Designing a bike in five layers, and the R&D where they combine
A bike is not one object. It is a stack of five interacting systems, each with its own discipline.
Designing a bike from scratch — or fitting a rider to one — touches the human body, frame geometry, component selection, the mass the rider carries, and the suspension/drivetrain system that links the wheels to the frame. These five systems have different inputs, different experts, and different failure modes. Treating them as one undifferentiated problem is why so many bikes end up well-geometrered but poorly fit, or well-fitted but poorly suspended.
Every other layer is tuned to a body. So the body comes first.
The Body section captures the rider through Body Dimension Characteristics (BDC): inseam, arm length, torso, femur, shoulder height, and the population distribution those measurements come from. A rider is not a single number — they are a distribution across sizes, ages, and regions. BikeSPEZL models the rider as a population-aware body, not a static measurement.
Why the body comes first:
Once the body is known, the frame can be placed around it.
The Geometry section defines the frame's key parameters — head angle, seat angle, reach, chainstay, BB drop, stack — and, crucially, how they relate to the rider's body dimensions. A geometry that is excellent for one body can be wrong for another, even at the same nominal size.
Geometry is a target. Parts are what physically deliver it.
The Parts section is the bike build: fork, shock, bar, stem, crank, drivetrain, wheels, brakes. Each part has real geometry (axle-to-crown, offset, bar rise, crank length) and real mass — both of which feed back into the geometry and the centre-of-gravity calculations.
The Parts section also connects to the affiliate retail infrastructure — the build's selected parts can be handed off to retailer checkouts, with no transaction taking place on BikeSPEZL itself.
A rider is not a naked body. The kit they wear moves the centre of gravity.
The Gear section models the helmet, protector, shoes, clothing, hydration pack — every mass the rider carries above and on the bike. Each has a weight and a centre-of-gravity offset. Together they shift the combined rider+bike centre of gravity, sometimes by tens of millimetres.
Geometry is static. Kinematics is geometry in motion.
The Kinematics section defines the suspension linkage — the pivot points that determine the rear axle path, the leverage ratio curve, anti-squat, anti-rise, and pedal kickback. It also defines the drivetrain geometry (crank length, chainring, cassette) that is mechanically linked to the suspension through the chain.
Kinematics is where the frame becomes a ride:
The five layers are tuned separately. In R&D, they are combined into one simulated ride.
The R&D section is the synthesis layer. It takes the body, the geometry, the parts, the gear, and the kinematics — and simulates them together as a single ride system: the rider's position, the suspension's response, the weight transfer under acceleration and braking, and the dynamic centre of gravity as the bike moves.
Two principles define the R&D synthesis: