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Running with wearables Designing active feedback with the incorporation of
wearable technology
Walentin Widgren Interaction Design, 180 Credits K3, Malmö University Bachelor 30 Credits Author: Walentin Widgren Supervisor: Tony Olsson
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Abstract This paper will explore how wearable training technology would be designed to visualize active running feedback. To enable the abilty to visualize values that otherwise would have been unknown in a running enviroment. Based on theory and Interaction Design principles, a prototype will be created to further investigate the visualizations of running values. The theory will be based on the field of running and wearable technology. Furthermore this paper will discus the implification of testing novelty technologies and give guidelines on how to design similar products. Keywords: wearable technology, data visualization, running, fitness
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Table of contents Abstract………………………………………………………………………………………2 1. Introduction……………………………………………………………………….4 2. Background………………………………………………………………………..4 3. Purpose and research question……………………………………….......5 4. Theory……………………………………………………………………………….6 4.1 The history of wearable technology……………………………6 4.2 Data visualization history………………………………………….7 4.3 A review of wearable technology………………………………..8 4.4 Fitness………………………………………………………………………11 4.5 Running…………………………………………………………………….14
5. Methodology………………………………………………………………………17 5.1 Observations……………………………………………………………..17 5.2 Interviews………………………………………………………………...18 5.3 Brainstorming…………………………………………………………..18 5.4 Prototypes………………………………………………………………..19
6. Results and implementation……………………………………………….20 6.1 Observations…………………………………………………………….20 6.2 Interviews..……………………………………………………………….21
7. Design process…………………………………………………………………...24 7.1 Consepts…………………………………………………………………...24 7.2 Prototypes………………………………………………………………...27
8. Testing……………………………………………………………………………….29 8.1 Execution……………………………………………………………....….29 8.2 Results……………………………………………………………………...31
9. Discussion………………………………………………………………………….32 10.Conclusion...……………………………………………………………………….35 11.References………………………………...……………………………………….36 12.Appendix 1…………………………………………………………………………39 13.Appendix 2…………………………………………………………………………44
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1. Introduction This thesis will cover the area of Wearable technology and also discuss the field of data visualisation. Wearable technology may also be refereed to as wearable devices or fashion electronics. The technology applies both to clothing and other accessories which embraces the use of computing and other technologies. Often in forms of sensors that measures number of steps, amount of burned calories and/or distance etc. The accessories is also used as an extended vision to visualize information that is relevant for the current situation. For example Google glass and Snow. Snow is a set of ski goggles that uses the technology of an heads-‐up display, created by the company Recon (Wasik, 2014). This makes it possible for skiers and snowboarders to access information about their current speed, altitude and also empowers them to communicate with other people wearing the same device. This are all features that could have been handled by a smartphone. But the context would have made this kind of interaction both dangerous and inefficient. The navigation of a smartphone is also time consuming. It often takes a lot of steps to reach the desired app and get to the information you’re after. Thad Starner acknowledges this as the ”two second rule”(Starner, 2001). ”If you can’t get to a tool within two seconds, your use of it goes down exponentially” (Wasik, 2014). However this idea isn’t new. Robert B. Miller published an article on the matter in the year 1968 (Miller, 1968). 2. Background Wearable products are often created first and analysed at a later stage. The focus of creating the accessory often relies on the function itself rather than the users that are going to use and approve the product. As one of the most important factors of a wearable accessory is the wearability it is import that the user is the main focus and not the function itself. As Martin Heller and Skully Helmets states that ”Wearable technology should start from a human problem, and then evaluate several viable technology solutions. I should not start from a particular technology solution looking for places to immerse its presence” (Weller and Helmets, 2013). There are however some market-‐research in the field. But this research is used more as away to confirm their own ideas and beliefs. As the famous advertising executive David Ogilvy wrote: ”they are coming to research and they use it as a drunkard uses a lamp post for support, rather than for illumination”(Ogilvy, 2012). As a wearable device is something that should be apart of the users life and in some cases even their daily routines it is important to test the device in the context where it’s supposed to be used. These aspect calls for a different approach when it comes to usability testing. In wearable technology there are a couple of specific fields where the technology is most commonly used. Among these the three most popular are: the medical and habilitation field, the military field and fitness field. This thesis will discuss all three of them. But when it comes to usability testing and the creation of prototypes concentrate on the fitness field. As this is the field I have the most
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knowledge and interest in. When it comes to fitness I will concentrate on running. Where the technology is easily applicable and the simplicity of the activity itself enables a lucid and clear view when it comes to usability testing. What prototype that will be created will depend on the information gathered by usability research. This could for example be if a runner sets up a goal for a certain heart rate zone. Then the clothing will indicate how well the task is performed. The clothing will thereby tell the user if their heart-‐rate level is to low, to high or if the heart-‐rate follows the pre-‐set goal and heart rate zone. This could also be applied on goals regarding a specific distance in a specific time span. It might be argued that this is possible with a sports watch. But in this case the heart rate isn’t analyzed until the run have ended. Because of the lack of interaction fluency. The accessory would in this case enable on-‐the-‐spot analyzing and motivate the user in question. Data necessary for the visualisation will be gathered from a smartphone or sensors necessary. Depending on the users needs these might also include an accessory that will enable the possibility to analyze or prevent injuries. As running injuries are a common issue. Statistically speaking 70% of all runners will experience some kind of injury(Wilder, 2011). 3. Purpose and research question In this project i will evaluate how the current methods of usability testing could be applied for the field of wearable technology. As most of the wearable technology products created today often miss out on the positive aspects that usability testing has to offer. I believe that the project will be of great value within the field of interaction design as it’s an evolving field which is set to expand this year. The principles of Wearable technology are also closely related to the principles regarding the Interaction design field. Wearable technology requests attention but doesn’t demand it (Weller and Helmets, 2013). Wearable tech should honor the present moment, not be a distraction from it. The technology should also enhance human capabilities but not act as a replacement for them. Accordingly the user will be the main focus in this project. Which makes usability testing and other interaction design methods an essential part of this project. On this motives and viewpoints my research question will be: -‐How would one design active feedback on sensory input in wearable training technology?
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4. Theory The theory section will summarize history of wearable technology and data visualization. This will be followed by reviewing the wearable technology fields and further on cover wearable fitness project with similarities to my research and running theory. 4.1 The history of wearable technology In 1955 the first wearable computer was conceived by Edward O. Thorp and Claude Shannon (Thorp, 1998). The idea was to examine if it’s possible to beat a roulette wheel by predicting the path of the roulette ball. In 1961 the Wearable Computer was created. It consisted of 12 transistors, utilized to time the revolutions of the ball (Melanson, 2013). From the computer that measured approximately the size of a pack of cigarettes, wires led down to the users shoes. By using this implication the user was able to time the movement of the ball as it passed the reference mark. To output the information gathered two earpieces was used, one by the user of the computer and one by the person playing roulette. The feedback consisted of eight different tones that symbolized the octans on the roulette wheel. By listening to the last tone the player could determine where to place their bet. When the computer worked properly, Thorp and Shannon measured an outcome of a 44 percent edge. However they had a lot of problems with the receiver and wiring of the earth-‐phones which lead to a more unsatisfying result when the computer was tested in Las Vegas(Melanson, 2013). Even though there are many that consider Edward O. Thorp to be the father of Wearable computing the biggest pioneer in the field is undoubtedly Steve Mann. Who started building wearable computer systems in the 1970s. These included systems for various kinds of sensing, biofeedback, seeing aids for the blind, musical instruments and several more systems. His most influential project and also the one he is most known for started in the year 1981 (Steve Mann, 2013). Steve Mann acknowledges this wearable computer as ”a backpack-‐based-‐general-‐purpose multimedia wearable computer with a headmounted display”(see Figure 1, Page 8). The headmounted display was mounted on the users right eye and provided texts, graphics, audio and video. To navigate within the system Steve Mann used a ”handheld chording keyer” as input. The system itself enabled applications to run while the user was walking around. It even allowed the user to write new applications while wearing the device(Steve Mann, 2013).
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Fig 1. Steve Mann’s wearable computer evolution As time progressed in the 90s the projects that followed evolved more towards resembling ordinary eyeglasses. In 2002 Burton released their Analog Clone MD Snowboarding Jacket. Which lets the user control an integrated mp3 player with a panel on the jacket. The panel was made with conductive textile and flexible composites (Seymour, 2010). The snowboarding jacket was the first successful consumer product. 2010 marks the beginning of a new decade in fashionable technology with the launch of numerous commercially successful products and 2014 is set to be the year of wearable technology (Spence, 2013). As companies such as: Google, Samsung and Sony enters the market. 4.2 Data visualization history The first visual representation of statistical data was made by a Flemish astronomer named Michael Florent Van Langren. The graph was made in the year 1644 (Tulfte, 1997) and showed 12 various estimations of the difference in longitude between the cities Toledo and Rome (see Fig 2, Page 9). What makes the graph unique for the time being is the way of spatially arranging all the estimations of the same quantity. Which gives a clear visual display of the wide variations in estimates. At the time results where primarily illustrated in a table. However as the visual representation was a milestone in terms of data visualization the results themselves wasn’t of the same standard. The true distance (16°30’) is illustrated by the arrow beneath the graph(Tulfte, 1997).
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Fig 2. First representation of statical data Graphs such as: line, bar, circle and pie charts whom are still used today is widely considered to be inventions of William Playfair (Friendly, 2006). With publications such as ”The Commercial and Political Atlas” and ”An Inquiry into the permanent Causes of the Decline and fall of wealthy Nations” he used different variations of diagrams to give his critical viewpoint in terms economical and political aspects (Lewi, 2006). The time span 1850-‐1900 is often mentioned as ”the golden age of statistical graphics”. With the introduction of official state statistical offices and the recognition of the importance of numerical information. Which led to new graphical inventions. Such as 3-‐D graphs, divided circle diagrams on maps and dot maps (Friendly, 2006). The ”golden age” was followed by what Friendly describes as ”the modern dark ages”(Friendly, 2005). At this period of time the graphical visualisations became more well known for the public. As it entered textbooks, standard use in government, economics and science. However statistic in pictures where in this time-‐period considered to be inaccurate and the graphical inventions where few. With the introduction of statistical computing, increased computer processing speed and capacity we have seen a new milestone for data visualisations since the end of the 20th century. 4.3 A review of wearable technology Within wearable technology there are three fields where the technology has been the most incorporated. These are: the field of medicine and rehabilitation, the military field and fitness. As with many other technologies, the positive aspects of wearable technology were quickly realized by the military. There is a couple of programs within the military but the Army of the United States was first to recognize its potential.
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Fig 3. Land Warrior 1.0 Land Warrior is the name of a United States army program launched in 1994 (army-‐technology, 2010). With a development cost of half a billion dollars it is both the first and most expensive wearable technology project within the military field (Shachtman, 2009). The system enables the soldier with tactical awareness, lethality and survivability. With the help of technologies such as: GPS, a HMD (head mounted display) and programmable control buttons. The head mounted display is placed over the soldiers dominant eye and gives the soldier information about the current operation in terms of commands and the situation (See Fig 3.). It also shows video from the scope placed on the rifle. To navigate between the different screens the soldiers uses the select button placed on the rifle. When navigating within the specific screens the soldier uses a control system with a joystick and mouse buttons. To enable shortcuts and more direct commands there is an additional three programmable buttons on the control system. The riffle itself is equipped with a multifunction laser that measures range and azimuth to the target acquired. Apart from these features the land warrior also includes a Fighting Load Vest which allows the soldier to adjust the weight distribution between shoulders and hips(army-‐technology, 2010). Apart from Land Warrior there are a few international army programs which also incorporates the use of wearable technology. Among these are: Future Infantry Soldier Technology from the United Kingdom (armytechnolgy, 2010), Infanterist der Zukunft (English translation: ”Infantryman of the future”) and Ratnik from Russia(Druzhinin, 2012). As opposed to wearable computers that are used in the field of action the technology is also an important aspect of the soldiers training. One of these systems are ExpeditionDI by Quantum3D. With a HMD that is placed over both of
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the soldiers eyes, an Instrumented Weapon with a tracker, a wearable computer pack and posture sensors the system enables a simulation of the real battlefield. This allows the soldiers to train in a collective environment where the virtual scenarios could be picked adapted to the training needed (quantom3d, 2010). In the medical field wearable technology is often used to analyse the patients health at a longer time span than a simple visit will allow the doctor. Apart from the ability to analyze the patient health there is ongoing development in the field. Such as Thimble biotronic’s wearable pain relief patch and Tanya Vlach’s eye-‐camera. VitalJacket is a medical device in form of a t-‐shirt, a digital recorder, a bluetooth transmitter and disposable electrodes (Seymour, 2010). The development of the product started in 2008 by Biodevices, a co-‐operation between IEETA (Institute of Electronics and Telematics Engineering/University of Aveiro, Portugal) and Petratex. With a durability time of 72 hours and a heart wave monitor the physicians is able to analyse the patients in there everyday environment. With the equipped bluetooth transmitter VitaJacket also makes it possible to provide the patient with feedback in real time (Seymour, 2010). Thimble biotronic’s wearable relief patch uses Transcutaneous Electrical Nerve Stimulation (TENS) to provide the patient with a portable way of pain relief (Weiss, 2013). TENS has previously only been implemented with small machines and the design of the product isn’t fully presented yet. Known features so far is bluetooth connectivity and that the tracking and management of the device will be handled by a smartphone app. The treatment itself uses low voltage electrical stimulation which releases specific types of pain. There is however divided opinions and results about how effective the treatment really is (Weiss, 2013). Tanya Vlach started out as a ballerina dancer, an artist and a producer (Bittanti, 2012). But at the age of 38 everything changed. When she was driving her car the brakes failed and she suffered a severe accident. After being unconscious for 6 days she woke up without vision on both eyes. Her right eye would later recover from the accident but her left eye was gone. In 2008 she looked in to possibility of installing a camera in her artificial eye. To manage the economical challenges of recreating her own eye she started a kickstarter project with a goal of 15 thousand dollars (Vlach, 2011). The goal was reached on August the third of 2011. The artificial eye is still a work in progress. But Tanya estimates that she will be able to use her own shell that she’s currently wearing. Which measures a length of 21-‐23mm, an iris of 12,25mm, a thickness of 8mm and pupil of 4,5mm which will feature the lens. She aims for a camera that will display the image in HD, an optical zoom and record in either MPEG-‐4 or H.264. Inductors will be used to power the camera and to be able to control the camera a mobile application will be created. I the near future she also wants the eye to be wireless, have the ability to dilating the pupil with change of light, infrared/ultraviolet vision and to be able to control the eye with motions such as blinking. Her ultimate goal and dream with the project is to embrace the technology. As she states her self ”My dream is to become a cyborg, an enhanced human being”(Bittanti, 2012).
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4.4 Fitness Fitness is probably the biggest field when it comes to wearable technology. With a large variety of smart-‐watches, tracking devices and heart rate sensors. Nike was one of the first proponents with their cooperation with apple. Given the name Nike+iPod (Apple). With Nike+Ipod Sport kit as their first product. Originally created as an activity tracker for the iPod nano. Which allowed the user to keep track on their runs. Since their first launch several other products have launched such as: the Sportband kit, Nike+iPod for the gym and Nike+ Fuel band. Another participant regarding activity tracking is the company fitbit inc. With a large variety of trackers. Apart from these accessories there are also some accessories in the field of fashion technology. For example Textronics Fitness heart-‐rate monitor. In 2006 Nike and Apple announced their collaborative project Nike+iPod. Originally created as an accessory to the iPod Nano with the help of an extra receiver and a transmitter device placed in the users shoe. Later on given incorporated compatibility with the iPod touch and iPhone. The transmitter device named Nike + iPod sensor is used to track the users pace, the distance and amount of calories burned. To navigate and keep track on all runs that have been made Nike+ uses an app either for the iPhone or an iPod device. Apart from this application Nike also provides an alternative app for smartphone users. This smartphone app relies on the smartphones internal GPS. To encourage the user the Nike+app uses feedback such as positive words from their sponsored athletes and through ”powersongs”. All powersongs are selected by the user and are played when extra motivation is needed. Aside from running Nike launched their ”Nike+iPod for the gym”(Beaverton, 2008). In collaboration with seven providers of cardio equipment ”Nike+iPod for the gym” lets the user connect to the equipment and thereby record their workout. All progress that the Nike+ device have collected could then be uploaded on the nike+ community webpage. With social features such as the ability to challenge your friends, set personal goals and share your results on Facebook, Twitter or other social communities. Later on Nike introduced Fuelband. An activity tracker that not only workouts but also daily activity and sleep. All activity is then indicated in Nike’s own measuring unit NikeFuel. The device itself is a wristband that connects to apple devices trough bluetooth technology (See Fig 4.). As a user of the device, you set up daily goals to achieve. Your current NikeFuel points is then displayed with the current number and a color indication. Red means that you have a long way to go, yellow that you’re half way and green that you have achieved your goal (Nike).
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Fig 4. Nike Fuelband Another company with activity trackers is Fitbit. With Fitbit Force as their most high-‐end device. Apart from keeping track on the users daily activities, Force has features such: sleep tracking and a silent wake alarm (Fitbit). The device have also incorporated some smart watch features such as: a digital watch and the ability to notify incoming calls. All information is displayed on a small OLED screen.
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Fig 5. Textronic’s heart rate monitor In 2007 Textronic made a heart-‐rate monitor for smart textiles within the field of training (Julia, 2008). The monitor is made by a ”textile-‐based electrode system” which doesn’t affect the wearers comfort. The information collected could thereafter be collected by a smartphone or another device. In 2008 Textronic was sold to adidas as apart of their arrival in the Wearable technology field. Apart from these commercialized project, there have been some research in the field of Human Computer Interaction (HCI) regarding wearable technology. An example of such a project is ”Social Fabric Fitness” by: Mathew, Michael and Jon. In this project they discuss the use of werable e-‐textile displays in running groups. The display is placed on the front runners back (see Fig 5.) to ”increase the awareness and motivation of group fitness performance” (Mauriello, Gubbels & Froehlich, 2014). Information where displayed by auto-‐rotation between four screens: pace, duration, distance and heart rate. Where pace, duration and distance are shared values of the group. However heart rate values are in this case of egocentric measure. To further explore how runners feel about sharing their physiological values and how the running group percieves these values. As heart rate values correlates with the exertion and thereby visualizes the runner current workload (Mauriello, Gubbels & Froehlich, 2014).
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Fig 6. Even though wearable technology is on the rise, mobile applications currently has far moore users. With runkeeper and its 23 million users as the most succesfull application (Shontell, 2013). The application has also integrated its technology with 100 wearable trackers such as; Fitbit, Jawbone, MyFitnessPal and smart scale Withings. The application uses the phones GPS to meassure the runners distance, pace and length of their workout. When running this information is indicated by voice and later on displayed on the users phone (Shontell, 2013). 4.5 Running This part of the thesis will include statistics on wearable devices, the aspects of overtraining and data visualization methods for preventing this sympoms. Statistics There are few statistical enquires when it comes to Wearable Fitness Devices. One of those is the Consumer Electronic Association (CES) given the name ”Understanding the market for wearable and fitness devices” (CES, 2013). From the information provided they concluded that the users commitment too their wearable fitness devices had tripled in 2013 to 9% from the previous years statistics of 3%. Approximately half the users used their device to stay motivated. Among infrequent user the main reasons where lack of positive reinforcement and lack of competition features. Most important for the device itself was: the price tag, battery life, the actual size of the device on how well it fit their body.
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Overtraining When a runner reaches beyond their individual breaking point they experience overtraining (Noakes, 2002). There are several indications that signals the occurrence of overtraining. These signs might include: recurrent headaches, weight loss, sexual disinterest, sleep disorder, a loss of appetite regarding both food and work, etc. Runners are often wrongly conceiving these as an indication that they need to train harder. As Tim Noakes states ”The single most important reason is, I believe, that we lack the ability to make an objective assessment of our ultimate performance capabilities”. The lack of results is explained by the lack of training. Which in the case of overtraining aggravates the situation (Noakes, 2002). Preventing overtraining There are both psychological and medical related methods of predicting overtraining. As this thesis cover wearable technology i will focus on medical related methods. Due to the inability to measure psychological values. When it comes to medical related methods heart rate related measurements are the most ideal to monitor both the early signs and to analyse the training itself. There has been several studies on heart rate in relation to overtraining. Both with passive and active meassuring techniques. One of the first studies was made by Czajkowski who determined that overtraining affected athletes wake up pulse. He also concluded that this lead to increased differences regarding their lying and standing heart rates. The tests where made with Polish cross-‐country skiers to monitor their current training status (Noakes, 2002 p.493). Later on more active meassuring methods where introduced. One of the more poplular methods is the Conconi Test. Introduced by the Italian biochemist Francesco Conconi in 1982. The procedure is seen as extremely reliable and an indication of athletes current condition or state of training. It is also condsidered to be an easy and inexpensive method that doesn’t affect the athlete. The test starts with a warm up session lasting between 15 to 30 minutes, which is followed by low to moderate work intensity alltered after the subjects abbilities. This should’nt exceed 70% of the athletes maximal heart rate. The work intensity is then gradually increased by approximately 5 beats per minute. This value should not be higher than 8 according to Conconi. The working load is then increased until exhaustion. This is reffered to as the ”heart rate deflection point” (see Fig 7.) where the work intensity increases more than the heart rate (Ignjatovi´c, Hofmann & Radovanovi´c, 2008).
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Fig 7. To visualize this information Conconi used a graph demonstrating the relationship between the running speed and the heart rate of the long distance runner. The test have later on been modified for a large variety of sport activities. There is however some concerns raised for the Conconi test. As Conconi concluded that all athletes reaches their heart rate deflection point, some researchers have achieved different results. Hofmann research for example, indicated that an inverse deflection occured in 7,9% of the atlethes tested (see Fig 8.) (Ignjatovi´c, Hofmann & Radovanovi´c, 2008).
Fig 8.
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5. Methodology According to Dan Saffer there are a variation of different methods to use when it comes to interaction design methodology. Such as: brainstorming, observations and interviews (Saffer, 2007). The approach when it comes to design research could either be qualitative or quantitative. Qualitative research is the most practiced when it comes to interaction design. It is based on targeted sample sizes with questions such as how and why (Saffer, 2007). In contrast to this research method, quantitative research is used to answer what questions. Often by a large assortment of people which in most cases are selected at random to collect statistical data. I will in this paper depend on quantitative research made by others and concentrate my own research on qualitative research. When referring to qualitative research i will mainly focus on interviews to gather more information about the context and area of use. Brainstorming and observations will likewise be approached. 5.1 Observations -‐”What people say they do and what they actually do are typically to different things”(Saffer, 2007, Page 114.). Observations are often used as a complement to interviews. These are often applied at the beginning of the design process to get further understanding about the context, their specific users and their common goals(Sharp, 2002). Sharp mentions two distinctive ways of observering: either as a outsider or an insider. For a controlled environment the designer is restricted to observe the context as an outsider where a field environment permits both procedures. A controlled environment implies a ”lab-‐like” and constrained environment where a field environment is the users natural environment. As this paper covers the context and users of running these enables both an insider and outsider approach. Since i run myself this have allowed me to observe other runners from an insider perspective. Dan Saffer calls this ”Shadowing”. Where the designer follows the subjects performing the activity(Saffer, 2007). As this requires permission i have only applied this method when running with others. In most cases during my own runs i have taken a more subtle approach to my observations. Where runners have been analyzed when our paths have crossed. For further understanding of the field i have also applied the outsider method ”fly on the wall” which Dan Saffer describes as an unobtrusive observation. In this case the observer analysis the task without interacting.
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5.2 Interviews To achieve further knowledge and understanding of the motivational aspects of running and the users view on wearable devices interviews where held as a complement to my observations. Sharp mentions three different angles when it comes to interviews: unstructured, structured and semi-‐structured interviews (Sharp, 2002, p.392). Unstructured interviews could be looked upon as conversations with a specific topic. The designer lets the user answer all questions as fully or as briefly as they desire. Questions are in this case left open and do not determine the answers themselves. However open question should not be misconceived as lack of structure and a way of avoiding an agenda. Rather as a way for the designer to open up the possibilities of generating rich data. Often data that the designer previously were not aware of. The negative aspect of this working method is that it is impossible to replicate. Unstructured interviews also generates a huge amount of unstructured data which becomes difficult to analyse. In contrast to this type of interview structured interviews are used when the designer has a clear view on the study’s goals. Questions are often closed and calls for more precise answers. This allows the designer to use all questions repeatedly on different participants. In some cases it’s helpful to practice combined features of these working methods. Which is called semi-‐structured interviews. These interviews includes both open and closed questions. By using this working method the designer follows a script with specific questions following a specific topic. In addition to this structured questions follow-‐up questions are applied to gain the positive aspects of unstructured interviews. These implies questions such as: ”why?”, ”would you like to add anything?” or ”what specific feature that you like?”. It is important to leave these questions open and not make assumptions. Such as ”You seem to like this color”. Because of the influence this might have on the interviewee. 5.3 Brainstorming To aggregate design ideas, brainstorming is used as a crucial part of the design process. At this early stage of the process the main focus relies on quantity rather than quality. Dan Saffer states that ”the goal is to generate as many ideas as possible”(Dan Saffer, 2007 p.115). It’s there by important that the designer isn’t judgmental. All ideas should be looked upon with equal values. In depth analyzation should be saved until later on. All attendants should be focused on the task and all distractions such as mobile-‐phones and computers should be left aside. The tools used at the brainstorming phase should physical rather than digital. As pens, papers and post it notes enables ideas to be visualized quick and rough. There are divided opinions on group versus individual activities regarding brainstorming. Since the purpose of this method is to generate generous
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amounts of ideas, larger groups have the ability to generate ideas and solutions together. Greenberg and Folger argues that group decisions provides the participants with a voice or a sense of ownership in the solution of shared problems(Bauhus, 1993). While other studies have shown that a groups achieves better results when brainstorming is accomplished individually. Such as the studies made by Hackman & Morris in 1978 and Diehl & Salas in1987. The more recent study revealed that nominal groups produced twice as many ideas as 4-‐person groups(Diehl, 1987). These results where mainly explained by either by productivity blocking or the act of free riding. Productivity blocking is the tendency for one individual to block other people during a discussion. While free riding depends on the ability to free ride on other group members efforts. I have on these reasonings decided to keep brainstorming as an individual activity. To separate sessions where held to generate as many ideas as possible. To eliminate distractions both sessions where held in secluded environments. These separate sessions lasted for approximately one hour each.
Fig 9. Brainstorming 5.4 Prototypes Low-‐Fidelity prototypes and High-‐Fidelity prototypes are an essential part of Interaction design as it enables the designer to visualize their visions (Saffer, 2007). Which of these methods that should be used depends on which kind of product or service that will be created and also the amount of resources. Low-‐Fidelity prototypes are often roughly made and mostly static creations. Materials usually consists of either paper, cardboard or other materials that enables the designer to create the prototype quickly. As these creations are static they often require the designer and the user to fake the interaction itself. Dan Saffer refferes to this as ”Wizard of Oz manipulation” (Saffer, 2007).
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High-‐fidelity prototypes are often closely related to the final product and might even be misconceived for the final product. Marc Rettig argues that this misconception might have negative affects when it comes to user-‐testing (Sharp, 2002, p.245). Feedback might be given on superficial aspects rather than the interaction itself. When it comes to prototyping and wearables there are few examples where prototyping have been used. In ”Technological Mashups – Building Hifi Wearables”; Cuartielles, Göransson, Olsson, Stenslie and Sjunnesson, share their perspectives on how HIFi protypes could quickly be created in the field of wearable sensor networks. In this paper they conclude that: ”There are some fields within research where their novelty makes it hard for users to imagine the functionality and therefore traditional interaction design techniques like paper prototyping make it hard to understand the implications behind using the device being created” (Cuartielles, Göransson, Olsson, Sjunnesson & Stenslie, 2011). Wearable computing is in their research viewed upon like such a field. As it postulates that the computer is attached to the body. They thereby recommend to use the Arduino platform as it enables the designer to create HiFi protypes quickly (Cuartielles, Göransson, Olsson, Sjunnesson & Stenslie, 2011). 6. Results and implementation This section will cover how the methods described earlier have been incorporated and adapted for my research. This will be followed by presenting the results and the conclusions drawn for each method. The methods are written in chronological order as they have been incorporated in my research. 6.1 Observations The runners have been observed in their natural environment and the observation was made as unnoticed possible. This type of observation has been made on different locations in Malmö and Helsingborg where the running activity is high. Such as: Pålsjö skog, Friabad (Helsingborg) and Pildammsparken (Malmö). From the observations i have made, I draw the conclusion that running is primarily perceived as an individual activity. There are ”cases” where runners run in pair. In this cases it’s often for the social rather than the competitive aspects of running. Group exercises due occur but not in large quantities. To enable the ability to track their own progress many runners utilizes running applications on their smartphone. Primarily though the smartphone is used to listen to music while running. Some runners uses wearable technology but compered to other runners these are few in numbers.
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6.2 Interviews To gain further knowledge i’ve chosen to apply mostly features from structured interviews. This has been complemented by adding subtle features from semi-‐structured interviews. Specifically follow-‐up questions such as: ”why?” and ”could you motivate your answer?”. Apart from answering questions regarding motivational aspect of running the interviews has been used to gather further knowledge about how frequently and which features that are appreciated in either wearable technology or smartphone applications. The questions have been answered by beginners, intermediate and competitive runners. Between the age of 20-‐55. To be able to be able to analyze the material and eliminate the possibility of ”overwhelming” the interviewees i’ve chosen to use ten different questions. All questions and interviews are provided under appendix 1. Results Questions one and two includes minimalistic analyzation value. These questions are used to simplify and introduce the interviewee to the discussed topic. Question number 1 will at this stage not be analyzed. I will however use answers regarding question number to categorize different running experiences. The runners have then been placed into three different categories. Beginners with limited knowledge about running and few exercise occasions. Intermediate runners with experience about the field and regular exercises. Competitive runners with major knowledge about running and their own training. Question 3: Covers why running is exercised and positive motivational aspects of the activity. From analyzing the results i’ve come to the conclusion that physical and psychological wellbeing are the most important factors regarding running. More experienced runners has also described that they simple enjoy the activity which in itself is a motivational aspect. Question 4: This question is used to get further understanding about which features that might have a negative affect on motivation. Answers suggests that the biggest let downs regarding running are: injuries, the lack of time and the fact that other activities are considered to be more fun. The interviewees have also suggested that weather are a big negative aspect. Which is of no analyzation value to my research. If i where to repeat the interview, i would have altered the question to avoid these kind of answers. Question 5: The question is raised to gather further understanding about in which quantity either running applications or wearable accessories are used. A few of the interviewees uses running applications but none of them have ever incorporated wearable technology. Which might be explained by the lack of products. When it comes to applications, the participants mentions RunKeeper as their application of use. RunKeeper is a GPS based application which gives the user
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information about their current pace, amount of burnt calories, distance and duration. The application is also used to analyse previous performance and uses headphones to enable feedback. Question 6: If the current question is answered positive this question cover the function of the application or the sensor. As the previous positive answers only concerned RunKeeper this question will only cover the functions of this application. In one case i decided to use the question: ”if you where to use an application or sensor would it be for motivational purposes or to be able to analyze your training?”. This question should have been used in cases where the previous question had a negative response. To gather additional information. There where two participants who used RunKeeper occasionally. One of them only used the application to be able to see his distance of the run. He also added that he sees no values in the social aspects of the application. As he states: ”I don't really see the point of uploading my runs to Facebook”. The second participant used the application for both its motivational and analytic values. From the additional question where the features where speculative, the ability to analyze previous runs where the most important. Question 7: This question where selected to gain data about which values and sensors that should be applied to the prototype. The participants where asked to rank these values and start with the most important value. From the interviews i’ve concluded that distance where the most important value to visualize. Pulse values are also reported as important values and some participants have mention the ability to measure their current speed and the duration of the run. These answers indicate that the distance of the run is more important than which speed the run is perceived at. How far they’ve run is more intriging than how fast they run. Question 8: To gather further knowledge about the visual aspects of these values, the interviewees where asked about how they would prefer to be shown these values. Either as indirect, direct feedback or a combination of both of them. Two of them mentioned that they would prefer direct feedback on pulse values. They also stated that BPM values are hard to read as a simple number doesn’t indicate if the pulse is to high or in some cases could be raised. Color coding where in both cases mentioned as a pleasant way to indicate these values. One of these participants mentioned that a red blinking light or vibrations could be used to visualize when pulse values are to high. The other interviewee also mentioned LED as an output source for visualization. He stated that he would like to see his own heartbeat visualized by the LED. Both of these solutions might be implemented at a conceptual state. As some the participants are already using running applications for their smartphones, they stated that they would like to receive this information by voice indication. With the help of headphones.
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When it comes to the difference between indirect and direct feedback they where both argued to be of equal importance. Regarding direct feedback, the interviewees mentioned that the information should be easy to read while running and by no means force any interaction. Indirect feedback on the other hand should be used for its analytic values. These values has to be well illustrated and one of the interviewees mentioned that diagrams should be used to get further understanding about how the training sessions are perceived. Question 9: Used to achieve a further understanding about which wearable accessories that the users would prefer. From the answers received i’ve come to the conclusion that most of the interviewees would prefer a watch or a variation of this kind of accessory. Some of the interviewees stated that headphones and their smartphone would be preferable. This might depend on their current habits and the fact that none of the participants where familiar with wearable technology. In contrast to these responses, one participant specifically asked for a smaller device than his current smartphone as this device where considered to be to bulky. In addition to this interview, one other interviewee stated that he didn’t want to carry something extra. He also mentioned the use of clothing. But in this case the wearable factors where important. The user shouldn’t feel the incorporated technology. Question 10: As existing wearable technology and mobile applications features both social and individual features. Such as the ability to upload your own result and compere them with friends or set your own records and compere individual results. This question have been used to achieve further understanding about which of these features are the most consequential. In addition to this question all interviewees where specifically asked to motivate their answers. This was used as an additional question to specify and develop their current answer. The answers where unanimous. All interviewees stated that running is an activity they exercise for their own gain. Their biggest competion are in most cases themselves. Some of the participants argued that these might be implemented and saw admiring from their friends as pleasant additional feedback. On the other hand this was also seen as a potential negative implementation where bad results might perceive their friends results as unreachable.
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7. Design process This part of the thesis will revolve around the design decisions. In addition to the references used in this paper, design decisions and the design context will be based on the design methods discussed above. The design process will be introduced by three concepts that have been inspired by previous methodolgy. Based on this concept a prototype will be created that embodies the use of wearable technology to visualize direct feedback. 7.1 Concepts According to the interviews made, the distance and pulse are the most important factors when it comes to running. These values can be measured with the help of the smartphones GPS and a heart rate monitor. Observations, interviews and theory discussed in this thesis have all shown that running is exercised individually. Their goals are also individual and their biggest competition are in most cases themselves. The ability to challenge other people could be of motivation but in this case seen more as an additional feature. Some have even argued that this could be a negative factor when it comes to unmatched competition. An indication that you are to far behind might perceive the goal as unreachable. Because of this information my first concept is an idea of visualizing how well the runner competes with a previous run they have made. Concept 1
Fig 10. First concept To enable this feature my first concept will evolve around the idea that the runners biggest competitor are themselves. GPS data will be collected from a
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smartphone on current speed and duration of the run. Data will be collected in different ”checkpoints” of the run and then compered to the new run. To illustrate how well the goal is perceived clothing will indicate if the runner is ahead, equal or behind their previous achievements. The information will be displayed in distance. For example if the user runs slower than their previous run a display will indicate that their behind by 50 meters. To clearly signal that the user is ahead the information will be color coded in green. In case that both runs are executed at the same pace the display will simply indicate 0 meters. This information will be indicated by the color yellow to indicate that the goal in this state is executed at the same pace as before. If the user exercises at a lower pace than their previous run this will be indicated by a red color. The inspiration to this project originates from the checkpoints used in racing games and slalom. To be able to test this concept as a prototype i have choosed to use a sweatband instead of full clothing. As this accessory could be adjusted for a large variety of users when it comes to user-‐testing. The opportunity to challenge others might be included. In this case either as a way to challenge a specific run a friend has made or the ability to challenge other people over the internet connection provided by the users smart phone. In case that these feature is included it will be of additional value an not the primary objective of the concept. Concept 2
Fig 11. Second concept My second concept revolves around the idea of preventing overtraining. As mentioned earlier BPM values are a useful measurement for this specific condition. The heart rate will in this case be compared the running speed and the sweatband will thereby indicate if the current heart rate is to high compared to
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the running speed. If this is the case the user will be notified either with the feedback of vibration or light depending on which kind of heart rate monitor that will be created. By avoiding overtraining the runner have the ability to prevent: sleeping disorders, generalized fatigue, heavy legs syndrome and negative effects on performance. This also provides the runner with a correct indication that it’s time to either slow down the current workout or rest. Rather giving the indication that the runner needs to speed up to achieve their goals. Which in this case rather has a negative affect on performance and motivation. This type of data visualisation is inspired by the Conconi test. Developed by the Italian biochemist Francesco Conconi in 1982 (Ignjatovi´c, Hofmann & Radovanovi´c, 2008). Concept 3 The third concept revolves around preventing and analyzing injuries. As not just the injury itself could have a negative affect on the running experience but also the runners fear of becoming injured. Some of the people i´ve interviewed has described this as a negative aspect to their motivation. They have the motivation to run but fears that the run itself will implicate injuries that not only affect their motivation but also their everyday lives. There are many varieties when it comes to running. Most of them are knee or bone related. An important factor when it comes to running injuries are the way the runners ankle joint rotates. The easiest why to measure either if the runner pronates (rotates inwardly) or supinates (lack of rotation) (Noakes, 2002). An easy why to measure this is to analyse the foot. If the right foot has to mush pressure on the right side this will indicate supination. As the left side will indicate pronation. To give further information on the run the force on the heel will also be analyzed. This features will allow the runner to get further understanding of how they run and different factors that could be altered for better results. To make this concept possible i will use a sole to determine the actual force that is forced on the different spot. As the sole is originally a part of a shoe this solution will not force the runner to add an extra accessory to their gear.
Fig 12. Third concept
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7.2 Prototype As low-‐fidelity prototypes forces the designer to make the product seem interactive, I have decided not to apply this method to my design process. I base this decision on the fact that it would be more demanding to ”fake” a techonolgy that isn’t widely known for my testers and the principles discussed in ”Technological Mashups” covered previosly in the Methodology section. On this motives i’ve decided to create a High-‐fidelity prototype as these prototypes covers functionality and doesn’t require the designer to make it interactive. My first prototype is based on a combination of concept 1 and 2. As my interviews showed that pulse values and indication on distance are the most important values when it comes to running. I’ve in this case decided to use the wearable accessory as guidance for the user. As the interaction will happen on the spot, I’ve decided to keep the feedback as minimalistic and easy to read as possible. The only feedback that is given to the user is indicated either by a red or a green led (see Fig 13.). This kind of color code have also been mentioned by several interviewees. To indicate that the pulse is to high I’ve decided to use a red LED. As this indicates that something is wrong and has to be alltered. Green is on the other hand used to indicate that the user have achieved something. In this case that the participant have reached their halfway point. To enable them with positive feedback and also give them an indication that they could turn around and run back home to finish their distance.
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Fig 13. Protoype To keep the prototype as compact as possible i have used an Arduino Nano as microcontroller and a small usb charger as a power source. BPM values have been measured by a pulse sensor which uses a photodiode and an infrared LED to measure the amount of photons received and thereby also the users heart rate (Pulsesensor, 2012). The distance is recorded by an accelerometer which is placed either on the users arm or leg to receive input on the users movement. These enables the accessory to measure steps. These steps are then converted to meters. As stated earlier in the prototype section, Rettig have argued that high-‐fidelity prototypes often are misconsieved for the final product. Depending on this factors I have consciously decided to create my first prototype as an unpolished product to receive feedback on the interaction rather than existential aspects.
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8. Testing After the prototype is created, testing is used to evaluate the functionality of the prototype. This is also refereed to as usability testing(Sharp, 2002 323). There are several areas that could be evaluated when testing a prototype. Such as, how fun the prototype is to use, how motivating it is, if it is emotionally satisfying, etc. Since the prototype is created for guidance, i have based my testing methods around motivation and the amount of effort that is required for the interaction. Four tests where made to evaluate the prototype. All testers selected had some running experience and practiced the activity between one to three times a week. As Dan Saffer have stated that ”testing is best done in the subject’s own environment”, all of the test were made in environments where the users practiced running themselves. Since running requires an open environment and occurs in distances up to several miles, i have applied Dan Saffers ”fly on the wall” principles to be able to observe the testers. These principles have previously been discussed in the ”Observations” section of this paper. 8.1 Execution Test 1: My first test was made in an open field, which enabled observation and analyzation from a distance. The tester had some runner experience but had previously stated in interviews that he did not understand pulse values in numbers. Which made him helpful considering my data visualization on pulse values. The accessory where in this case placed on the testers upper arm. The substantial distance between myself as a designer and the tester, aggravated more profound observations. I have there by concluded that this method isn’t optimal for further usability testing. Positive aspect of this implementation where: that the tester had to figure out the interaction himself and weren’t able to inquire Fig 14. Usertest 1
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consultation. I also enabled the runner to keep his own pace, by not interfering with the running experience. Test 2: From the knowledge collected by my previous test I decided to alter my testing methods. In this case i decided to embody a more ”fly on the wall” approach and followed the runner from closer distance. The runner had similar running experience as the previous runner, which enabled further analyzation regarding the accessory as a tool for guidance.
Fig 15. User test 2 This approach allowed more in depth analyzation and enabled a clear view on the interaction itself. Since I where constantly behind the runner it was on some occasions hard to see where the runner was looking. Test 3: In this case I decided to use a similar approach. But instead of staying behind the tester I decided to cycle beside him. This enabled a better view on the interaction. But as the tester felt my presence he continuously tried to interact with me during the run. The runner where quite experienced and felt that he had already covered half his distance. He appeared to be tired of constantly looking at his upper arm and asked me to keep a look instead. When the indication was given by the green light it took him awhile to realize it.
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Test 4: Dan Saffer have argued that testing should be done by either other members of the team or usability specialists. Since the designer shouldn’t be defensive about their designs. In my last test I have therefore been assisted during the test. To prevent the tester from interacting with me as a designer. The session have been filmed by an assistant and viewed afterwards. Since the tester mentioned that she didn’t significally use here arms while running, I decided to place the accessory on her leg to enable her steps to be measured. Fig 16. User test 3 8.2 Results: From observing the testers, i was able to identify that the placement of the accessory wasn’t optimal. The testers had a hard time to get a clear view of the LEDs and there by also information about their current pulse and distance. To be able to view their current pulse and if they reached half way, they had to either raise their arm or stop and look at their leg for a better view. This affected the accelerometer which in affect also influenced the distance values. This problem where even more distinct when the testers entered sunlight. Which forced them to cover the accessory with their hand to enable them a clear view of their current state. This problems where also stated by the testers when they where interviewed after the tests. All interviews are provided under appendix 2. In addition to this problems they further stated that the inability to see the weak LEDs caused confusion. Recommendations where in most cases that brighter LEDs should be implied and one of the testers added that these should also include a clear text that they concerned either pulse or distance. When asked about ”where they would have placed the accessory?” all of them stated that it should be placed further down the arm. Most of them added that they would prefer something similar to a watch. One tester stated that he would like to see the ability to rotate the display as a original watch forced him to turn his arm. In terms of different feedback, most testers suggested sound as their most favorable feedback and some vibrations. The inability to feel vibrations where a big concern along these specific testers.
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9. Discussion I have in this paper discussed and research the following question: ” -‐How would one design active feedback on sensory input in wearable training technology?” In this discussion i will cover the methods applied in my research and further on discuss the incorporation of data visualization. Methods I have reached the conclusion that most of the interaction design methodologies have been an important asset for my research. However, some of them would need to be modified or exchanged for a more efficient design process. My research begun with observations. According to Sharp this is used to gain further knowledge about the context and the designers specific users. The fact that i run myself allowed me to incorporate both Sharps outsider perspectives and Saffers ”Shadowing” methods. This have been useful for further knowledge about the context. However, the fact that wearable technology isn’t widely spread prevented me as a designer to gain legible perspectives on my specific users. Due to the fact that observations are easy to incorporate and doesn’t demand specific tools or knowledge to be practiced, I still believe that it is an important method to consider when designing for wearable technology. As wearable technology will expand further positive aspects of observations will appear. Observations have been continued by interviews. The approach of incorporating Sharps structured interviewing methods have enabled me to collect a more refined view on the users needs and motives of running. By adding follow-‐up questions from Sharps semi-‐structured interviewing methods (Sharp, 2002) I was able to get even more information from my interviewees. Interviews have accordingly been my most favorable method regarding information of the field. As it gave me a general perspective of which values that should be visualized and what factors that gave my users their motivation. Even though some questions wasn’t optimal, I sincerely belive that interviews is an essential method when designing wearable technology in the field of running. Brainstorming where initially used to gather a substantial amount of ideas that further could be explored as different concepts. When using this method I relied on Saffers principles (Saffer, 2007) of looking upon all the participants ideas with equal value. The results of this method where of low research value. Most of them consisted either of modified mobile applications that already existed or different thoughts on fitness applications. This became a frustrating moment as the principles of brainstorming didn’t allow me to engage with the participants and share my views and visions of wearable technology. My decision to perceive brainstorming with individuals based on the research made by Diehl, had thereby no affect on the outcome.
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I believe that these results have been affected by lack of knowledge about wearables. The fact that the participants had no experience with similar products seemed to create a fear of further exploring the possibilities of the technology. As they had experience with different mobile applications this was easier to explore and revolve their ideas around. This lead me to brainstorm on my own which helped me to gain new ideas. Bodystorming would in retrospect be a better implementation to my specific research. As this method enables the designer to further explore his vision and ideas. An aspect that is necessary when designing for such a novelty field. To narrow down my ideas I used concepts. This allowed me to further explore my brainstorming ideas and link them to the theory discussed in my thesis, which helped me to create my high fidelity prototype. I still maintain my views on the inability to use low fidelity prototypes in wearable technology and see similar viewpoints as the research discussed in Technological Mashups. Where they mentioned; novelty and the fact that the computer where attached to body as implications that ruled out the incoporation of lowfidelity prototypes (Cuartielles, Göransson, Olsson, Sjunnesson & Stenslie, 2011). Apart from these implications, I believe that my abstract data visualization would have further negative impact on low fidelity prototypes. As these features had to be explained even when testing my high fidelity prototype. There are however some positive aspect of low fidelity prototypes that should be considered when designing for wearable technology. Saffer mentions these prototypes as rough and quick to make. This is possible even when creating functional prototypes, as the Arduino platform enables the designer to quickly create and modify their prototypes which where discussed in the Technological Mashups research. When designing wearable devices it is also important to leave them rough and unpolished, as this enables feedback on the interaction and not on superficial aspects. A problem mentioned by Saffer regarding HiFi prototypes. In terms of testing, I share Saffers view that this shouldn’t be made by the designer himself. This is especially important when it comes to novelty technology. As the testers unfamiliarity with the technology tend to make them seek further guidance from the designer. Which in hindsight will influence the results negatively. It is also important to use Saffers ”fly on the wall” approach when evaluating running products. Since the interaction has to be in an open environment with similarities to runners previous experiences. In this case it is important not to influence the runner. In my research i fond that biking alongside the runner influenced them the least. As this approach eliminates the runners perception of running with someone else. To further explore the wearablity aspects and how the running experience is affected, I would suggest to test the protype during a longer time period. To let the users test the prototype for a week and then share their views on the experience. Due to my time restrictions this haven’t been incorporated in my research.
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Data visualization During the initial phase of my research I looked upon wearable technology more as an extended vision for smartphones than a separate technology. With examples such as Google glass, Snow and Nike+. This view have also been mentioned when discussing RunKeeper and their integration with wearable devices. As my research have progressed this perspective have changed. Even though I realize the positive aspects of running applications such as Runkeeper and technological features of current smartphones, I believe that the running field would benefit from more compact solutions. This is primarily based on the fact that it has been mentioned in my interviews and the current trends of mobile technology. In my interviews the smartphone has even been explained as to bulky and heavy, which where followed by a recommendation of more compact solutions. In addition, the hardware and software impovements have elaborated current phones with the ability to perform tasks that previously where excluded to computers. This altered usage pattern have led to the need for bigger screens. For example when viewing a film a bigger screen enhances the experience. But when running this equals extra weight and an impoverished experience. I still believe that the mobile-‐screen is a superior platform for indirect feedback such as visualizing the runners progress. But have doubts for future mobile visualizations regarding more direct feedback. In my theory I have covered Nike and Runkeepers views on visualizing running data. While Nike relies on their own measuring unit, Runkeeper bases their visualization on existing values. As made-‐up values might cause confusion and hesitancy among the users, I have approached wearable technology by exploring existing values. My attempts to make a compact accessory have lead me to explore more abstract visualizations in the wearable field. Due to the time spent on theory this have only been covered briefly and needs further exploration. If i where to continue my research I would further explore the incorporation of Conconis principles and haptic feedback. Since this have been mentioned by my testers.
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10. Conclusion -‐How would one design active feedback on sensory input in wearable training technology? When designing wearable technology it is important to acknowledge the implications that novelty technology implies. The lack of knowledge about wearables tend to discourage users to further explore the positive aspects of the technology. This means that vision and solutions relies on the designer and user-‐centered design is thereby hard to apply in the wearable field. Users should instead provide further knowledge about the context, the problem area and which values that should be considered. Since wearable technology is still considered to be a novelty technology and due to the fact that the wearable computer needs to be attached to enable the user with the full experience, lowfidelity prototypes aren’t applicable. However, the positive features of the method should be considered when designing for the wearable field. By using the arduino platform and more unrefined prototypes, the designer is able to receive feedback on the interaction and quickly create and modify the prototype. When it comes to the visualization of active feedback, it is required that the visualization is distinct and simple. As the runner has to be able to assimilate the information effortlessly. Since wearable technology should act as guidance for the runner and not be perceived as an obstruction. Data visualizations should be based on existing values, since made up meassuring units tend to create both confusion and hesitancy among users. To gain further abilities to guide the runner the designer should incorporate existing data visualisations from research provided in the field.
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32. Vlach, Tanya (2011): Grow a New Eye. Kickstarter. Available online at: https://www.kickstarter.com/projects/growaneweye/grow-‐a-‐new-‐eye
33. Weiss, Chris (2013): Thimble Bioelectronics developing wearable pain relief patch. Gizmag. Available online at: http://www.gizmag.com/thimble-‐tens-‐pain-‐patch/26429/
34. Wilder, Robert (2011): The Runner’s Clinic. University of Virginia. Available online at: http://www.medicine.virginia.edu/clinical/departments/physical-‐medicine-‐rehabilitation/clinical-‐services/Runners-‐page
Other 35. Apple (2006): Nike and Apple Team Up to Launch Nike+iPod. Available
online at: https://www.apple.com/pr/library/2006/05/23Nike-‐and-‐Apple-‐Team-‐Up-‐to-‐Launch-‐Nike-‐iPod.html
36. Fitbit (2014) Available online at: http://www.fitbit.com/uk
37. Nike (2014): Nike+ Running app. Available online at: https://secure-‐nikeplus.nike.com/plus/products/gps_app/
38. Pulsesensor. Available online at: http://pulsesensor.myshopify.com/products/pulse-‐sensor-‐amped
39. Quantum3d. Available online at: http://www.quantum3d.com/solutions/immersive/expedition_di.html
Figures
1. Steve Mann. Wearcam. http://wearcam.org/steve5.jpg 2. The 1644 graph. Datavis.
http://www.datavis.ca/gallery/langren/langren_itc2.jpg 3. Land Warrior 1.0. army-‐technology.
http://www.army-‐technology.com/projects/land_warrior/images/landwarrior_2.jpg
4. Nike Fuelband. Webbhallen. http://images.webhallen.com/files/540x450.png
5. Textronic sensor. Talk2myshirt. http://www.talk2myshirt.com/blog/image-‐upload/Business/Textronixs_sensor.jpg
6. Figure 1. Social Fabric Fitness: The Design and Evaluation of E-‐Textile Displays to Support Group Running. Page 1
7. Figure 1. Non-‐Invasive Determination of the Anaerobic Threshold Based on the Heart Rate Deflection Point. Page 3
8. Figure 2. Non-‐Invasive Determination of the Anaerobic Threshold Based on the Heart Rate Deflection Point. Page 5
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Appendix 1 1. Hur gammal är du? 2. Hur ofta utövar du löpning? 3. Vad ger dig motivation? 4. Vilka faktorer har en negativ inverkan för din motivation? 5. Använder du någon form utav applikation (runkeeper, runmeeter, endonomodno) eller aktivitets sensor (Nike+/Fuelband, Fitbit, Basis etc.)? 6. Vid ja: Används appen/sensorn som motivation eller som redskap för att analysera dina egna prestationer? 7. Vilka värden är du intressead av att få feedback på under löpning och hur skulle du rangordna dessas betydelse? 8. Hur vill du att dessa värden skall visualiseras gällande direkt feedback (värden som visualiseras när du springer) och/eller indirekt feedback (möjligheten att analysera prestationer efter att löpningen är utövad)? 9. Vilken bärbar accessoar anser du vara optimal för att illustrera denna feedback? 10. Anser du att det är viktigast att tävla mot dig själv och dina egna prestationer eller mot andra? Motivera varför Ålder: 53 1. -‐Nu en gång per vecka. Då blir det ett längre pass (ca 2mil). Hinner inte mer nu pga. Andra träningsaktiviteter. 2. -‐För att må bra fysiskt och psykiskt. Hälso positivt 3. -‐Tidsbrist. Missar annat kul 4. -‐Har precis börjat använda runkeeper. 5. -‐För motivation och analys. 6. -‐Sträcka och tid. Total tid och tid per km.
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7. -‐Under löpningen vill jag ha röst indikationer och efter illustrerade värden för bättre analys. 8. -‐Smartphone och hållare 9. -‐Tävlandet är sekundärt men vill hålla viss nivå som gärna får vara beundrad av andra. Ålder: 23 1. -‐Två till tre gånger i veckan på sommarhalvåret (om mitt knä håller) och i princip aldrig på vintern. 2. -‐Bra väder 3. -‐Dåligt väder och löpskador. 4. -‐Nej 5. 6. -‐Jag springer egentligen mest för skoj, och tycker därför inte att info är särskilt nödvändigt men dessa tre saker hade jag tyckt va bra: 1. Hur långt jag har sprungit 2. Hur snabbt jag har sprungit 3. Medelhastighet 7. -‐ Har nog inte riktigt några idéer då jag inte tycker att det är nödvändigt med feedback på min löpning. 8. -‐Någon typ av klocka. 9. -‐Utövar löpning för att jag tycker det är kul och inte för att tävla mot mig själv eller mot andra. Ålder:25 1. -‐någon gång i månaden.
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2. -‐ hälsan ger mig min motivation, har man suttit länge och icke varit aktiv så känner kroppen av att man behöver någon form av motion för att hålla sig i form och i bra hälsotillstånd. 3. -‐ Det är främst tidsbristen, mina dagar är oftast fullstrukturerade med arbetsuppgifter inklusive studier. 4. -‐ Nej, ingen app. 5. -‐ Hade jag använt mig utav någon sorts hälso app skulle den varit mer ett redskap för analys än en motivations faktor. 6. -‐ 1. Hjärtats arbetes fas (Puls, BPM) detta kan man mäta själv eller med en teknisk app (föredrar egen mätning). Betydelsen för denna punkt är att man får veta hur hjärtat arbetar under fysiska ansträngningar, i detta fall löpning. Tränar man mycket vill man sträva efter lägre värden under en vis tidsperiod, detta visar att hjärtat tar in mer syre per hjärtslag och på så vis ger det en lägre BPM (Beat per minut) värde. Man har då förbättrat sin prestranda. 2. Ett strukturerat diagram över BPM + tiden + Sträckan du löper, detta visar hur hjärtat succesivt arbetar under den sträckan du löper. På det viset kan man anpassa sin träning efter hjärtats arbete. 3. GPS, för att markera vart du har löpt 4. En latitud mätare hade inte varit fel, på detta viset kan man lägga till den i diagrammet i punkt (2) då man kan mäta ut hur hjärtat anstänger sig i olika förhållanden exp. uppförsbackar samt nerförsbackar. 5. tidsmätningen du tar på din löpning. Detta kan man använda sig som en motivations faktor på din träning. 7. -‐ Det är lönsammast med både och, då vet man sina värden under sin träning samt ett noggrannare diagram över hela träningsförloppet. 8. -‐ Armbandsformen/klockan anser jag som den mest anpassade för feedback. Noggrannare diagram av analys kan kopplas till mobiltelefon m.m. 9. -‐Det är bra att ha sina prestationer som mål, då man utvecklas ständigt efter sina förutsättningar. Jag anser att den största ”motståndaren” är en själv. Ålder 22: 1. -‐Två gånger i veckan. 2.
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-‐Manlig fåfänga, för hälsans skull och kompis-‐konkurrens 3. -‐Väder, Minus grader, snö och skador 4. -‐nej 5. 6. -‐1. Distans, 2. Tid 3. Hastighet 4. Geotag 7. Värdena är mer av intresse efter löpningen 8. Smartphone är otymplig och tung. Mp3 spelare av Ipod shuffle storlek eller handledsburen klocka är att föredra. 9. Både och. Såvida jag inte är urusel, då tävlar jag nog helst mot mig själv. Ålder: 25 1. -‐2 till 3 gånger per vecka. Just nu inte alls i brist på motivation. 2. -‐Brist på motion. Vill må bättre fysiskt och förbättra min kondition. 3. -‐ 4. -‐Använder runkeeper regelbundet. 5. -‐För att se hur långt jag springer. Har inget behov av att sprida informationen vidare och att på så vis hävda mig genom t.ex. facebook eller andra sociala medier. 6. -‐Främst distans och puls. 7. -‐Fattar inte rikigt vad pulsvärden betyder. Vilket bpm värde som är bra respektive dåligt. Jag vill hellre att det visualiseras med hjälp utav färgkod eller ett hjärta. T.ex. att det slår i samma takt som mitt eget hjärta.
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Feedback om distans bör få en att ”tagga till”. Tävla mot sig själv. T.ex. indikera när målet är nära. 8. -‐Hörlurar 9. -‐Att tävla mot någon annan kan lätt få motsatt effekt då man kan känna sig underlägsen. Jag springer mest för min egen skull och för att må bra inte så mycket för att tävla mot mig själv. Ålder: 23 1. -‐Aldrig, simmar ibland men har inget rikigt intresse för löpning 2. -‐Främst för att må bättre 3. -‐Tycker andra aktiviteter är roligare. 4. -‐nej 5. -‐ 6. -‐Hastighet, puls, distans, tid. I den ordningen. 7. -‐Direkt feedback som jag inte behöver integrera med på plats. Något som varnar då pulsen är för hög. Ett rött blinkande sken vid för hög eller låg puls. Möjligtvis vibration om det är märkbart. Efteråt i form utav grafer på prestationer. Siffror för hastighet och tid man har tränat. 8. -‐Inte mer än vad jag har nu. Någon typ av klädesplagg om det inte är ivägen. 9. -‐
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Appendix 2. Hur påverkade accesoeren din löpning? 1. Jag blev mest förvirrad då den gröna lampan inte lyste så starkt. Syntes inte i solen. Alldeles för svagt ljus. Pulsvärdena var förmodligen för lågt inställda då dom lyste hela tiden. Tydligare text vid lamporna för att förstå vad dom betyder. Bättre avskyltat. 2. Det blir ett ytterligare moment att ta till sig. Tillbehöret känns svåråtkomligt och det känns som att man måste hålla upp armen för att kunna få någon indikation om sin löpning. 3. Sladden till batteriet hindrar lite, pulsgrejen förhindrade armrörelsen. 4. Ingenting. Eftersom att den fanns på armen. Följde rörelserna bra utan specifika komplikationer. Upplevde du att interaktionen krävde nån extra anstränging? 1. Kändes problematiskt att ha den på armen. Då det gjorde att jag tappade fart vilket ledde till obalans i springandet. 2. Det kändes som jag behövde titta ner på armen ganska ofta för att få någon extra information. Lamporna kunde varit starkare så att man ser när någonting händer mer direkt. 3. Fick titta ner hela tiden. Titta ner och håla för att se om den gröna lampan lyser i solen. Kunde inte göra fulla armrörelser då sladden var för kort. 4. Dioderna lyste inte tillräckligt. Vilket gjorde att man fick kolla flera gånger vilket gjorde att man tappade fokus. Var hade du själv placerat den? 1. Som en klocka, nära handleden. På sidan av handleden så att man slipper vrida handen för att kontrollera. 2. Någonstans där jag lätt kan se den utan ansträngning. Längre ner på armen eller möjligtvis på benet. 3. Armen kring hanleden. Armen eller handleden. Ett vanligt ställa att ha andra accesoarer. Vanan finns redan där. Är lättast att få tillgång till. Ser du att någon annan typ av feedback skulle kunna användas? 1. Ljud, att det piper till vid för hög puls. Kan vara irriterande om det piper för länge. Vibration kan användas istället. En stark vibration som inte går att missa.
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Gärna ett peppande ljud när distansen är uppnåd. Om lampor ska användas måste dom vara mycket starkare. 2. Om lampor ska användas måste dom lysa längre. Ljud hade varit bra. Liknande beeptestet. Har hörlurar annars när jag springer så isåfall i hörlurarna. 3. Har ofta hörlurar när jag springer själv. Känns som att ljud är ett bra sätt att få information då man inte behöver fokusera blicken på någonting extra. Vibrationer skulle också funka. Om dom är tillräckligt starka. 4. Tydligare dioder. Stöd av plast eller metall för bättre värden på sensor. Ljud skulle kunna användas. Ett långt pip eller ett ljud man välja själv. För navigering fart eller indikationer på hur lång man sprungit. Tre snabba pip när pulsen är för hög. Ett ljud som visar att loppet startar och när den sätts på, stängs av, när den får kontakt med mobilen och en varnings signal när sensorerna inte fungerar. Bluetooth som kopplas till mobilen eller högtalare på accesoaren. Stöttålig, vattentät, helst i varierande färgen. Anpassas till olika personligheter. Olika varianter, motionärs eller tävlingsinriktat. Beroende på vilken löpning som utövas. Displayen ska kunna roteras. Vibration anses inte optimalt, då det inte märks när man springer. Smartphone länkad applikation som kollar var du sprungit eller höjd. Så att man ser hur höjden påverkat löpningen. Laddas genon USB. Kompakt men tydlig skärm, ergonomisk. Bättre kontakter. För att eliminera glapp.