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Designing Ubiquitous Computing Systems for Sports Equipment

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Graphical user interface. Approach - Case Study : Therapy Top. Development Cycles ... User study results for the following questions: system feedback: training ... – PowerPoint PPT presentation

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Title: Designing Ubiquitous Computing Systems for Sports Equipment


1
Designing Ubiquitous Computing Systems for Sports
Equipment
The Fifth Annual IEEE International Conference on
Percomm 2007
University of Munich
Matthias Kranz, Wolfgang Spiessl, Albrecht Schmidt
Presented by Sung Chul Ha
2
Table of Contents
  • One Line Comment
  • Introduction
  • Problem Definition
  • Approach
  • Result
  • Critique

3
One line comment
Design a user-centered and interactive sports
equipment with ubiquitous computing system using
Therapy Top.
4
Introduction
Now a days,
The ubiquitous computing systems are penetrating
through all around the world.
A challenging task
End users which dont have a technical background
encounter a different focus on ubiquitous
computing systems.
5
Problem definition
THINK !
Ubiquitous computing systems familiar with
engineers and researchers. HOWEVER, do end users
also familiar with that systems? So, the
engineers have to develop a user-centered process.
6
Approach
Design Develop a Process
Case Study Therapy Top
Study Evaluation
7
Approach - Design Develop a Process
Design Develop a Process
The objective was to build a system suited and
customized perfectly to the respective needs of
the users and based on the latest technology
available.
Rapid Prototyping
Stakeholder Identification
Paper Prototype Mock-Ups
Functional Prototyping
Learn about the Domain
Educating the User
Iterative Development Fast Development Cycles
8
Approach
1. Stakeholder Identification
Direct stakeholders refer to parties
individuals or organizations who interact
directly with or its output. Indirect
stakeholders refer to all other parties who are
affected by the use of the system. - by
Friedman et al.
2. Technology Developers Learn About the Domain
in Depth
Scientists attended a sports school as customer
and user before the start of any development in
the project for a period of more than three
months doing regular sessions. This gave the
researchers insight in how people are taught to
do the exercises, how reporting and
error-correction is done.
9
Approach
3. Educating the User Technology Previews and
Technology Probes
For end users, even prototypes need a certain
level of maturity. This is necessary to allow
them to think aloud about the possibilities and
not distract them with the shortcomings.
4. Paper prototypes and Mock-Ups
  • Using paper prototype an efficient way for
    informal system specification and to document
    requirements.
  • has limits when it comes to integration and time
    functionality and flow of information within the
    system.
  • Using Mock-ups more efficient when we consider
    the time than paper prototype.

10
Approach
5. Rapid Prototyping Support
System developing is difficult, because needs of
users change very fast. So, we need a prototype
which can be change easily and rapidly.
6. Functional Prototypes Throughout the
Development
By having functional prototypes, the experience
and usage becomes very realistic and people using
the system come across more issues than when just
thinking or discussing about it
7. Iteration Development and Fast Development
Cycles
Creation an idea specification of the
requirement feedback prototyping
demonstration - evaluation
11
Approach - Case Study Therapy Top
Paper prototype Mock-ups
Presenting the people involved in the design team
with a technology preview was essential to make
them understand what is technologically feasible.
Flash
C program
Graphical user interface
12
Approach - Case Study Therapy Top
Development Cycles
Presenting the people involved in the design team
with a technology preview was essential to make
them understand what is technologically feasible.
Entered keep angle
Standard performance
Substandard performance
No data
Graphical interfaces make communication between
trainer and trainee.
13
Approach - Study and Evaluation
47 participants over a two-weeks time frame. 21
female, 26 male participants. The youngest was 18
years old, the oldest 64. 42 trainee and 5
trainer The exercises of all participants were
stored RFID cards. Participant were already
familiar with those card
14
Approach - Study and Evaluation
Pre-study interviews
Interview the participants with a structured
questionnaire to get background information
15
Result
Participants were first demonstrated and taught
the usage of the system.
How to use the systems?
16
Result
Asking 6 questions to participant.
Figure1. User study results for the following
questions system feedback, users
self-improvement and more satisfying training
with audio-visual feedback
17
Result
Asking 6 questions to participant.
Figure2. User study results for the following
questions system feedback training without
supervision, usability of the GUI, error awareness
18
Critique
Strong points
The think ,user-centered, is the best point in
this paper.
Using therapy top is very interesting point
because that can be familiar with people.
Weak points
Too simple experiments disappoint many passional
readers. - Improving performance - Value of
interesting and fun (Fun is the most
important element when we exercise)
Why dont use more familiar and more digitalized
equipments? - Running machines, Babel, and so
on.
19
Critique
New Ideas
How about use Running Machine? Running
Machine is more familiar with people and a
necessary health equipment.
Checking the value of improving performance and
concentration will be valuable data.
Using music sign can make happy to users.
20
Thanks for your attention
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