Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 30517
Design Guidelines for an Enhanced Interaction Experience in the Domain of Smartphone-Based Applications for Sport and Fitness

Authors: Paolo Pilloni, Fabrizio Mulas, Salvatore Carta

Abstract:

Nowadays, several research studies point up that an active lifestyle is essential for physical and mental health benefits. Mobile phones have greatly influenced people’s habits and attitudes also in the way they exercise. Our research work is mainly focused on investigating how to exploit mobile technologies to favour people’s exertion experience. To this end, we developed an exertion framework users can exploit through a real world mobile application, called EverywhereSport Run (EWRun), designed to act as a virtual personal trainer to support runners during their trainings. In this work, inspired by both previous findings in the field of interaction design for people with visual impairments, feedback gathered from real users of our framework, and positive results obtained from two experimentations, we present some new interaction facilities we designed to enhance the interaction experience during a training. The positive obtained results helped us to derive some interaction design recommendations we believe will be a valid support for designers of future mobile systems conceived to be used in circumstances where there are limited possibilities of interaction.

Keywords: Human Computer Interaction, persuasive mobile technologies for sport and health, Interaction Design Guidelines

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1108118

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1327

References:


[1] J. Brooke, “Sus-a quick and dirty usability scale,” Usability evaluation in industry, vol. 189, p. 194, 1996.
[2] W. IJsselsteijn, Y. de Kort, J. Westerink, M. de Jager, and R. Bonants, “Fun and sports: Enhancing the home fitness experience,” in Entertainment Computing–ICEC 2004. Springer, 2004, pp. 46–56.
[3] T. Toscos, A. Faber, S. An, and M. P. Gandhi, “Chick clique: persuasive technology to motivate teenage girls to exercise,” in CHI’06 extended abstracts on Human factors in computing systems. ACM, 2006, pp. 1873–1878.
[4] “Nike+ gps,” nikerunning.nike.com, accessed: 2014-10-29.
[5] P. Pilloni, F. Mulas, L. Piredda, and S. Carta, “Assessing the user experience design as a persuasive methodology in a real world sport application,” in Proceedings of International Conference on Advances in Mobile Computing & Multimedia. ACM, 2013, p. 387.
[6] J. Sauro and J. R. Lewis, Quantifying the user experience: Practical statistics for user research. Morgan Kaufmann, 2012.
[7] J. Sauro, “Measuring usability with the system usability scale (sus),” www.measuringusability.com/sus.php, accessed: 2014-10-29.
[8] cdc.gov, “Physical activity and health,” http://www.cdc.gov/physicalactivity/everyone/health/, accessed: 2014-10-29.
[9] U. D. of Agricolture, “Why is physical activity important?” http://www.choosemyplate.gov/physical-activity/why.html, accessed: 2014-10-29.
[10] G. F. Fletcher, G. Balady, S. N. Blair, J. Blumenthal, C. Caspersen, B. Chaitman, S. Epstein, E. S. S. Froelicher, V. F. Froelicher, I. L. Pina et al., “Statement on exercise: Benefits and recommendations for physical activity programs for all americans a statement for health professionals by the committee on exercise and cardiac rehabilitation of the council on clinical cardiology, american heart association,” Circulation, vol. 94, no. 4, pp. 857–862, 1996.
[11] T. Guerreiro, P. Lagoa, H. Nicolau, D. Goncalves, and J. A. Jorge, “From tapping to touching: Making touch screens accessible to blind users,” IEEE Multimedia, vol. 15, no. 4, pp. 48–50, 2008.
[12] M. Negulescu, J. Ruiz, Y. Li, and E. Lank, “Tap, swipe, or move: attentional demands for distracted smartphone input,” in Proceedings of the International Working Conference on Advanced Visual Interfaces. ACM, 2012, pp. 173–180.
[13] Y. Li, “Gesture search: a tool for fast mobile data access,” in Proceedings of the 23nd annual ACM symposium on User interface software and technology. ACM, 2010, pp. 87–96.
[14] S. Zhai and P. O. Kristensson, “The word-gesture keyboard: Reimagining keyboard interaction,” Communications of the ACM, vol. 55, no. 9, pp. 91–101, 2012.
[15] S. K. Kane, J. O. Wobbrock, and R. E. Ladner, “Usable gestures for blind people: understanding preference and performance,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2011, pp. 413–422.
[16] J. Ruiz and Y. Li, “Doubleflip: a motion gesture delimiter for mobile interaction,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2011, pp. 2717–2720.
[17] S. K. Kane, J. P. Bigham, and J. O. Wobbrock, “Slide rule: making mobile touch screens accessible to blind people using multi-touch interaction techniques,” in Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility. ACM, 2008, pp. 73–80.
[18] J. Ruiz, Y. Li, and E. Lank, “User-defined motion gestures for mobile interaction,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2011, pp. 197–206.
[19] D. Ashbrook and T. Starner, “Magic: a motion gesture design tool,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2010, pp. 2159–2168.
[20] B. Fogg, Persuasive Technology: Using Computers to Change what We Think and Do, ser. Interactive Technologies Series. Morgan Kaufmann Publishers, 2003.
[21] F. Mulas, P. Pilloni, M. Manca, L. Boratto, and S. Carta, “Using new communication technologies and social media interaction to improve the motivation of users to exercise,” in Future Generation Communication Technology (FGCT), 2013 Second International Conference on. IEEE, 2013, pp. 87–92.
[22] “Runtastic,” www.runtastic.com, accessed: 2014-10-29.
[23] “Endomondo,” www.endomondo.com, accessed: 2014-10-29.
[24] “Strava,” www.strava.com/, accessed: 2014-10-29.
[25] “Runkeeper,” runkeeper.com/, accessed: 2014-10-29.