Proceedings of the 11th International Conference on Human-Computer Interaction With Mobile Devices and Services 2009
DOI: 10.1145/1613858.1613886
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Ubikequitous computing

Abstract: This paper charts the distinctive challenges of designing mobile experiences for cyclists and presents two studies of mobile cyclebased experiences: one a heritage tour; the other an exploration of a city at dusk involving recording and listening to personal stories. To understand the cyclists" experiences questionnaires, interviews and observations are drawn on to derive eight lessons for designing cycle-based interaction including: cycling proficiency, physicality, impact of the environment, media and hardwa… Show more

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Cited by 47 publications
(14 citation statements)
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“…It seems that a combination of audio and visual may be most useful, with audio designed to be comprehensible so as to avoid interrupting players' in-game concentration, and video being designed to give an always visible summary of game state easily taken in in a brief glance. We may also take inspiration from wider HCI work on split attention while performing complex physical movements such as cycling [14,24]. For example we could utilise space to make displays where people may be looking by projecting information on floor or multiple walls [6] (T1:Space).…”
Section: Tune Attentional Demands Of System To Those Of Physical Intementioning
confidence: 99%
“…It seems that a combination of audio and visual may be most useful, with audio designed to be comprehensible so as to avoid interrupting players' in-game concentration, and video being designed to give an always visible summary of game state easily taken in in a brief glance. We may also take inspiration from wider HCI work on split attention while performing complex physical movements such as cycling [14,24]. For example we could utilise space to make displays where people may be looking by projecting information on floor or multiple walls [6] (T1:Space).…”
Section: Tune Attentional Demands Of System To Those Of Physical Intementioning
confidence: 99%
“…by displaying sensed information about the user's performance or for wayfinding assistance. This can be distracting because the rider's eyesight is focused on the road ahead [42]. Furthermore, these designs are built with the premise that the system is first sensing and then presenting information to the user, who then needs to interpret what this means in order to consider how to proceed.…”
Section: Supporting Cycling Cognitivelymentioning
confidence: 99%
“…There are also commercial exertion games, such as the full body dance game Dance Dance Revolution (Konami, 1998), and the genre of 'rhythm' games which followed that use increasingly fast series of dance moves as input. As well as games sensing body actions direction, pervasive games such as Human Pacman (Cheok et al, 2004) and the Rider Spoke cycling game (Rowland et al, 2009) often involve what Stanley et al describe as 'exercise as a byproduct of the activity' (Stanley et al, 2010).…”
Section: Incorporating Sports and Play Into Exertion Gamesmentioning
confidence: 99%
“…When designing exertion trajectories, we need to consider how these conflicts occur, and whether they are desirable or not. For example, in bicycle-based games events may be scheduled to occur at times when riders are not riding hard, to avoid unsafe distractions (Rowland et al, 2009). I Seek in contrast deliberately uses this distraction to alter the participant's perception of the poem, aiming to leave them with an impression of the poem rather than fully hearing every word, making much of the poem only audible while the participant is running hard and having to pay attention to the running.…”
Section: Manipulate Time To Allow For Self-reflectionmentioning
confidence: 99%
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