Media Player Data Interface for Sports Equipment

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Solution Overview

Problem

There is no simple way to transfer workout data from sports equipment, such as treadmills, to portable media players for record-keeping and tracking progress, leading to inefficiencies and spotty data recording.

Innovation Solution

Circuits and methods that enable sports equipment to write data directly to a media player, allowing for real-time data transfer and storage, with options for wireless or optical communication, and the ability to upload data to a computer and third-party website for tracking and competition purposes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If manual record keeping using clipboard and paper is used, then data can be recorded, but it is time consuming and spotty

Engineering Contradiction:
Improvedata recording consistencyVSAvoidtime for record keeping
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system enables automatic data transfer from sports equipment to media players without manual intervention. The equipment autonomously writes workout data to the media player's memory, eliminating the need for users to manually record data while exercising.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces manual mechanical record keeping (clipboard and paper) with an automated electronic system. Data is transferred automatically from sports equipment through a communication link to the media player, substituting manual writing and copying processes.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If no automatic data transfer mechanism is provided, then media players can be used for entertainment, but workout data cannot be transferred

Engineering Contradiction:
Improvemedia player functionalityVSAvoidworkout data transfer capability
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The media player is enhanced with dual functionality: it serves both as an entertainment device for playing music and podcasts, and as a data storage device for receiving and storing workout information from sports equipment. This multi-functionality resolves the contradiction by adding data transfer capability without sacrificing entertainment features.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system introduces an intermediary communication mechanism between the sports equipment and media player. This allows seamless data transfer from the equipment to the media player, enabling the media player to function as both entertainment and data storage device.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Device complexity

If data is written only at the end of workout, then equipment complexity is reduced, but data loss occurs when users disconnect early

Engineering Contradiction:
Improvedata transfer timing mechanismVSAvoidworkout data loss
Core Design Contradiction:
Device complexityVSLoss of information

Solution Approach 1:

The system performs preliminary data writing actions during the workout session itself, not just at the end. The equipment continuously or periodically writes data to the media player during exercise, ensuring data is captured even if the user disconnects early or interrupts the workout.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The data transfer process continues throughout the workout session rather than waiting for completion. The equipment maintains continuous communication with the media player to ensure uninterrupted data capture, eliminating data loss from early disconnection.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS8317658B2Interfacing portable media devices and sports equipment
Publication Date: 2012.11.27 APPLE INC
  • US8317658B2 patent drawing
  • US8317658B2 patent drawing
  • US8317658B2 patent drawing

AI summary

Circuits, methods, and apparatus that allow sports or other equipment, such as gym or other cardio equipment, to write data to a media player. Examples further provide the uploading of this data to a computer and third-party website. To monitor progress, the third-party website can be used to track workout data over time. The third party-website can also collect data from other users, which is particularly useful for providing a competitive environment. This data can then be graphically displayed in various ways to provide encouragement.