Foundations and Trends (R) in Human-Computer Interaction
3 total works
Exertion Games
by Florian Mueller, Rohit Ashok Khot, Kathrin Gerling, and Regan Mandryk
Published 29 December 2016
Advances in human-computer interaction (HCI) technologies have led to emerging computer game systems that foster physical exertion as part of the interaction; we call them exertion games. These games highlight a body-centric perspective on our interactions with computers, in contrast to traditional mouse, keyboard and gamepad interactions, not just in terms of their physical interface, but also in terms of the experiences that they support. As a result, exertion games show great promise in facilitating not only health benefits, but also novel play experiences. However, to realize this promise, exertion games need to be well designed, not only in terms of technical aspects involving the sensing of the active body, but also in relation to the experiential perspective of an active human body.
Exertion Games provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies. It also positions exertion games within a broader HCI context by reviewing and examining different design approaches and frameworks for building exertion games. It concludes with a discussion on directions for future work.
Exertion Games provides an overview of existing work in the area, outlines a spectrum of exertion games, and presents an analysis of key enabling technologies. It also positions exertion games within a broader HCI context by reviewing and examining different design approaches and frameworks for building exertion games. It concludes with a discussion on directions for future work.
Food is not only fundamental to our existence, its consumption, handling or even the mere sight of its also brings us immense joy. Over the years, technology has played a crucial part in supporting and enriching food-related practices, beginning from how we grow, to how we cook, eat and dispose of food. All these practices have a significant impact not only on individuals but also on the surrounding ecologies and infrastructures, often discussed under the umbrella term of Human-Food Interaction (HFI). This monograph provides an overview of the existing research in this space and a guide to further its exploration. The authors illustrate the growth in research across four phases of HFI, namely, Growing, Cooking, Eating and Disposal; categorizing the existing works across each of these phases to reveal a rich design space and that highlights the underexplored areas that interaction designers might find intriguing to investigate.
Human-Food Interaction offers a first of its kind overview of research in this fascinating interdisciplinary field and will be of interest to students and researchers working in many areas of Human-Computer Interaction.
Human-Food Interaction offers a first of its kind overview of research in this fascinating interdisciplinary field and will be of interest to students and researchers working in many areas of Human-Computer Interaction.
In recent years, the increased availability and reduced cost of sensor systems have led to a plethora of wearables such as smart sport watches that can track exertion activities. Sensors are now also embedded in sports clothing and game console accessories to monitor activity or stimulate gaming. Technical advancements like these have led to an increased interest into exertion experiences by the research community, resulting in the term Sports-HCI.Often, human-computer interaction around exercise and health make the underlying assumption that the human body can be seen as a machine, only monitoring measurable parameters, neglecting more human factors that help users to learn something about themselves, who they want to become and how to get there, through exertion experiences.
This monograph uses the focussed technique of lenses to highlight factors that interactive technology could deploy to provide powerful opportunities in the design of such systems. Designers of interactive systems for exertion experiences can use the 10 lenses included in this monograph to explore the theoretical discussion around stimulating users through the use of technology. Each lens is unpacked into three components that provide designers with practical handles so they can engage with them in their design practice. This is complemented with design examples to suggest how such thinking can lead to particular designs.
10 Lenses to Design Sports-HCI is a stimulating read for all designers of computing systems that include an aspect exertion experiences. Students and researchers will find a wealth of new areas for further research contained within.
This monograph uses the focussed technique of lenses to highlight factors that interactive technology could deploy to provide powerful opportunities in the design of such systems. Designers of interactive systems for exertion experiences can use the 10 lenses included in this monograph to explore the theoretical discussion around stimulating users through the use of technology. Each lens is unpacked into three components that provide designers with practical handles so they can engage with them in their design practice. This is complemented with design examples to suggest how such thinking can lead to particular designs.
10 Lenses to Design Sports-HCI is a stimulating read for all designers of computing systems that include an aspect exertion experiences. Students and researchers will find a wealth of new areas for further research contained within.