4 design themes for skateboarding

Pijnappel, S and Mueller, F 2013, '4 design themes for skateboarding', in CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Paris, France, April 27 - May 2, 2013, pp. 1271-1274.

Document type: Conference Paper
Collection: Conference Papers

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Title 4 design themes for skateboarding
Author(s) Pijnappel, S
Mueller, F
Year 2013
Conference name SIGCHI Conference on Human Factors in Computing Systems
Conference location Paris, France
Conference dates April 27 - May 2, 2013
Proceedings title CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Publisher ACM
Place of publication New York, United States
Start page 1271
End page 1274
Total pages 4
Abstract Interactive technology can support exertion activities, with many examples focusing on improving athletic performance. We see an opportunity for technology to also support extreme sports such as skateboarding, which often focus primarily on the experience of doing tricks rather than on athletic performance. However, there is little knowledge on how to design for such experiences. In response, we designed 12 basic skateboarding prototypes inspired by skateboarding theory. Using an autoethnographical approach, we skated with each of these and reflected on our experiences in order to derive four design themes: location of feedback in relation to the skater’s body, timing of feedback in relation to peaks in emotions after attempts, aspects of the trick emphasized by feedback, and aesthetic fittingness of feedback. We hope our work will guide designers of interactive systems for skateboarding and extreme sports in general, and will therefore further our understanding of how to design for the active human body.
Subjects Computer-Human Interaction
Computer Gaming and Animation
Digital and Interaction Design
Keyword(s) Skateboarding
experience of attempting tricks
extreme sports
DOI - identifier 10.1145/2470654.2466165
Copyright notice © 2013 ACM
ISBN 9781450318990
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