Spatial Augmented Reality: Merging Real and Virtual Worlds
Spatial Augmented Reality: Merging Real and Virtual Worlds
SwimMaster: a wearable assistant for swimmer
Proceedings of the 11th international conference on Ubiquitous computing
Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
A method for outdoor skateboarding video games
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Embodying complexity through movement sonification: case study on empowering the speed-skater
Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity
A spark of activity: exploring informative art as visualization for physical activity
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Hardware and software for skateboard trick visualisation on a mobile phone
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
AR Record&Replay: situated compositing of video content in mobile augmented reality
Proceedings of the 24th Australian Computer-Human Interaction Conference
4 design themes for skateboarding
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Interactive technology is increasingly used to support physical activities. However, there is limited knowledge about how interactive technology should be designed to support trick-focused experiences such as skateboarding. We developed Copy Paste Skate, a novel multimodal feedback system, and studied its use by 21 avid skateboarders to explore the design of interactive technology for skateboarding. Based on observations and interviews we articulate two key design dimensions that highlight how designing for skateboarding means supporting execution quality of tricks as well as supporting the trick originality. We also present 4 design strategies to help designers support both dimensions in one integrated design. Our work extends designers' knowledge about how to design interactive technology for skateboarding, ultimately extending our understanding of how interactive technology can support people being physically active.