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
“…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
“…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
“…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.…”
“…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%
“…I Seek deals with these safety issues by equipping participants with high visibility clothing and being designed to be 'eyes free' (Yi et al, 2012), so participants can see where they are running. The bicycle game Rider Spoke (Rowland et al, 2009) also used these techniques, with riders offered high visibility vests, and screenbased interaction only occurring while stopped and not riding. In some situations, designers might need to take a lot of care, for example commercial GPS ride tracking systems have been criticized for the way they encourage people to compete hard as if in a race whilst riding in public, and even been accused of culpability for the deaths of participants and bystanders (Velonews.com, 2013).…”
Section: Design Strategy 3: Design For the Social Nature Of Exertionmentioning
While exertion games -digital games where the outcome is determined by physical exertion -are of growing interest in HCI, we believe the current health and fitness focus in the research of exertion games limits the opportunities this field has to offer. In order to broaden the agenda on exertion games, we link the existing fields of sports and interactive entertainment (arguing these fields have much to offer) by presenting four of our own designs as case studies. Using our experiences with these designs we highlight three key strategies to guide designers in the creation of richer exertion game experiences: designing a temporal trajectory through games with reference to the way exertion changes over time, designing for the inevitable and not necessarily negative effects of pain in exertion games, and designing for the highly socially situated nature of exertion gaming.
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