Rapid Feedback Systems for Elite Sports Training
IEEE Pervasive Computing
How emotion is made and measured
International Journal of Human-Computer Studies
Transferring qualities from horseback riding to design
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing interactive technology for skateboarding
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Interactive technology can support exertion activities, with many examples focusing on improving athletic performance. We see an opportunity for technology to also support extreme sports such as skateboarding, which often focus primarily on the experience of doing tricks rather than on athletic performance. However, there is little knowledge on how to design for such experiences. In response, we designed 12 basic skateboarding prototypes inspired by skateboarding theory. Using an autoethnographical approach, we skated with each of these and reflected on our experiences in order to derive four design themes : location of feedback in relation to the skater's body, timing of feedback in relation to peaks in emotions after attempts, aspects of the trick emphasized by feedback, and aesthetic fittingness of feedback. We hope our work will guide designers of interactive systems for skateboarding, and extreme sports in general, and will therefore further our understanding of how to design for the active human body.