Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction 2014
DOI: 10.1145/2540930.2540950
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Designing interactive technology for skateboarding

Abstract: Interactive technology is increasingly used to support physical activities. However, there is limited knowledge about how interactive technology should be designed to support trick-focused experiences such as skateboarding. We developed Copy Paste Skate, a novel multimodal feedback system, and studied its use by 21 avid skateboarders to explore the design of interactive technology for skateboarding. Based on observations and interviews we articulate two key design dimensions that highlight how designing for sk… Show more

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Cited by 32 publications
(22 citation statements)
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“…Designers have also explored making the experience more immersive (Eidenberger & Mossel, 2015;Inition, 2014aInition, , 2014b through dampening any sensory confusion that may be indirectly induced in players, rather than using the technology to purposefully exaggerate such sensory confusion, and thus creating dedicated vertigo experiences. Other designers choose to augment existing experiences with digital technology such as accelerome-Introduction ters, projectors, and augmented reality with the aim of improving performance in sports related activities (Bächlin, Förster, & Tröster, 2009;Daiber, Kosmalla, & Krüger, n.d.;Pijnappel & Mueller, 2014;Ruttkay, Zwiers, van Welbergen, & Reidsma, 2006;Spelmezan, Schanowski, & Borchers, 2009). This thesis argues that there exists an opportunity not to err on the side of caution and dampen the experience, but instead to embrace the opportunity digital technology affords us to explore the varying ways in which such technology can be harnessed and embraced to induce purposeful sensory confusion in players.…”
Section: Vertigo Experiencesmentioning
confidence: 99%
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“…Designers have also explored making the experience more immersive (Eidenberger & Mossel, 2015;Inition, 2014aInition, , 2014b through dampening any sensory confusion that may be indirectly induced in players, rather than using the technology to purposefully exaggerate such sensory confusion, and thus creating dedicated vertigo experiences. Other designers choose to augment existing experiences with digital technology such as accelerome-Introduction ters, projectors, and augmented reality with the aim of improving performance in sports related activities (Bächlin, Förster, & Tröster, 2009;Daiber, Kosmalla, & Krüger, n.d.;Pijnappel & Mueller, 2014;Ruttkay, Zwiers, van Welbergen, & Reidsma, 2006;Spelmezan, Schanowski, & Borchers, 2009). This thesis argues that there exists an opportunity not to err on the side of caution and dampen the experience, but instead to embrace the opportunity digital technology affords us to explore the varying ways in which such technology can be harnessed and embraced to induce purposeful sensory confusion in players.…”
Section: Vertigo Experiencesmentioning
confidence: 99%
“…In practice-based research this has been an issue for researchers (Olsen Jr, 2007), who have since investigated possible ways of closing this gap to support designers in the design process (Antle, 2009;Hornecker, 2010). This has often taken the form of a design framework supported with design guidelines (Mueller & Isbister, 2014), strategies (Pijnappel & Mueller, 2014) or sensitivities (Jensen et al, 2014). The contribution of my work will be in the form of a theoretical design framework, and I have considered relevant related works in order to guide me in the design of this framework such that it will be useful for designers in creating their own Digital Vertigo Experiences.…”
Section: Learning From Existing Bodily Interaction Frameworkmentioning
confidence: 99%
“…We want to explore alternative technologies to support the jogging experience. In particular, we are inspired by prior work on human-robot interaction that highlights their potential for companionship [6,12] and recent developments in our understanding of designing technologies to support exertion activities [31,38]. Furthermore, prior work has investigated the use of technology for joggers indoors (on treadmills) [30], in contrast we are interested in supporting the outdoor jogging experience [28,29].…”
Section: Technology Supporting Joggingmentioning
confidence: 99%
“…Much research has focused on exertion interfaces which examine technologies to foster exercise interactions [25], enhancing social play through familiar activities, using elements from computer games to motivate physical activity and new forms of expression and performance. Various examples of research explore how technology can improve the performance and technique of athletes [2,8,34], the experience of performing the exertion activities [26,28], and designing for such interac- tions [12,29]. Research has distinguished between interactive sport-training games and integrated systems [19].…”
Section: Technologies In Sports and Physical Activitymentioning
confidence: 99%