[go: up one dir, main page]

skip to main content
10.1145/3322276.3322338acmconferencesArticle/Chapter ViewAbstractPublication PagesdisConference Proceedingsconference-collections
research-article

Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction

Published: 18 June 2019 Publication History

Abstract

Designing technology to support instructed physical training is challenging, due to how instructions rely on complex interactional and situational social processes. To support in-the-moment instruction, we engaged in a co-creative Research through Design process with a Yoga instructor. Together, we designed and deployed Enlightened Yoga: a training class featuring wearable projecting lights that augment the instructor's and trainee's movements, and highlight the orientation and positioning of key body parts. We present insights from the design process and a study of the class. We show how the wearable lights enabled a new shared frame of reference between instructor and trainees, that became instructable through the way participants could reference and orient themselves to it. This allowed the instructor to extend his instructional strategies, and enabled trainees to better act upon cues. We discuss how this was made possible by jointly designing the technology, its coupling with the body, instructions and exercises.

Supplementary Material

ZIP File (disfp1326.zip)
Full Enlightened Yoga Class (Fig.2). An overview with images of all the included poses, wearable lights' placement and instructional cues used. Full Interaction Analysis excerpts of Figures 7-9

References

[1]
Kathleen M. Armour. 2003. Sports Coaching Cultures: From Practice to Theory. Routledge, London?; New York.
[2]
Simon Asplund and Martin Jonsson. 2018. SWAY - Designing for Balance and Posture Awareness. In Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '18), 470--475.
[3]
Jon Back, Elena Márquez Segura, and Annika Waern. 2017. Design for Transformative Play. ACM trans. On Computer-Human Interaction.
[4]
Jon Back, Laia Turmo Vidal, Annika Waern, Susan Paget, and Eva-Lotta Sallnäs Pysander. 2018. Playing Close to Home: Interaction and Emerging Play in Outdoor Play Installations. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18), 156:1--156:11.
[5]
Baron Baptiste. 2016. Perfectly Imperfect: The Art and Soul of Yoga Practice. Hay House Inc., Carlsbad, California.
[6]
Grégory Beller. 2014. The Synekine Project. In Proceedings of the 2014 International Workshop on Movement and Computing (MOCO '14), 66:66--66:69.
[7]
Martijn ten Bhömer and Hanxiao Du. 2018. Designing Personalized Movement-based Representations to Support Yoga. In Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems (DIS '18 Companion), 283--287.
[8]
Dominik Bial, Thorsten Appelmann, Enrico Rukzio, and Albrecht Schmidt. 2012. Improving Cyclists Training with Tactile Feedback on Feet. In Proceedings of the 7th International Conference on Haptic and Audio Interaction Design (HAID'12), 41--50.
[9]
Daniel Bisig and Pablo Palacio. 2016. Neural Narratives: Dance with Virtual Body Extensions. In MOCO.
[10]
Jeffrey Boyd and Andrew Godbout. 2010. Corrective Sonic Feedback for Speed Skating: A Case Study. Georgia Institute of Technology. Retrieved March 31, 2018 from https://smartech.gatech.edu/handle/1853/49865
[11]
LouAnne E. Boyd, Kyle Rector, Halley Profita, Abigale J. Stangl, Annuska Zolyomi, Shaun K. Kane, and Gillian R. Hayes. 2017. Understanding the Role Fluidity of Stakeholders During Assistive Technology Research "In the Wild." In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), 6147--6158.
[12]
Caroline Joy Co. 2010. Proprioceptive Training: A Review of Current Research. CreateSpace Independent Publishing Platform, Baldwin.
[13]
Chris Cushion. 2007. Modelling the Complexity of the Coaching Process. International Journal of Sports Science & Coaching 2, 4: 395--401.
[14]
Chris Cushion. 2010. Sports Coaching: Professionalisation and Practice. Churchill Livingstone, Edinburgh?; New York.
[15]
Mädälina Diaconu. 2006. Reflections on an Aesthetics of Touch, Smell and Taste. Contemporary Aesthetics 4.
[16]
David W. Eccles and Güler Arsal. 2017. The think aloud method: what is it and how do I use it? Qualitative Research in Sport, Exercise and Health 9, 4: 514--531.
[17]
Sidney Fels, A. Therapeutic, and Interactive Yoga System. Responses in Light, Sound and Scent - A Therapeutic Interactive Yoga System.
[18]
Maiken Hillerup Fogtmann, Kaj Grønb\a ek, and Martin Kofod Ludvigsen. 2011. Interaction Technology for Collective and Psychomotor Training in Sports. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11), 13:1--13:8.
[19]
Kilian Förster, Marc Bächlin, and Gerhard Tröster. 2009. Non-interrupting User Interfaces for Electronic Body-worn Swim Devices. In Proceedings of the 2Nd International Conference on PErvasive Technologies Related to Assistive Environments (PETRA '09), 38:1--38:4.
[20]
Geraldine Gay and Helene Hembrooke. 2004. Activity-Centered Design: An ecological approach to designing smart tools and usable systems. MIT Press.
[21]
James J. Gibson. 2014. The Ecological Approach to Visual Perception: Classic Edition. Psychology Press.
[22]
Bernard R. Gifford and Noel D. Enyedy. 1999. Activity centered design: Towards a theoretical framework for CSCL. In Proceedings of the 1999 conference on Computer support for collaborative learning, 22.
[23]
Charles Goodwin. 2000. Action and embodiment within situated human interaction. Journal of Pragmatics 32, 10: 1489--1522.
[24]
Perttu Hämäläinen, Tommi Ilmonen, Johanna Höysniemi, Mikko Lindholm, and Ari Nykänen. 2005. Martial Arts in Artificial Reality. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '05), 781--790.
[25]
Shoichi Hasegawa, Seiichiro Ishijima, Fumihiro Kato, Hironori Mitake, and Makoto Sato. 2012. Realtime Sonification of the Center of Gravity for Skiing. In Proceedings of the 3rd Augmented Human International Conference (AH '12), 11:1--11:4.
[26]
Lauren Hayes and Jessica Rajko. 2017. Towards an Aesthetics of Touch. In Proceedings of the 4th International Conference on Movement Computing (MOCO '17), 22:1--22:8.
[27]
Keita Higuchi, Tetsuro Shimada, and Jun Rekimoto. 2011. Flying Sports Assistant: External Visual Imagery Representation for Sports Training. In Proceedings of the 2Nd Augmented Human International Conference (AH '11), 7:1--7:4.
[28]
Michaela Honauer. 2017. Designing Interactive Costumes: Challenges and Prospects to Integrate Computational Clothing in the Performing Arts. In Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems (DIS '17 Companion), 388--390.
[29]
Kristina Höök. 2010. Transferring Qualities from Horseback Riding to Design. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (NordiCHI '10), 226--235.
[30]
Kristina Höök, Baptiste Caramiaux, Cumhur Erkut, Jodi Forlizzi, Nassrin Hajinejad, Michael Haller, Caroline C. M. Hummels, Katherine Isbister, Martin Jonsson, George Khut, Lian Loke, Danielle Lottridge, Patrizia Marti, Edward Melcer, Florian Floyd Müller, Marianne Graves Petersen, Thecla Schiphorst, Elena Márquez Segura, Anna Ståhl, Dag Svanæs, Jakob Tholander, and Helena Tobiasson. 2018. Embracing First-Person Perspectives in Soma-Based Design. Informatics 5, 1: 8.
[31]
Kristina Höök, Caroline Hummels, Katherine Isbister, Patrizia Marti, Elena Márquez Segura, Martin Jonsson, Florian "Floyd" Mueller, Pedro A.N. Sanches, Thecla Schiphorst, Anna St\a ahl, Dag Svanaes, Ambra Trotto, Marianne Graves Petersen, and Youn-kyung Lim. 2017. Soma-Based Design Theory. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '17), 550--557.
[32]
Mike Hughes and Ian Franks. 2015. Essentials of Performance Analysis in Sport: second edition. Routledge.
[33]
Katherine Isbister, Elena Márquez Segura, Suzanne Kirkpatrick, Xiaofeng Chen, Syed Salahuddin, Gang Cao, and Raybit Tang. 2016. Yamove! A movement synchrony game that choreographs social interaction. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments.
[34]
B. K. S. Iyengar and Yehudi Menuhin. 1979. Light on Yoga: The Bible of Modern Yoga. Schocken, New York.
[35]
N. Jäger, S. Moran, and H. Schnädelbach. 2014. Using adaptive architecture to support Yoga practices: Social considerations for design. In 2014 IEEE International Conference on Pervasive Computing and Communication Workshops (PERCOM WORKSHOPS), 364--369.
[36]
Honorata Jakubowska. 2017. Skill Transmission, Sport and Tacit Knowledge: A Sociological Perspective. Routledge.
[37]
Robyn L. Jones. 2006. The Sports Coach as Educator: Re-conceptualising Sports Coaching. Routledge.
[38]
Brigitte Jordan and Austin Henderson. 1995. Interaction Analysis: Foundations and Practice. The Journal of the Learning Sciences 4, 1: 39--103.
[39]
Victor Kaptelinin and Bonnie A. Nardi. 2006. Acting with Technology: Activity Theory and Interaction Design. MIT Press.
[40]
Pavel Karpashevich, Eva Hornecker, Michaela Honauer, and Pedro Sanches. 2018. Reinterpreting Schlemmer's Triadic Ballet: Interactive Costume for Unthinkable Movements. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18), 61:1--61:13.
[41]
Leelo Keevallik. 2010. Bodily Quoting in Dance Correction. Research on Language and Social Interaction 43, 4: 401--426.
[42]
Richard Kirby. 2009. Development of a real-time performance measurement and feedback system for alpine skiers. Sports Technology 2, 1--2: 43--52.
[43]
Dennis Landin. 1994. The Role of Verbal Cues in Skill Learning. Quest 46, 3: 299--313.
[44]
Lian Loke and Toni Robertson. 2010. Studies of dancers: Moving from experience to interaction design. International Journal of Design 4, 2. Retrieved January 13, 2017 from http://search.proquest.com/openview/65d82e8ef58af379e1e881cdf45114b6/1?pq-origsite=gscholar
[45]
Lian Loke and Toni Robertson. 2013. Moving and Making Strange: An Embodied Approach to Movement-based Interaction Design. ACM Trans. Comput.-Hum. Interact. 20, 1: 7:1--7:25.
[46]
David C. Marchant, Matt Greig, Jonathan Bullough, and Daniel Hitchen. 2011. Instructions to adopt an external focus enhance muscular endurance. Research Quarterly for Exercise and Sport 82, 3: 466--473.
[47]
Elena Márquez Segura, James Fey, Ella Dagan, Samvid Niravbhai Jhaveri, Jared Pettitt, Miguel Flores, and Katherine Isbister. 2018. Designing Future Social Wearables with Live Action Role Play (Larp) Designers. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18), 462:1--462:14.
[48]
Elena Márquez Segura, Laia Turmo Vidal, and Asreen Rostami. 2016. Bodystorming for movement-based interaction design. Human Technology: An Interdisciplinary Journal on Humans in ICT Environments. Retrieved from http://humantechnology.jyu.fi/archive/vol-12/issue-2/bodystorming-for-movement-based-interaction-design
[49]
Elena Márquez Segura, Laia Turmo Vidal, Asreen Rostami, and Annika Waern. 2016. Embodied Sketching. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16), 6014--6027.
[50]
Elena Márquez Segura, Annika Waern, Jin Moen, and Carolina Johansson. 2013. The design space of body games: technological, physical, and social design. In Proceedings of the SIGCHI conference on Human Factors in computing systems, 3365--3374.
[51]
Elena Márquez Segura, Annika Waern, Jin Moen, and Carolina Johansson. 2013. The Design Space of Body Games: Technological, Physical, and Social Design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13), 3365--3374.
[52]
Christine F. Martindale, Markus Wirth, Stefan Schneegass, Markus Zrenner, Benjamin H. Groh, Peter Blank, Dominik Schuldhaus, Thomas Kautz, and Bjoern M. Eskofier. 2016. Workshop on Wearables for Sports. In Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct (UbiComp '16), 877--880.
[53]
Christian Meyer and Ulrich V. Wedelstaedt. 2017. Moving Bodies in Interaction - Interacting Bodies in Motion: Intercorporeality, Interkinaesthesia, and Enaction in Sports. John Benjamins Publishing Company.
[54]
Stuart Moran, Nils Jäger, Holger Schnädelbach, and Kevin Glover. 2016. ExoPranayama: A Biofeedback-driven Actuated Environment for Supporting Yoga Breathing Practices. Personal Ubiquitous Comput. 20, 2: 261--275.
[55]
Florian "Floyd" Mueller and Matthew Muirhead. 2015. Jogging with a Quadcopter. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15), 2023--2032.
[56]
Arun Nagargoje, Karl Maybach, and Tomas Sokoler. 2012. Social Yoga Mats: Designing for Exercising/Socializing Synergy. In Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (TEI '12), 87--90.
[57]
Bonnie A. Nardi. 1996. Context and consciousness: activity theory and human-computer interaction. MIT Press.
[58]
Sally-Jane Norman. 2014. Grappling with movement models: performing arts and slippery contexts. In MOCO'14. ACM, New York, NY, USA, 136--141. Retrieved January 16, 2019 from
[59]
Stina Nylander, Mattias Jacobsson, and Jakob Tholander. 2014. Runright: Real-time Visual and Audio Feedback on Running. In CHI '14 Extended Abstracts on Human Factors in Computing Systems (CHI EA '14), 583--586.
[60]
Stina Nylander, Alex Kent, and Jakob Tholander. 2014. Swing Sound: Experiencing the Golf Swing Through Sound. In CHI '14 Extended Abstracts on Human Factors in Computing Systems (CHI EA '14), 443--446.
[61]
Stina Nylander, Jakob Tholander, Florian "Floyd" Mueller, and Joseph Marshall. 2015. HCI and Sports. interactions 22, 2: 30--31.
[62]
William K. Ogard. 2011. Proprioception in Sports Medicine and Athletic Conditioning. Strength & Conditioning Journal 33, 3: 111.
[63]
Rodrigo de Oliveira and Nuria Oliver. 2008. TripleBeat: Enhancing Exercise Performance with Persuasion. In Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI '08), 255--264.
[64]
Garth Paine. 2015. Designing the Techno-somatic. In Proceedings of the 2Nd International Workshop on Movement and Computing (MOCO '15), 48--51.
[65]
Garth Paine. 2015. Interaction as Material: The techno-somatic dimension. Organised Sound 20, 01: 82--89.
[66]
Hyung Kun Park and Woohun Lee. 2016. Motion Echo Snowboard: Enhancing Body Movement Perception in Sport via Visually Augmented Feedback. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (DIS '16), 192--203.
[67]
Sebastiaan Pijnappel and Florian "Floyd" Mueller. 2013. Designing Interactive Technology for Skateboarding. In Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI '14), 141--148.
[68]
J. M. Poolton, J. P. Maxwell, R. S. W. Masters, and M. Raab. 2006. Benefits of an external focus of attention: common coding or conscious processing? Journal of Sports Sciences 24, 1: 89--99.
[69]
Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L. Bennett, Richard E. Ladner, and Julie A. Kientz. 2017. Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise. ACM Trans. Access. Comput. 9, 4: 12:1--12:25.
[70]
Lindsay Reynolds, Victoria Schwanda Sosik, and Dan Cosley. 2013. When Wii Doesn'T Fit: How Non-beginners React to Wii Fit's Gamification. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification '13), 111--114.
[71]
Jan Schacher. 2018. What Quality?: Performing Research on Movement and Computing. In Proceedings of the 5th International Conference on Movement and Computing (MOCO '18), 1:1--1:9.
[72]
Harvey Richard Schiffman. 2001. Sensation and Perception: An Integrated Approach. John Wiley & Sons, New York.
[73]
Thecla Schiphorst. 2011. Self-evidence: Applying Somatic Connoisseurship to Experience Design. In CHI '11 Extended Abstracts on Human Factors in Computing Systems (CHI EA '11), 145--160.
[74]
Richard Shusterman. 2008. Body Consciousness: A Philosophy of Mindfulness and Somaesthetics. Cambridge University Press.
[75]
Daniel Spelmezan. 2012. An Investigation into the Use of Tactile Instructions in Snowboarding. In Proceedings of the 14th International Conference on Human-computer Interaction with Mobile Devices and Services (MobileHCI '12), 417--426.
[76]
Anna St\a ahl, Martin Jonsson, Johanna Mercurio, Anna Karlsson, Kristina Höök, and Eva-Carin Banka Johnson. 2016. The Soma Mat and Breathing Light. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16), 305--308.
[77]
Mark Stephens. 2012. Yoga Sequencing: Designing Transformative Yoga Classes. North Atlantic Books.
[78]
Mark Stephens. 2014. Yoga Adjustments: Philosophy, Principles, and Techniques. North Atlantic Books.
[79]
Mark Stephens and Mariel Hemingway. 2010. Teaching Yoga: Essential Foundations and Techniques. North Atlantic Books, Berkeley, Calif.
[80]
Barry C Stillman. 2002. Making Sense of Proprioception: The meaning of proprioception, kinaesthesia and related terms. Physiotherapy 88, 11: 667--676.
[81]
Lucy Suchman. 2006. Human-Machine Reconfigurations: Plans and Situated Actions. Cambridge University Press, Cambridge?; New York.
[82]
Jakob Tholander and Stina Nylander. 2015. Snot, Sweat, Pain, Mud, and Snow: Performance and Experience in the Use of Sports Watches. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15), 2913--2922.
[83]
Laia Turmo Vidal, Elena Márquez Segura, Luis Parrilla Bel, and Annika Waern. 2018. Exteriorizing Body Alignment in Collocated Physical Training. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (CHI EA '18), LBW583:1--LBW583:6.
[84]
Laia Turmo Vidal, Elena Márquez Segura, and Annika Waern. 2018. Movement Correction in Instructed Fitness Training: Design Recommendations and Opportunities. In Proceedings of the 2018 Designing Interactive Systems Conference (DIS '18), 1041--1054.
[85]
Laia Turmo Vidal, Elena Márquez Segura, and Annika Waern. 2018. Sensory Bodystorming for Collocated Physical Training Design. In Proceedings of the 10th Nordic Conference on Human-Computer Interaction (NordiCHI '18), 247--259.
[86]
Raphael Velt. 2018. Putting trajectories to work: translating a HCI framework into design practice. University of Nottingham.
[87]
Raphael Velt, Steve Benford, Stuart Reeves, Michael Evans, Maxine Glancy, and Phil Stenton. 2015. Towards an Extended Festival Viewing Experience. In Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, 53--62.
[88]
Annika Waern and Jon Back. 2017. Activity As the Ultimate Particular of Interaction Design. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), 3390--3402.
[89]
Danielle Wilde, Alvaro Cassinelli, and Alexis Zerroug. 2012. Light Arrays. In CHI '12 Extended Abstracts on Human Factors in Computing Systems (CHI EA '12), 987--990.
[90]
Danielle Wilde, Anna Vallg\a arda, and Oscar Tomico. 2017. Embodied Design Ideation Methods: Analysing the Power of Estrangement. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17), 5158--5170.
[91]
George M. Wyburn, Ralph W. Pickford, and R. J. Hirst. 1964. Human Senses And Perception. University Of Toronto Press,.
[92]
Svetlana Yarosh, Tara Matthews, Thomas P. Moran, and Barton Smith. 2009. What is an activity? Appropriating an activity-centric system. In IFIP Conference on Human-Computer Interaction, 582--595.
[93]
Monica Zaczynski and Anthony D. Whitehead. 2014. Establishing Design Guidelines in Interactive Exercise Gaming: Preliminary Data from Two Posing Studies. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14), 1875--1884.
[94]
Krystyna Zato and Stefan Szczepan. 2014. The Impact of Immediate Verbal Feedback on the Improvement of Swimming Technique. Journal of Human Kinetics 41: 143--154.
[95]
John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research Through Design As a Method for Interaction Design Research in HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '07), 493--502.
[96]
John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems, 493--502.
[97]
Wii Sports for Wii - Nintendo Game Details. Retrieved April 26, 2017 from http://www.nintendo.com/games/detail/1OTtO06SP7M52gi5m8pD6CnahbW8CzxE
[98]
Fitbit Official Site for Activity Trackers and More. Retrieved September 17, 2018 from https://www.fitbit.com/se/home#
[99]
Nike+. Retrieved September 17, 2018 from https://www.nike.com/us/en_us/c/nike-plus/running-app-gps
[100]
Official Site -- Wii Fit Plus. Retrieved April 26, 2017 from http://wiifit.com/
[101]
Kinect Sports: Season Two. Retrieved April 26, 2017 from http://marketplace.xbox.com/en-US/Product/Kinect-Sports-Season-Two/66acd000--77fe-1000--9115-d8024d5309d6

Cited By

View all
  • (2024)Light Me Up! Ambient Light Increases Heart Rate and Perceived Exertion during High-Intensity Virtual Reality ExergamingAdjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction10.1145/3677045.3685427(1-6)Online publication date: 13-Oct-2024
  • (2024)Towards the Design of Playful Water Experiences using Interactive TechnologyCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678849(434-437)Online publication date: 14-Oct-2024
  • (2024)Exploring the Design of Playful Devices for SurfingCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678786(200-207)Online publication date: 14-Oct-2024
  • Show More Cited By

Index Terms

  1. Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      DIS '19: Proceedings of the 2019 on Designing Interactive Systems Conference
      June 2019
      1628 pages
      ISBN:9781450358507
      DOI:10.1145/3322276
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 18 June 2019

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. activity design
      2. co-creation
      3. embodied design methods
      4. embodied exploration
      5. physical training
      6. practice based design
      7. rtd
      8. wearables
      9. yoga

      Qualifiers

      • Research-article

      Conference

      DIS '19
      Sponsor:
      DIS '19: Designing Interactive Systems Conference 2019
      June 23 - 28, 2019
      CA, San Diego, USA

      Acceptance Rates

      DIS '19 Paper Acceptance Rate 105 of 415 submissions, 25%;
      Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)136
      • Downloads (Last 6 weeks)6
      Reflects downloads up to 06 Oct 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)Light Me Up! Ambient Light Increases Heart Rate and Perceived Exertion during High-Intensity Virtual Reality ExergamingAdjunct Proceedings of the 2024 Nordic Conference on Human-Computer Interaction10.1145/3677045.3685427(1-6)Online publication date: 13-Oct-2024
      • (2024)Towards the Design of Playful Water Experiences using Interactive TechnologyCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678849(434-437)Online publication date: 14-Oct-2024
      • (2024)Exploring the Design of Playful Devices for SurfingCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678786(200-207)Online publication date: 14-Oct-2024
      • (2024)Movits: a Minimalist Toolkit for Embodied SketchingProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660706(3302-3317)Online publication date: 1-Jul-2024
      • (2024)Towards a Minimalist Embodied Sketching Toolkit for Wearable Design for Motor LearningProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3635253(1-7)Online publication date: 11-Feb-2024
      • (2024)breatHaptics: Enabling Granular Rendering of Breath Signals via Haptics using Shape-Changing Soft InterfacesProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3633372(1-11)Online publication date: 11-Feb-2024
      • (2023)[Don't] Let The Bodies HIIT The Floor: Fostering Body Awareness in Fast-Paced Physical Activity Using Body-Worn SensorsProceedings of the ACM on Human-Computer Interaction10.1145/36042507:MHCI(1-27)Online publication date: 13-Sep-2023
      • (2023)AR-Enhanced Workouts: Exploring Visual Cues for At-Home Workout Videos in AR EnvironmentProceedings of the 36th Annual ACM Symposium on User Interface Software and Technology10.1145/3586183.3606796(1-15)Online publication date: 29-Oct-2023
      • (2023)Intercorporeal Biofeedback for Movement LearningACM Transactions on Computer-Human Interaction10.1145/358242830:3(1-40)Online publication date: 10-Jun-2023
      • (2023)Technology, Movement, and Play Is Hampering and Boosting Interactive PlayCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616050(231-234)Online publication date: 6-Oct-2023
      • Show More Cited By

      View Options

      Get Access

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media