Abstract

Wearable systems and apps for recreational running provide awareness of one’s performance and activity and aim for increased engagement. Yet, these systems focus on sensor-generated data and do little to integrate subjective and contextual factors as meaningful insights. Their interaction and feedback mechanisms mostly rely on numbers and do not always match users’ real-life needs. To address these gaps, we explore human-computer negotiation as an interactive mechanism to enable recreational runners to adjust the recommendations delivered by a system. We do so by designing tangible qualitative interfaces la-belled “Tradeables” (whose label is inspired by the idea of “trading” with a system). By reaching a trade-off between objective sensor evaluation and subjective feelings, we gather insights into the design of negotiation interfaces for sport and well-being. We present Hyaku, a research artifact providing insights on the design considerations, challenges, and opportunities of tangible and qualitative interfaces for negotiation.

Keywords

human-computer interaction, qualitative interfaces, negotiation, tangible interface, recreational running

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

Conference Track

Research Paper

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Jun 25th, 9:00 AM

Hyaku: A qualitative negotiation-through-interaction interface to support runners in achieving balanced training sessions

Wearable systems and apps for recreational running provide awareness of one’s performance and activity and aim for increased engagement. Yet, these systems focus on sensor-generated data and do little to integrate subjective and contextual factors as meaningful insights. Their interaction and feedback mechanisms mostly rely on numbers and do not always match users’ real-life needs. To address these gaps, we explore human-computer negotiation as an interactive mechanism to enable recreational runners to adjust the recommendations delivered by a system. We do so by designing tangible qualitative interfaces la-belled “Tradeables” (whose label is inspired by the idea of “trading” with a system). By reaching a trade-off between objective sensor evaluation and subjective feelings, we gather insights into the design of negotiation interfaces for sport and well-being. We present Hyaku, a research artifact providing insights on the design considerations, challenges, and opportunities of tangible and qualitative interfaces for negotiation.

 

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