Designing interactive technology for skateboarding

  • Authors:
  • Sebastiaan Pijnappel;Florian 'Floyd' Mueller

  • Affiliations:
  • RMIT University, Melbourne, Australia;RMIT University, Melbourne, Australia

  • Venue:
  • Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
  • Year:
  • 2014

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Abstract

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.