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Mobile UI design for the concept.  

Mobile UI design for the concept.  

Source publication
Conference Paper
Full-text available
In this workshop paper, we present our work in progress where we utilize sensor-based wellness data to benefit teenage ice-hockey players in their hobby. We created an application concept and mock-ups of wearable sensors, and conducted a service design workshop with a teenage ice-hockey team.

Citations

... 14 papers (26.9%) do not specify any service domain, only reporting using 'service design' loosely (n = 21) (not referring to field/practice) adopting service design (n=31) (service design as process/ method/ logic/ practice) the studies on the computational technologies for digital services in general. The most commonly applied service domain is healthcare (10 papers, 19.2%), with the papers focusing on improving hospital services with technology [4,85], general wellbeing [2,40], or elderly healthcare [32]. Community service and transportation are the next most applied service domains (6 papers each, 11.5%). ...
... [86] use AI matching algorithms for a shared housing service, together with virtual reality for customer interaction). Mobile applications are the most frequently appeared technology enabler (e.g., see [2,3,15,21,32,82], followed by interactive display (e.g., see [17, 21, 36 -38, 76]. They serve as touchpoints for customers. ...
Conference Paper
Full-text available
The scope of Human-Computer Interaction (HCI) research is expanding with regard to the studied systems and stakeholders, and its impact areas. Service design has recently gained tractions in HCI as an approach to deal with these expansions. However, there has been confusion around the definitions and roles of service design in HCI, especially with its overlaps and differences with interaction design. To examine how HCI has adopted service design, this paper presents results from a systematic literature review on 52 papers from the most cited HCI publication venues. Our findings show that the adoption of service design concepts and methods in HCI has been sporadic over the past decade. The term service design has been interpreted as a variety of meanings. The most predominantly observed understandings include service design as a term for designing digital services instead of products, and as an approach providing a journey and system perspective to the design of social computing, Internet of Things, or other complex systems. Only a few studies adopted the fundamental logic of new value exchange or co-creation of systems from service design. We discuss the reasons behind the differing interpretations of service design by HCI and future opportunities for HCI to better benefit from service design.
... The HCI community has proposed solutions to increase the visibility of physical activity [7,8], and encouraged users to be more active through positive social reinforcement [8,19]. Researchers have also evaluated tracking systems specific to sports [3,14,20,21,25]. These studies are useful in providing an understanding of how specific metrics matter in individual sports. ...
... At the same time, hockey is one of the most dynamic global sports [31]. However, it still has not caught on to the technology boom that is changing the ways that teams track the progress of their players (like in football). ...
Article
Full-text available
Today, smart and connected wearable systems, such as on-body sensors and head-mounted displays, as well as other small form factor but powerful personal computers are rapidly pervading all areas of our life. Motivated by the opportunities that next-generation wearable intelligence is expected to provide, the goal of this work is to build a comprehensive understanding around some of the user-centric security and trust aspects of the emerging wearable and close-to-body wireless systems operating in mass events and under heterogeneous conditions. The paper thus intends to bring the attention of the research community to this emerging paradigm and discuss the pressing security and connectivity challenges within a popular consumer context. Our selected target scenario is that of a sports match, where wearable-equipped users may receive their preferred data over various radio access protocols. We also propose an authentication framework that allows for delivery of the desired content securely within the considered ecosystem.
... Thus, the body part that is used needs to fit the use-case of the devices but the destination of sensing and actuation is not always the same location the sensor or actuator is placed. This can be further explored during the development process, for example, through user-centered design [2]. ...
... Hand up (5), claw hand (3), lower arm up (2) biceps brachii muscle (2), flexor digitorum superficialis muscle (3), extensor digitorum muscle (5) ...
... Lower arm up (2) Biceps brachii muscle (2) ...
Thesis
Full-text available
Wearable computing is on the brink of moving from research to mainstream. The first simple products, such as fitness wristbands and smart watches, hit the mass market and achieved considerable market penetration. However, the number and versatility of research prototypes in the field of wearable computing is far beyond the available devices on the market. Particularly, smart garments as a specific type of wearable computer, have high potential to change the way we interact with computing systems. Due to the proximity to the user`s body, smart garments allow to unobtrusively sense implicit and explicit user input. Smart garments are capable of sensing physiological information, detecting touch input, and recognizing the movement of the user. In this thesis, we explore how smart garments can enrich mobile interaction. Employing a user-centered design process, we demonstrate how different input and output modalities can enrich interaction capabilities of mobile devices such as mobile phones or smart watches. To understand the context of use, we chart the design space for mobile interaction through wearable devices. We focus on the device placement on the body as well as interaction modality. We use a probe-based research approach to systematically investigate the possible inputs and outputs for garment based wearable computing devices. We develop six different research probes showing how mobile interaction benefits from wearable computing devices and what requirements these devices pose for mobile operating systems. On the input side, we look at explicit input using touch and mid-air gestures as well as implicit input using physiological signals. Although touch input is well known from mobile devices, the limited screen real estate as well as the occlusion of the display by the input finger are challenges that can be overcome with touch-enabled garments. Additionally, mid-air gestures provide a more sophisticated and abstract form of input. We present a gesture elicitation study to address the special requirements of mobile interaction and present the resulting gesture set. As garments are worn, they allow different physiological signals to be sensed. We explore how we can leverage these physiological signals for implicit input. We conduct a study assessing physiological information by focusing on the workload of drivers in an automotive setting. We show that we can infer the driver´s workload using these physiological signals. Beside the input capabilities of garments, we explore how garments can be used as output. We present research probes covering the most important output modalities, namely visual, auditory, and haptic. We explore how low resolution displays can serve as a context display and how and where content should be placed on such a display. For auditory output, we investigate a novel authentication mechanism utilizing the closeness of wearable devices to the body. We show that by probing audio cues through the head of the user and re-recording them, user authentication is feasible. Last, we investigate EMS as a haptic feedback method. We show that by actuating the user`s body, an embodied form of haptic feedback can be achieved. From the aforementioned research probes, we distilled a set of design recommendations. These recommendations are grouped into interaction-based and technology-based recommendations and serve as a basis for designing novel ways of mobile interaction. We implement a system based on these recommendations. The system supports developers in integrating wearable sensors and actuators by providing an easy to use API for accessing these devices. In conclusion, this thesis broadens the understanding of how garment-based wearable computing devices can enrich mobile interaction. It outlines challenges and opportunities on an interaction and technological level. The unique characteristics of smart garments make them a promising technology for making the next step in mobile interaction.
... Alhonsuo et al. discusses "sensor-based wellness data" collection in sport industry [4]. The "numerous sports tracking applications exist for mobile phones and smart watches, bracelets and other wearable sensors. ...
... The "numerous sports tracking applications exist for mobile phones and smart watches, bracelets and other wearable sensors. These are becoming increasingly popular form factors for detecting location, physical activity and biometric data" [4]. ...
Conference Paper
This paper investigates the generation of personal biometric data, encryption of data, and the storage of such data in a cloud based database. The data generator simulates the movement and action of an active person for detailed analysis in other projects. Included is a report on the performance of the data generator implementing different data encryption algorithms and storage in NoSQL document databases. Additionally this paper contains results of experiments from tests on the writing performance of the NoSQL databases (MongoDB, Couchbase, Elasticsearch and RethinkDB) using the emulated data.
... In [4] authors discussed "sensor-based wellness data" collection for ice-hockey players. They inform, that "numerous sports tracking applications exist for mobile phones and smart watches, bracelets and other wearable sensors are becoming increasingly popular form factors for detecting location, physical activity and biometric data" [4]. ...
... In [4] authors discussed "sensor-based wellness data" collection for ice-hockey players. They inform, that "numerous sports tracking applications exist for mobile phones and smart watches, bracelets and other wearable sensors are becoming increasingly popular form factors for detecting location, physical activity and biometric data" [4]. ...
... In the workshop paper [3], authors present work in progress where they utilize sensor-based wellness data to benefit teenage ice-hockey players in their hobby. They created an application concept and mock-ups of wearable sensors, and conducted a service design workshop with a teenage ice-hockey team. ...
... They created an application concept and mock-ups of wearable sensors, and conducted a service design workshop with a teenage ice-hockey team. "Numerous sports tracking applications exist for mobile phones and smart watches, bracelets and other wearable sensors are becoming increasingly popular form factors for detecting location, physical activity and biometric data" [3]. ...
Thesis
Full-text available
Technology is developing fast. Especially mobile and wearable technology is on the rise. Educational technology has seen considerable developments in different technological areas recently. However, the vast development of everyday technology is not reflected in educational settings and the fast adaption of innovative technology is missing in the educational sector. This thesis applies a Human-centred Design (HCD) process to analyze the context of teaching in higher education, to understand teachers’ needs and requirements to design innovative and up-to-date technology. It was found that teachers lack motivation to integrate technology into their teaching processes. Learning tasks were found to be a critical component in teaching and learning processes. Therefore, the support of teaching processes around learning tasks was chosen as the central problem in this thesis. The use case of alpine sport teaching was chosen for an in depth analysis of learning tasks. To address the motivational problem, gamification was taken into consideration. Games are known for their motivational factors and effects. Due to the similarities between learning tasks and game tasks, an extensive analysis on how to design for motivating tasks based on lessons learned from game tasks was conducted. The findings include that certain game elements, structures and processes can be used to design for motivating learning tasks. From the context of use analysis in teaching and the findings from the game analyses, the Dynamic Questing (DynQ) concept was developed. The DynQ concept consists of learning task creation, task triggering, context sensing and feedback generation. A proof-of-concept prototype was developed to test out the DynQ concept and to be used for user testing with alpine sports teachers. After that, the concept was also tested with teachers from different teaching contexts. Further design and development of the system could help improve usability and user experience. This work forms a basis for the advancement of personalized and contextualized learning through mobile and wearable technology support.
Chapter
Full-text available
Wearable computing has a huge potential to shape the way we interact with mobile devices in the future. Interaction with mobile devices is still mainly limited to visual output and tactile finger-based input. Despite the visions of next-generation mobile interaction, the hand-held form factor hinders new interaction techniques becoming commonplace. In contrast, wearable devices and sensors are intended for more continuous and close-to-body use. This makes it possible to design novel wearable-augmented mobile interaction methods - both explicit and implicit. For example, the EEG signal from a wearable breast strap could be used to identify user status and change the device state accordingly (implicit) and the optical tracking with a head-mounted camera could be used to recognize gestural input (explicit). In this paper, the authors outline the design space for how the existing and envisioned wearable devices and sensors could augment mobile interaction techniques. Based on designs and discussions in a recently organized workshop on the topic as well as other related work, the authors present an overview of this design space and highlight some use cases that underline the potential therein.
Article
Full-text available
Wearable computing has a huge potential to shape the way we interact with mobile devices in the future. Interaction with mobile devices is still mainly limited to visual output and tactile finger-based input. Despite the visions of next-generation mobile interaction, the hand-held form factor hinders new interaction techniques becoming commonplace. In contrast, wearable devices and sensors are intended for more continuous and close-to-body use. This makes it possible to design novel wearable-augmented mobile interaction methods - both explicit and implicit. For example, the EEG signal from a wearable breast strap could be used to identify user status and change the device state accordingly (implicit) and the optical tracking with a head-mounted camera could be used to recognize gestural input (explicit). In this paper, the authors outline the design space for how the existing and envisioned wearable devices and sensors could augment mobile interaction techniques. Based on designs and discussions in a recently organized workshop on the topic as well as other related work, the authors present an overview of this design space and highlight some use cases that underline the potential therein.