OVERVIEW
Connected Gaming Interaction
At Peloton, I explored how the Bike could evolve into a broader connected entertainment platform.I developed multiple handlebar concepts designed around gaming and interactive experiences—rethinking the physical interface to support new forms of control, interaction, and immersion.The work explored two directions: making gaming more immersive on the bike, while also investigating how the bike's physical controls could extend off the bike and into a larger connected system. Rather than treating the handlebar as a fixed component, I approached it as an interface between the rider, the hardware, and the digital experience.

THE OPPORTUNITY
What if the bike could do more?
Peloton had already established the Bike as a connected fitness platform. The next opportunity was to explore how the physical product could support experiences beyond traditional workouts.Gaming presented a natural extension. It could make riding more immersive, create new reasons to engage with the product, and introduce entirely different forms of interaction.The challenge was to rethink the bike’s primary interface without compromising what already worked.I explored how a new generation of handlebars could transform the rider’s relationship with the product—creating a more capable physical interface for gaming, interactive content, and connected experiences both on and off the bike.
The Design Challenge
Expand the use case - Move the Bike beyond a singular fitness experience.
Create new interactions - Introduce physical controls that could support richer digital experiences.
Maintain the ride - Add capability without compromising ergonomics, performance, or familiarity.
Build a platform - Think beyond a single product configuration toward an interface capable of supporting future experiences.

THE INTERFACE
Designing the physical language between rider and experience.
The handlebar became an opportunity to rethink how riders interact with a connected product.I explored different control layouts, grip positions, and interaction zones to determine how physical inputs could feel intuitive while riding. Each configuration balanced accessibility, ergonomics, and control with the demands of cycling.The goal was to create an interface that could disappear into the experience—giving riders immediate, tactile control without requiring them to break position or look away from the screen.
Interaction Principles
Intuitive - Controls should be discoverable and understandable without interrupting the ride.
Tactile - Physical feedback creates a stronger connection between the rider and the digital experience.
Accessible - Critical controls remain within easy reach across different riding positions.
Integrated - The interface should feel native to the bike—not like an accessory added on afterward.
Expandable - The physical language establishes a platform for new connected experiences beyond the original use case.




ON BIKE IMMERSION
Making the ride part of the game.The on-bike experience explored how the physical interface could become an active part of gameplay.I developed multiple handlebar configurations to introduce new points of interaction while maintaining the ergonomics and familiarity required for riding. Controls were positioned around the rider to enable faster, more intuitive inputs without disrupting the core cycling experience.The intent was to create a tighter connection between movement, physical controls, and digital feedback—allowing the rider to actively participate in the experience rather than simply watch content on the screen.
Design Considerations
Natural Interaction - Controls were positioned around existing hand positions and riding behaviors to minimize disruption.
Physical + Digital - Use physical inputs to create a more immediate relationship between rider actions and what happens on screen.
Immersive Gameplay -Introduce interactions that respond to the rider's movement, effort, and decisions in real time.
Performance First - Maintain the core riding experience and ergonomics while adding new layers of interaction.



BEYOND THE BIKE
The exploration extended beyond the riding experience to understand how Peloton’s physical hardware could become part of a larger interactive ecosystem. By rethinking the handlebar as a modular input device, I explored opportunities for riders to use familiar controls in new contexts—from gaming and interactive content to experiences that could happen away from the bike.The goal was to preserve the physicality and familiarity of the Peloton interface while giving it a new role: a controller for experiences that aren't limited to cycling or on the bike for that matter.
Key Considerations
Familiar Interaction - Leverage controls and gestures riders already understand rather than introducing an entirely new interface.
Modular Use - Explore how the hardware could transition between riding and off-bike experiences.
Connected Ecosystem - Create a physical bridge between Peloton hardware, software, games, and other connected experiences.
More Ways to Play - Expand the value of the bike beyond workouts by creating opportunities for entertainment and interaction.





INTEGRATON WITH GUIDE
The remote was designed as a portable display and interaction device that could change roles depending on where it was being used. On the bike, it provided a secondary interface for controls, information, and interactive experiences without requiring the rider to reach toward the primary screen. Off the bike, the same device could pair with Peloton Guide to support connected workouts, navigation, and interactive content from across the room.The result was a more cohesive hardware ecosystem—one interface that could move with the user from the bike to the rest of the home.

