Publication Type

Conference Proceeding Article

Version

publishedVersion

Publication Date

6-2018

Abstract

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.

Keywords

Running, cycling, sports training, on-body interaction, interaction in motion

Discipline

Graphics and Human Computer Interfaces

Publication

AVI '18: Proceedings of the 2018 International Conference on Advanced Visual Interfaces, Castiglione della Pescaia Grosseto, Italy, May 29 - June 1

First Page

1

Last Page

9

ISBN

9781450356169

Identifier

10.1145/3206505.3206527

Publisher

ACM

City or Country

New York

Additional URL

https://doi.org/10.1145/3206505.3206527

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