MoveSpace: On-body athletic interaction for running and cycling
Paper in proceedings, 2018

Wearables are increasingly used during training to quantify performance and provide valuable real-time information. However, interacting with these devices in motion may disrupt the movements of the activity. We propose a method of interaction involving tapping specific locations on the body, identify candidate locations for running and cycling, and compare them in a series of controlled experiments with athletes. A purpose-built prototype measures speed of interaction and gives feedback cues for athletes to report the physical effects on the activity itself. Our results suggest that specific locations are faster and have minimal disruption to movement, even under induced fatigue conditions. The overall method is fast - 1.31s for running and 1.65s for cycling. Preferred locations differ significantly across sports, with stable body parts ranking higher. We effectively demonstrated the use of a single hand for interaction during running with two distinct tap gestures. A set of guidelines inform the design of new sports technologies.

Running

Cycling

Interaction in motion

Sports training

On-body interaction

Author

Velko Vechev

National University of Singapore (NUS)

Swiss Federal Institute of Technology in Zürich (ETH)

Alexandru Dancu

Singapore University of Technology and Design

MIT Media Laboratory

S. Perrault

Yale NUS College

Quentin Roy

Singapore Management University

Morten Fjeld

Chalmers, Computer Science and Engineering (Chalmers), Interaction Design (Chalmers)

S. D. Zhao

National University of Singapore (NUS)

Proceedings of the Workshop on Advanced Visual Interfaces AVI

a28

14th International Conference on Advanced Visual Interfaces, AVI 2018
Grosseto, Italy,

Subject Categories

Sport and Fitness Sciences

Interaction Technologies

Human Computer Interaction

DOI

10.1145/3206505.3206527

More information

Latest update

1/16/2019