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Publications (10 of 15) Show all publications
Turmo Vidal, L., Márquez Segura, E., Parrilla Bel, L. & Waern, A. (2019). BalBoa: A Balancing Board for Handstand Training. In: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Conference on Human Factors in Computing Systems (CHI), MAY 04-09, 2019, Glasgow, SCOTLAND. Association for Computing Machinery (ACM), Article ID LBW1414.
Open this publication in new window or tab >>BalBoa: A Balancing Board for Handstand Training
2019 (English)In: CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, article id LBW1414Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Balance is an essential physical skill to master, but a challenging one given that it requires a heightened body awareness to control, maintain and develop. In HCI physical training research, the design space of technology support for developing such body awareness remains narrow. Here, we introduce BalBoa, a balancing board to support balance training during handstands. We describe key highlights of the design process behind the Balboa, and present a work-in-progress prototype, which we tested with handstand beginners and experts. We discuss feedback from our users, preliminary insights, and sketch the future steps towards a fully developed prototype.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
physical Training, Balance, Proprioception, Body Awareness, Embodied Interaction, Handstand
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-387238 (URN)10.1145/3290607.3312909 (DOI)000482042102012 ()978-1-4503-5971-9 (ISBN)
Conference
CHI Conference on Human Factors in Computing Systems (CHI), MAY 04-09, 2019, Glasgow, SCOTLAND
Available from: 2019-06-20 Created: 2019-06-20 Last updated: 2019-10-16Bibliographically approved
Márquez Segura, E., Turmo Vidal, L., Parilla Bel, L. & Waern, A. (2019). Circus, Play and Technology Probes: Training Body Awareness and Control with Children. In: Proceedings of the 2019 on Designing Interactive Systems Conference: . Paper presented at Designing Interactive Systems (pp. 1223-1236).
Open this publication in new window or tab >>Circus, Play and Technology Probes: Training Body Awareness and Control with Children
2019 (English)In: Proceedings of the 2019 on Designing Interactive Systems Conference, 2019, p. 1223-1236Conference paper, Published paper (Refereed)
Abstract [en]

Physical training can be frustrating and hard, especially for those who experience additional challenges to access and control their proprioceptive senses. In the context of designing for children with Sensory-based Motor Disorder, we designed and deployed a series of Training Technology Probes to be used in circus training. Here we focus on how these were used, tested, and appropriated by children and instructors during a six-week circus training course. Through these explorations, we identified a range of potential benefits from using their functions in training. We present the Physical Training Technology Probes and the benefits they brought to training. We show how the technology functions helped children focus and provided feedback related to posture and balance. Furthermore, their open-ended designs and versatile options for use were crucial in exploring their contributions to training, and in how they helped foster creative engagement with technology and training. Our work contributes towards understanding the specific requirements when designing for the target group, and more generally contributes with design strategies for technology support for skill training.

National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-401220 (URN)10.1145/3322276.3322377 (DOI)
Conference
Designing Interactive Systems
Funder
Swedish Research Council
Available from: 2020-01-07 Created: 2020-01-07 Last updated: 2020-01-07
Turmo Vidal, L., Márquez Segura, E., Christopher, B. & Waern, A. (2019). Enlightened Yoga:: Designing an Augmented Class with Wearable Lights to Support Instruction. In: : . Paper presented at DIS 2019 Designing Interactive Systems Conference, 23-28 June, 2019, San Diego. CA, USA.
Open this publication in new window or tab >>Enlightened Yoga:: Designing an Augmented Class with Wearable Lights to Support Instruction
2019 (English)Conference paper, Published paper (Refereed)
Abstract [en]

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.

National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-396569 (URN)10.1145/3322276.3322338 (DOI)978-1-4503-5850-7 (ISBN)
Conference
DIS 2019 Designing Interactive Systems Conference, 23-28 June, 2019, San Diego. CA, USA
Available from: 2019-11-06 Created: 2019-11-06 Last updated: 2020-04-29Bibliographically approved
Martin-Niedecken, A. L., Rogers, K., Turmo Vidal, L., Mekler, E. D. & Márquez Segura, E. (2019). ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, May 4-9, 2019 (pp. 1-15). Association for Computing Machinery (ACM), Article ID 88.
Open this publication in new window or tab >>ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup
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2019 (English)In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2019, p. 1-15, article id 88Conference paper, Published paper (Refereed)
Abstract [en]

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants’ multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2019
Keywords
ExerCube, fitness game, exertion game, adaptivity, flow, gaming, physical training
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-387236 (URN)10.1145/3290605.3300318 (DOI)000474467901017 ()978-1-4503-5970-2 (ISBN)
Conference
CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, May 4-9, 2019
Available from: 2019-06-20 Created: 2019-06-20 Last updated: 2019-08-22Bibliographically approved
Márquez Segura, E., Waern, A., Parilla Bel, L. & Turmo Vidal, L. (2019). Super Trouper: The Playful Potential of Interactive Circus Training. In: CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. Paper presented at 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), Barcelona, Spain, October 22-25, 2019 (pp. 511-518). ACM Digital Library
Open this publication in new window or tab >>Super Trouper: The Playful Potential of Interactive Circus Training
2019 (English)In: CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, ACM Digital Library, 2019, p. 511-518Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Training can be challenging at times, and even more so to users with movement mastery and body awareness issues,. like children with sensory-based motor disorder (SBMD). They often experience less enjoyment when engaging with physical activities. In this project, our goal is to support physical training of children with SBMD through the design of playful training activities and technology. Drawing from our observations during a technology-supported circus training course with circus instructors, we identify play potentials that can inspire future technology and activity design. We surface key elements that supported the emergence of play and playfulness, including strategies used by the instructors, and technology features. We discuss how these can be built on in future design iterations.

Place, publisher, year, edition, pages
ACM Digital Library, 2019
National Category
Human Aspects of ICT
Research subject
Economics; Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-401189 (URN)10.1145/3341215.3356282 (DOI)000518428000062 ()978-1-4503-6871-1 (ISBN)
Conference
6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), Barcelona, Spain, October 22-25, 2019
Funder
Swedish Research Council
Available from: 2020-01-07 Created: 2020-01-07 Last updated: 2020-04-30Bibliographically approved
Martin-Niedecken, A. L., Márquez Segura, E., Rogers, K., Niedecken, S. & Turmo Vidal, L. (2019). Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching. In: CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. Paper presented at 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), Barcelona, Spain, October 22-25, 2019 (pp. 525-534). ACM Digital Library
Open this publication in new window or tab >>Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching
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2019 (English)In: CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, ACM Digital Library, 2019, p. 525-534Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

Despite many benefits of playing and exercising together in terms of motivation, engagement, and social relationships, many exergames are designed to be single player, while others implement only a facade of social play (e.g., leaderboards). The challenge remains: how can exergames be designed to balance fun, exertion, and social connection? In this work, we ran an embodied sketching activity with multiplayer variations of the Sphery Racer mixed-reality fitness game, allowing us to test physical and social game mechanics. We discuss here: i) preliminary results on how these variations support a rich training and social experience; and ii) the potential of our method to surface interesting design directions. These contributions can inspire others designing in this domain, and support the development of a rich design space for co-located exergames.

Place, publisher, year, edition, pages
ACM Digital Library, 2019
Keywords
embodied sketching, exergames, mixed-reality., multi-player, social immersion
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:uu:diva-401605 (URN)10.1145/3341215.3356293 (DOI)000518428000064 ()978-1-4503-6871-1 (ISBN)
Conference
6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), Barcelona, Spain, October 22-25, 2019
Available from: 2020-01-08 Created: 2020-01-08 Last updated: 2020-04-07Bibliographically approved
Márquez Segura, E., Turmo Vidal, L., Luis, P. B. & Waern, A. (2019). Using Training Technology Probes in Bodystorming for Physical Training. In: Proceedings of the 6th International Conference on Movement and Computing: . Paper presented at International Conference on Movement and Computing.
Open this publication in new window or tab >>Using Training Technology Probes in Bodystorming for Physical Training
2019 (English)In: Proceedings of the 6th International Conference on Movement and Computing, 2019Conference paper, Published paper (Refereed)
Abstract [en]

A promising domain technology design for physical training is as assistive tangible and wearable tools to help people understand, access, and act on their movement senses. To design these tools in close relation to a targeted training practice, we propose an embodied design activity using Training Technology Probes (TTPs). These are pieces of technology with a simple interactivity augmenting and exteriorizing cues from those senses. Here, we explain how we used existing TTPs as design material to spur creativity in an embodied co-creation design workshop that happened as part of an ongoing technology-supported circus training course for children with motor difficulties. Our contribution is two-fold: We present a novel form of embodied ideation method using TTPs as design materials. We also present and characterize novel design concepts, elaborating on three that were implemented and deployed in the context of our circus training class. We discuss their relevance in several physical training domains.

National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-396568 (URN)10.1145/3347122.3347132 (DOI)
Conference
International Conference on Movement and Computing
Available from: 2019-11-06 Created: 2019-11-06 Last updated: 2019-11-06
Turmo Vidal, L. (2018). Designing for Instructed Physical Training. In: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at Tangible, Embedded, and Embodied Interaction, 18-21 March, 2018, Stockholm (pp. 706-708). New York: ACM Digital Library
Open this publication in new window or tab >>Designing for Instructed Physical Training
2018 (English)In: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction, New York: ACM Digital Library, 2018, p. 706-708Conference paper, Published paper (Refereed)
Abstract [en]

The use of technology to assist in instructed physical training in collocated, social settings remains underexplored. In this short paper, I present an overview of my PhD research, which focuses on designing for supporting these activities and opening up their design space by taking into consideration the spatial, physical and social contexts in which they unravel. Following a Research Through Design approach, I conduct a series of design explorations to investigate how to ecologically design technological support for in-the-moment instructed physical training.

Place, publisher, year, edition, pages
New York: ACM Digital Library, 2018
Keywords
Instructed Physical Training, Sports, Fitness Training, Collocated Social Settings, Embodied Interaction
National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-358231 (URN)10.1145/3173225.3173339 (DOI)000476944600094 ()978-1-4503-5568-1 (ISBN)
Conference
Tangible, Embedded, and Embodied Interaction, 18-21 March, 2018, Stockholm
Available from: 2018-08-25 Created: 2018-08-25 Last updated: 2019-09-19Bibliographically approved
Turmo Vidal, L. & Márquez Segura, E. (2018). Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities. Multimodal Technologies and Interaction, 2(3), 1-40
Open this publication in new window or tab >>Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities
2018 (English)In: Multimodal Technologies and Interaction, ISSN ISSN 2414-4088, Vol. 2, no 3, p. 1-40Article in journal (Refereed) Published
Abstract [en]

Documenting embodied ideation activities is challenging, as they often result in ephemeral design constructs and elusive design knowledge difficult to document and represent. Here, we explore documentation forms designers can use internally during the design process in the domain of movement-based interaction in collocated, social settings. Using previous work and our experience from embodied ideation workshops, we propose three documentation forms with complementing perspectives of embodied action from a first and a third person view. We discuss how they capture ephemeral embodied action and elusive design and experiential knowledge, in relation to two interdependent aspects of documentation forms: their performativity and the medium they use. The novelty of these forms lies in what is being captured: ephemeral design constructs that emerge as designers engage with the embodied ideation activity; how it is portrayed: in aggregation forms that highlight elusive design knowledge; and their purpose: to clarify and augment analytical results improving the designer-researchers’ understanding of key aspects of the embodied ideation process and its outcomes, useful to advance the design process and for research dissemination.

Place, publisher, year, edition, pages
Australia: MDPI, 2018
Keywords
documentation, knowledge packaging, ideation, sketch, bodystorming, embodied sketching, embodied interaction, sensitizing, somaesthetics
National Category
Social Sciences
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-358228 (URN)10.3390/mti2030035 (DOI)
Available from: 2018-08-25 Created: 2018-08-25 Last updated: 2018-08-27Bibliographically approved
Turmo Vidal, L., Márquez Segura, E., Parrilla Bel, L. & Waern, A. (2018). Exteriorizing Body Alignment in Collocated Physical Training. In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems: . Paper presented at CHI Human Factors in Computing Systems, Montréal, Canada • April 21-26. Móntreal, Canada: ACM Digital Library
Open this publication in new window or tab >>Exteriorizing Body Alignment in Collocated Physical Training
2018 (English)In: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, Móntreal, Canada: ACM Digital Library, 2018Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Proprioceptive awareness is an essential but challenging skill to master. In HCI physical training research, the design space of how technology can help people to develop such awareness remains narrow. Here, we present a technological device that exteriorizes misalignments of different body parts by translating them to haptic feedback. We present preliminary insights gained during the design process and device testing, and trace the future steps of its technological development.

Place, publisher, year, edition, pages
Móntreal, Canada: ACM Digital Library, 2018
Keywords
Proprioception Awareness, Collocated Physical Training, Embodied Interaction, RtD, Prototype Testing
National Category
Human Aspects of ICT
Research subject
Human-Computer Interaction
Identifiers
urn:nbn:se:uu:diva-358230 (URN)10.1145/3170427.3188685 (DOI)978-1-4503-5621-3 (ISBN)
Conference
CHI Human Factors in Computing Systems, Montréal, Canada • April 21-26
Available from: 2018-08-25 Created: 2018-08-25 Last updated: 2019-01-04Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-1769-0138

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