Week Three: Translating Strava into the Real World
This week, we began a two-week project: transforming a digital interface into a real-world experience. My group chose to use Strava, an online exercise platform that promotes movement, self-tracking, and community engagement. During our artifact analysis research, my job was to focus on the aesthetic and material culture - gaining a better understanding of how design, visuals, and interactions shape users’ experience and emotional connections.
To start, we used several research methods to gain a better understanding of Strava. We individually wrote a love letter and a breakup letter to the app This method helped us identify what attracts us to the app and also the frustrations with many of its functions. Through this, I realized that Strava is great for accountability for people who struggle to motivate themselves, but it can also get extremely competitive and feel flamboyant when people boast about their runs. After this, we conducted an artifact analysis, looking at screenshots, badges, and interface elements. We also discussed material culture and came to the understanding that Strava is a system, not just an app. A system with its own language and rituals.
Originally, we wanted to focus on the gamification that Strava has brought to running and also the different running routes Strava has by curating a game board. Players would “run” the route and then log their consistency and gain Kudos cards. After we had our preliminary presentation, we received feedback that we might be recreating Strava too literally.
This feedback pushes us to look at Strava from a different angle. We started looking at Strava as something almost cult-like. The more we discussed this concept, the more we realized that Strav promotes community but also obsession. By Friday, we decided to create a welcome video for Strava as if it were a cult. We took inspiration from the Stand Hook promise ad, which originally appears cheerful but then showcases a darker reality. We want to reflect that tone in our film, showcasing a Stravas positive outward appearance that masks some of the deeper concerns.
After this past week, I gained a better understanding of different research methods and how to approach an artifact analysis on a digital platform to help reveal the emotional connections that users have to systems. We also realized that translating a digital platform into a real-world experience is not just about recreating it; it is about understanding the underlying themes that are behind the interface. Starting early next week, we will begin storyboarding and filming.