Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications (Human Factors and Ergonomics Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game design principles in everyday fitness applications
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Balancing Skills to Optimize Fun in Interactive Board Games
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Jogging over a distance: the influence of design in parallel exertion games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Jogging over a distance between Europe and Australia
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Using fast interaction to create intense experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Jog falls: a pervasive healthcare platform for diabetes management
Pervasive'10 Proceedings of the 8th international conference on Pervasive Computing
Bubble Popper: considering body contact in games
Proceedings of the 4th International Conference on Fun and Games
ExerSync: facilitating interpersonal synchrony in social exergames
Proceedings of the 2013 conference on Computer supported cooperative work
Experiences2Go: sharing kids' activities outside the home with remote family members
Proceedings of the 2013 conference on Computer supported cooperative work
Understanding handicapping for balancing exertion games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Investigating and supporting undirected navigation for runners
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Bubble popper: body contact in digital games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Designing mediated combat play
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Displaying heart rate data on a bicycle helmet to support social exertion experiences
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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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.