Wallers to observe and question the children's sporting practices, and to talk with the teaching staff.

Thomas, Lou and their father Luc

Daumiau Family

Thomas, 11 years old

First child of the family
Slightly overweight
Doesn’t like sport
Feel like he has less physical abilities than his friends
Since their father work a lot, he and his sister often have to take care of themselves and find ways to entertain themselves.

Lou, 8 years old

Younger sister of Thomas
Has a lot of energy and finds it difficult to use it up
Demands a lot of attention from his father when they are together
Want to play with her brother but they don’t share the same interest: She like physical activity but he prefer game where he can sit like boardgames or video games

Luc

The father of the Thomas and Lou
live alone with his 2 children in a flat without a garden
He work a lot so when he come home, he doesn’t have the energy to help his kids get some exercices

These personas enabled us to deduce what would be essential for creating our solution based on the initial brief.


So we wanted to:

  • Enabling all family members to be involved in the child's sporting life through an activity that connects them all.
  • The solution must enable the child to develop social bonds with other people of the same age.
  • The solution should present sports activities as a game rather than as the sports taught in school, which are unattractive to children.
  • Children should be allowed to practice sports in a small space or without necessarily needing a garden, since not all families have access to one.
  • Even though parents should be able to get involved in their child's sporting life, it is essential that children can use our solution independently, as parents cannot always be available for their children.
  • The solution must offer several levels of activity in order to be accessible to children of all sports abilities.

Creativity phase

Little blobfeel post-it A game connected to sports post-it Activity promptor post-it Tamagochi post-it Coach bracelet post-it Bracelet de competence post-it Medal pop up post-it Empower your hero post-it

Among the many concept ideas and features we explored, a few were developed further and helped define our final direction.

One of them revolved around the idea of companionship. The goal was to address the absence of parents by introducing a supportive companion who would encourage children to be active and guide them during physical activities.

The main challenge was to prevent the child from becoming dependent. The companion wasn’t meant to be the only reason to move, but rather a motivational boost without replacing real human relationships, especially those with parents.

Early concept mascot proposing daily challenges

This early concept features a mascot that offers small daily sports challenges for children. The goal was to create a toy-like physical object for the home that turns exercise into fun challenges proposed by a companion.

Pre-concept companion device and character

With this pre-concept, we wanted to take the idea of a companion further with a character that could follow us everywhere before being placed on a base to connect to the internet and offer daily challenges and activities for the child.

Trésors chaque jours post-it Boite hebdomadaire d'activité post-it Wait the day post-it Shake the love post-it The gym calendar post-it The story where you are the hero post-it Family system post-it Emotion box post-it

Another group of ideas led us to propose an element where children would return at regular intervals to receive rewards or challenges. Our aim was to encourage children to commit to the program and help them develop healthy habits around daily physical activity.

The main problem with this solution was that even if it helped the child establish a routine, it did not guarantee that they would stick to it. We therefore needed to come up with a solution that would encourage the child to follow this exercise routine by offering a reward that was interesting enough to keep them motivated.

Second pre-concept image

The first concept based on this idea was an interactive booklet offering children a story introducing a sport or physical activity and inviting them to try it out, with tips and instructions. This magazine would have been distributed weekly.

Second pre-concept companion device

The second early concept featured a totem that evolved as the child progressed. Under parental supervision, each completed activity or sport earned a new totem element to wear or display on the toy.

Activity cabane post-it Room gym post-it Sensor play post-it Ball n balance post-it Good pod post-it Parkour n move post-it The show pod post-it Random sensor post-it

Another group of ideas led us to propose an element where children would return at regular intervals to receive rewards or challenges. Our aim was to encourage children to commit to the program and help them develop healthy habits around daily physical activity.

The main problem with this solution was that even if it helped the child establish a routine, it did not guarantee that they would stick to it. We therefore needed to come up with a solution that would encourage the child to follow this exercise routine by offering a reward that was interesting enough to keep them motivated.

Third pre-concept image 1

Among our iterations for this pre-concept, we imagined an object large and flexible enough for children to stand on or build with while also allowing them to create a safe, personal space to practice physical activity indoors.

Third pre-concept image 2

We also came up with connected sensors that children could wear and place in certain locations to detect movement or press in certain places to validate an action. The connected device would bring a gamified aspect to physical activity.

Pre-concept

Sporty buddy

Our initial concept was inspired by the first group of post-it notes. The key words during the design process were gamification, challenge, evolution, and progression.

We therefore imagined an accessory that could be worn by children in different ways (necklace, bracelet, chain, etc.). In this accessory, an avatar representing their companion would accompany them on a daily basis, offering them sports missions.

The device would capture the child's movements and could show them their statistics (heart rate, steps, energy expended) like a smartwatch would, with the aim of encouraging the child to develop a desire to progress and always do more. But these sensors would also validate the challenges set by the mascot to earn rewards such as virtual fashion accessories for the mascot, so that the child is rewarded when they exercise and the device is not only seen as a sports tracking tool, but more as a customizable companion.

Sporty buddy concept
Sporty personality concept

Sporty personality

Our second pre-concept focused on the themes of discovery, sharing, self-expression, and novelty.

In this pre-concept, we imagined a box delivered monthly presenting the child with an activity or sport. Inside, the child would find various equipment and accessories related to the month's theme, as well as a manual teaching them how to use them and several activities they could do with them.

At the end of the month, the child and their parents would return the box with the equipment to receive another one. This would also allow them to discover and test Decathlon products as samples.

The child would also have a personal notebook (received upon registration) that they would fill out each month after returning the box to track their physical activity progress and note their interest in a particular sport, allowing them to gradually understand what type of sport attracts them and eventually join a club.

Sporty party

Finally, for the third pre-concept, we worked on the concepts of games, configuration, movement challenges, and adaptability.

We imagined a new-generation game console that doesn't use a screen but only has a box accompanied by sensors that can be attached to different places to play (replacing the traditional controller). The console would give verbal instructions on the actions the child must perform, and the child would have to use the sensors to accomplish their goal, with the sensors detecting movement or pressure applied to them.

We wanted sensors that could be attached to any surface so they could be played both indoors and outdoors, and that could project visible lasers to offer more gaming opportunities.

Sporty party concept

Pretotyping

In order to test the desirability of each of our preconcepts, we created pretotypes using the Pinocchio method: for each preconcept, we designed a simpler version using inexpensive materials to simulate the main functions.

We then had children in the age range of our Personas test these pretotypes in order to gather their feedback and opinions on the solution.

Pretotyping concept
Pretotyping concept

These user testing sessions with the pretotype allowed us to notice that the first preconcept was not very appealing because the children were not interested in feedback after their activities and did not perceive this accessory as a game (therefore not encouraging them to exercise).

For the second preconcept, the children were intrigued by the contents of the box and quite happy to be able to play with different accessories, but they were not interested in the notebook, which seemed too "school-like," even though it attracted the attention of the parents.

Finally, the third preconcept received the best feedback. The children enjoyed being able to engage in physical activity and exercise, as our simulation emphasized the fun aspect of the activity. Some children even asked to do the activity again after the test session.

Vervy

concept

Vervy Console Presentation

We therefore decided to focus on the third proposal to develop our solution. Introducing Vervy, the next-generation console that does away with screens to get you moving.

Vervy is a console designed for children with a very sleek style. Small and easily transportable, it allows children to engage in indoor physical activity through narration and projection, immersing them in a world where they forget they are exercising, while defining a redefensible framework for practicing their fun sports activities.

When first launched, the console connects to the parents' phone and sensors, allowing them to manage playtime, track statistics, and install new games.

Children start by turning on the base station. Although screen use was minimized to promote activity, a small display provides clear guidance. It lets users choose their profile, select games, and view instructions or progress indicators.

During activities, the screen remains static to avoid distractions, while music and voiceovers keep the experience engaging.

Vervy's games consist of physical activity levels linked by a narrative. For the demo, we created a mountain rescue story where players climb to the summit to save someone in distress.

Vervy Just Style

Sensors

Vervy Console Animation

Besides the station, the most important part of Vervy are its sensors. These are designed to connect to the station and allow children to play games.

To test our solution, we decided to make some prototypes

We did some 3d printing to test our solution

I had the opportunity to develop a functional prototype using Arduino, programming the microcontroller and integrating the necessary components. This prototype was then assembled with the 3D-printed model, creating a complete and tangible demonstration of the concept. This process helped bridge the gap between design and functionality.

Arduino and prototype

App

Vervy App Presentation

I was also responsible for designing the application interface for parents.

This application connects to the console via Bluetooth and allows parents to monitor their children's activities, but above all serves as a store for various downloadable games.

This application therefore has three functions that can be found in the interface I created: purchasing games, managing the console library (and installing games from the catalog of purchased games), and managing profiles with statistics for children and console settings.

I carried out numerous iterations and style tests on both the UI and wireframe in order to define the look and feel of our application. We wanted the application to remain consistent with the physical product, so the UI evolved significantly based on the shape and CMF of the console that my product design team was working on in parallel with the creation of the app.

We finally decided to create a simpler, more traditional version of the app, similar in style to popular app stores, so that parents wouldn't get lost in interfaces that sometimes resemble game store interfaces too closely.

Conclusion

Final thoughts

This project was my first vision project. It was my first opportunity to work with a brand as part of my school apprenticeship. It was also the first time I had to develop a concept to such an extent based on a brief over such a long period of time with such a large group. This project taught me a lot, both as a group UX specialist and as a designer.

I learned a lot from the difficulties I encountered and the importance of communication within a design team, and I had the opportunity to learn a lot from the different members of my team and from my role as a UX expert in a group of designers, learning how to manage creativity through numerous fun workshops, the importance of user testing and the different ways of doing it, but also how to collaborate with product designers.

It was also during this project that I realized my genuine interest in the world of games and gamification, prompting me to learn more about this subject, as I was the main source of information on the various game aspects of the project.

To go further

Although this project remains entirely fictional, if I had the opportunity to rework it, I would like to improve the application's UI and flow. I would like to apply the knowledge I have gained in the years since this project to offer a more interesting experience, halfway between the gaming aspect offered by some specialized stores and the accessibility of traditional app stores.

I would also like to conduct more tests to identify new issues that could help improve the project.