Ubiquitous computing within cars: designing controls for non-visual use
International Journal of Human-Computer Studies
The Road Rager: making use of traffic encounters in a mobile multiplayer game
Proceedings of the 3rd international conference on Mobile and ubiquitous multimedia
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Digiwall: an interactive climbing wall
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile phone programming for multimedia
Proceedings of the 15th international conference on Multimedia
Personal and Ubiquitous Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists
Pervasive '08 Proceedings of the 6th International Conference on Pervasive Computing
Ubikequitous computing: designing interactive experiences for cyclists
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
Usable gestures for mobile interfaces: evaluating social acceptability
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Blowtooth: pervasive gaming in unique and challenging environments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
OutRun: perversive games and designing the de-simulation of eight-bit driving
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Breath control of amusement rides
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile interaction does not exist
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Communications of the ACM
Understanding 'tingle' in opera performances
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
Being chased by zombies!: understanding the experience of mixed reality quests
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Several emerging strands of HCI involve connecting physical exercise activity with digital interactive systems to create intense combined experiences, for example pervasive games, GPS based exercise games and 'exertion interfaces'. Many of these systems are mobile, used outside in public, whilst moving quickly through the environment. In this paper, we argue that the combination of moving fast and interacting with a digital system allows us to create a powerfully intense experience for participants, and that key to this is careful attention to the way in which movement is combined with digital content. We study an interactive art experience in which a person runs whilst listening to poetry. Based on this study and other HCI research, we present a framework for mixing physical and interactive content, based on 3 dimensions, which describe ways that a movement activity may itself create intense experiences, followed by a set of tactics for combining intense movement and interactive content.