
Tracali
This project focused on the creation of an interactive technology tool to help Calisthenics athletes track their progress over time and improve their form during exercises.
The Concept
The final concept is a system called TraCali. A system that utilizes fixed phone holders placed on calisthenics equipment to record athletes' exercises from a consistent perspective.
An accompanying application allows athletes to overlay footage from different sessions, enabling them to compare and track their progress between sessions and over time. The recorded footage also enables athletes to reflect on their form within a training session, facilitating self-modeling. The application provides conspective (direct/real-time) auditory feedback and form analysis to help athletes assess their form and determine if they are ready to progress to more challenging routines. By addressing the issues of form monitoring and progression tracking, TraCali aims to support athletes in their calisthenics training and enhance their overall performance.Start/stop playback, skip to the next track, or return to the previous track
The Process
Through research, ideation, and prototyping, we transformed insights from calisthenics practice into a structured design outcome.
During this project, we extensively utilized the Design Method toolkit to give structure to the activities in the design process. To determine interesting problems within the field of Calisthenics two different research methods were utilized: auto-ethnography (a research method that uses personal experience to describe and interpret experiences, beliefs, and practices) and one-to-one interviews with a variety of intermediates and experts. The results from these methods indicated a few important aspects that became the focus points of our system: the importance of external feedback; correct form; proper exercise difficulty; and tracking progression in calisthenics training. Thereafter, brainstorming took place utilizing two methods from the Design Method toolkit. Lotus Blossom and Mash-Up, which resulted in a large variety of concepts. Then a convergent stage took place in which the most interesting and fitting solution was determined. Thereafter an interactive prototype was created in Figma, which was the final stage of this project.
My Role
For this project user research was conducted with users in the field. This consisted of literature research, interviews, and auto-ethnography. Furthermore, the design method toolkit was used, which provides tools for defining problems, getting to know users, framing insights, Ideation & concepts, and prototyping & testing.
Sports Domain Development
This project used a design taxonomy of Sports Interaction Technology created by Dees et al. (2022) and can be viewed here. This taxonomy provides structure in the concepts that are important to consider within the field of Sports Interaction Technology and was very useful in the creation of such technology. I got familiar with all these concepts and can apply them in practice.
Rapid Prototyping & Presentation
For the project, we needed to create a prototype in a short time period and had to present our concept in front of an audience. We built a prototype in Figma and could convert this information successfully to an audience of students, we received the public vote for the best project.





