Figure 1. Exemplars of Human-Computer Integration: extending the body with additional robotic arms; [70] embedding computation into the body using electric muscle stimulation to manipulate handwriting [48]; and, a tail extension controlled by body movements [86].
Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity can be too strenuous for one and not challenging enough for the other, compromising engagement and health benefits. Our system, Jogging over a Distance, uses heart rate data and spatialized sound to create an equitable, balanced experience between joggers of different fitness levels who are geographically distributed. We extend this prior work by analyzing the experience of 32 joggers to detail how specific design features facilitated, and hindered, an engaging and balanced exertion experience. With this knowledge, we derive four dimensions that describe a design space for balancing exertion experiences: Measurement, Adjustment, Presentation and Control. We also present six design tactics for creating balanced exertion experiences described by these dimensions. By aiding designers in supporting participants of different physical abilities, we hope to increase participation and engagement with physical activity and facilitate the many benefits it brings about.
People in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. Based on the results of an ethnographic study with couples, a prototype was developed to test the feasibility of technology in the domain of intimacy. Hug Over a Distance is an air-inflatable vest that can be remotely triggered to create a sensation resembling a hug. Although the couples did not consider the vest to be useful in their daily lives, the prototype served to provoke and stimulate design ideas from the couples during participative design workshops. An additional and unexpected benefit was also found: the prototype enhanced the couples' understanding of the researchers' methods, suggesting that prototypes can serve as tools to make participatory design volunteers aware of their importance in academic research.
People often engage in physical activity with others, yet wearable technologies like heart rate monitors typically focus on individual usage. In response, we discuss the potential of heart rate displays in a social context, by means of an augmented cycling helmet that displays heart rate data. We studied how pairs of cyclists engaged with this setup and found that access to another person's heart rate data can result in social interplay which in turn supports engagement with the exertion activity. Through our design process and study, we reveal key dimensions of designing for social uses of heart rate data and wearable displays: temporal and spatial accessibility of data, technology support for its interpretation, and influences on heart rate. We also articulate a set of insights for designers that aim to support social exertion activities with heart rate data. As such, our work expands our understanding of wearable technologies' unique interaction opportunities.
Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. We present a set of guidelines for movement-based game design that has emerged from our research-based game development practice. These guidelines have been examined and refined by 14 movement-based game design experts with experience in the academic, independent and commercial game development domains. We contextualize the guidelines using current findings about movement-based game and interaction design, taken from both published research papers and game design venues. Our primary contribution is a body of generative intermediate-level knowledge in the design research tradition that is readily accessible and actionable for the design of future movement-based games.
A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.
In this paper, we advocate a novel approach of representing physical activity in the form of material artifacts. By designing such material representations, we aim to understand what these artifacts might offer in terms of reflecting upon physical activity. For example, what types of affect do material artifacts, representing ones' physical activity create for the user? In order to advance this understanding, we designed a system called SweatAtoms that transforms the physical activity data based on heart rate into 3D printed material artifacts. We conducted an "in the wild study" by deploying our system in six households where participants were experiencing five different material representations of their physical activity for a period of two weeks each. We found that the material artifacts made participants more conscious about their involvement in physical activity and illustrated different levels of engagement with the artifacts. Along with reporting the gained insights from the deployments, we offer reflections on designing material representations for physical activity. We hope that our work will inspire designers to consider new possibilities afforded by digital fabrication to support user's experience with physical activity by utilizing interactive technologies at our disposal.
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