EDBT 2026 Demo / reviewers in the wild / expert
Laia Turmo Vidal
dblp:179/4652
· DBLP profile ↗
37ranked-venue papers
12as first author
27since 2021 · last 2026
0000-0002-1769-0138ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 37 · 12 first-author · 27 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Toward Lived Metaphor: Exploring AR-Based Visual Metaphors for Instructing and Learning Embodied Knowledge in Aikido PracticeabstractIn this paper, we designed the augmented reality (AR) -based visualization of metaphor that instructors in an Aikido community of practice use in everyday teaching to explain techniques. We deployed these AR-based visual metaphors in regular Aikido club training over a two-month period and examined their use through ethnographic observations and interviews. Our findings reveal three key points. First, instructors felt AR metaphors reduced misunderstandings and stress, although using metaphors created by others diminished agency unless they incorporated their own interpretations. Second, learners grasped successful techniques more quickly, increasing motivation, yet some felt anxious about teaching others later because they had not reasoned through the mechanics. Third, AR metaphors strengthened ties to the originating instructor while weakening connections with on-site members. Based on these findings, we present three design takeaways for deploying AR-based visual metaphors into communities of practice in the real-world. Yuto Suzuki, Yuji Hatada, Laia Turmo Vidal, Rintaro Fujino, Daisuke Sakamoto |
DIS | 3 |
| 2026 | Tensions and Opportunities: Accessing Embodied Experience in HCI through Micro-PhenomenologyabstractMicro-phenomenology has recently gained traction in HCI as ways of accessing embodied, lived dimensions of interaction that resist conventional qualitative capture. By foregrounding pre-reflective experience, this approach promises greater experiential precision. However, when designers and HCI researchers attempt to apply Micro-phenomenology in practice, frictions often emerge. The method was not originally designed for design contexts, raising questions about accessibility, adaptability, and epistemic fit. We ask what is gained, transformed, or compromised when micro-phenomenology is brought into design research, and how they might evolve through situated practice. The workshop combines hands-on demonstrations of interviewing and analysis with guided reflective listening, followed by rotating small-group dialogues and material exploration. By bringing together researchers and practitioners interested in embodied and experiential approaches to HCI, the workshop aims to broaden access to micro-phenomenology while spurring critical dialogue about their limitations, transformations, and potential contributions to design research. Xinglin Sun, Yulin Tian 0003, Claudia Núñez-Pacheco, Bruna Petreca, Mirjana Prpa, Courtney N. Reed, Anton Poikolainen Rosén, Ekaterina R. Stepanova, Laia Turmo Vidal |
Creativity & Cognition | 9 |
| 2026 | Taking a Walk on the Wild Side: Effects of Walking in Synchrony with Pitch-Altered Footstep Sounds on Body Perception in Outside the Lab ContextsabstractThe ’Footsteps Illusion’ shows that pitch-altering footstep sounds in real-time affects body perception, gait, and emotion: high versus low frequencies evoke a lighter versus heavier body. We tested whether this illusion extends beyond the lab, where environmental factors matter. Using a mixed-methods approach, twenty-eight participants used a minimal setup to synchronize with three prerecorded pitch-altered footstep soundtracks: Control, High-Frequency, and Low-Frequency. In Experiment 1, they walked a fixed path, with gait recordings, questionnaires, and body visualizations. In Experiment 2, they walked freely across campus routes with High/Low-Frequency soundtracks, followed by post-walk interviews using a novel spatial mapping tool linking body sensations to context. Results replicate the illusion outdoors, showing synchronization with prerecorded sounds as a viable alternative to real-time feedback, and revealing that contextual factors modulate illusion effects. We contribute insights and novel tools (prototype, spatial mapping method, and footstep soundbase) for studying multisensory body perception in everyday contexts. Amar D'Adamo, Karunya Srinivasan, Laia Turmo Vidal, Daniel De La Prida, Luis Antonio Azpicueta-Ruiz, Aleksander Väljamäe, Ana Tajadura-Jiménez |
CHI | 3 |
| 2026 | Aesthetics of Felt Asymmetry
Alice Haynes, Laia Turmo Vidal, Andreas Lindegren, Ran Zhou 0003, Alejandra Gómez Ortega, Joo Young Park, Anna Brynskov, Hannah Johnson, Kristina Höök |
CHI | 2 |
| 2026 | Mapping the Body: Developing Body Maps as Research Tool to Derive Quantifiable and Context-Sensitive Design InsightsabstractResearching body experiences poses challenges due to their inherently subjective and intangible nature. In TEI, more broadly in HCI, methods like body maps capture these experiences. We advance body maps by developing and applying two extensions to body maps to address important dimensions of body experience. These were tested in two studies. The first focuses on design processes aimed at achieving more generalizable data through quantitative methods, while enabling analysis from an individual perspective. Here, we introduce a segmentation approach of body maps for quantifying and comparing body experiences. These maps feature subdivisions of various body areas, derived from a study reporting the effects of movement sonification intervention on body perception. The segmentation allows for precise measurement and comparison of these changes. In the second, we shift to the context in which body experiences take place, presenting context-sensitive body maps anchored in the environment. These maps explore the relationship between body and environment. We present methodologies for researching embodied interactions within TEI. Amar D'Adamo, Laia Turmo Vidal, Karunya Srinivasan, Mohammad Mahdi Dehshibi, Daniel De La Prida, Ana Tajadura-Jiménez |
TEI | 2 |
| 2026 | In-Situ Seeding: Entangling Place & Technology through Sensory Data DialoguesabstractInteractive technology design is situated within environmental and sociocultural context. This pictorial develops an In-Situ Seeding method for engaging with site-specific sensory experiences. This method stems from a previous TEI Studio, where we utilized Sensory Portfolios, digital sensors, and other materials to make sense of interaction in place. We present an annotated collection of our Studio experiences and autobiographical retrospective reflections. These Seeds supported in-situ sensory explorations and examination of entanglements between documentation, data, location, history, and human and more-than-human agents. We contribute to literature around (1) walk-and-talk sensory explorations, (2) situated entanglements with technological artifacts, and (3) relationships between human and non-human agents in shared locations and over varied timescales. Our reflections point towards continued development for In-Situ Seeding as a method and suggest its further use and guidance to support future sensory explorers. Courtney N. Reed, Mónica Mendes, Pedro Galvão-Ferreira, Marion Koelle, Alice Haynes, Fiona Bell, Alexandra Teixeira Riggs, Laia Turmo Vidal, Mathilde Gouin, Vineetha Rallabandi, Karen Anne Cochrane |
TEI | 9 |
| 2026 | Moving with method: using cards in movement-based designabstractAbstract Movement-based design methods have gained increased attention across various research fields and practices, particularly in interaction design. By engaging the body in movement, these methods have the potential to explore a richer, more intuitive, and immersive user experience. A recent project MeCaMinD1 brought together researchers from interaction and sports design to explore, collect, and document movement-based methods and make them practically useful across domains. The methods were explored through a series of workshops, furthering the team’s understanding of their use and practical applicability. This understanding was compiled into a set of design cards that we present here. We discuss the experience of using the resulting cards in movement-based design sessions. We found that while the cards are mostly used in designing, planning, and preparing sessions, they also function as support during the design sessions, used by both facilitators and participants. Based on a final ideation session with both novice and experienced facilitators, we sketch ways to support managing the cards during sessions, integrating them with movement and physical action. Annika Wærn, Lars Elbæk, Robby van Delden, José María Font, Perttu Hämäläinen, Maximus Kaos, Elena Márquez Segura, Maria Normark, Dees B. W. Postma, Dennis Reidsma, Lærke Schjødt Rasmussen, Ana Tajadura-Jiménez, Laia Turmo Vidal, José Manuel Vega-Cebrián, Rasmus Vestergaard Andersen |
Interact. Comput. | 13 |
| 2025 | Temporal Trajectories: Characterizing Somatic Experiences that Unfold Over Time
Laia Turmo Vidal, Ana Tajadura-Jiménez, Judith Ley-Flores |
Conference on Designing Interactive Systems | 1 |
| 2025 | Towards Personalized Physiotherapy through Interactive Machine Learning: A Conceptual Infrastructure Design for In-Clinic and Out-of-Clinic SupportabstractMachine learning (ML) is increasingly used in healthcare practices, due to its potential to support personalization, diagnostic and prediction, automatization, and increase effectiveness. In physiotherapy, most existing ML solutions suggest replacing the physiotherapist, neglecting the complexity of their skills and practice. We articulate an alternative to the design of ML technology for physiotherapy: one that emphasizes the relational aspects of the practice and offers personalized support to physiotherapists and patients alike. Based on domain studies and design explorations with physiotherapists, interaction designers and ML experts, we present 1) insights on physiotherapy's in-clinic and out-of-clinic looped structure, 2) opportunities and requirements to integrate ML in that loop, and 3) a conceptual interactive ML-based infrastructure that exploits those opportunities. Our work widens current ML developmental aims for physiotherapy, proposing a vision that encodes sustainable sociotechnical relationships in healthcare practices. Laia Turmo Vidal, Annika Wærn, Rosa Cabanas-Valdés, Lauren van Loo, Yinchu Li, Karthik Venkataraman Meenaakshisundaram |
CHI | 1 |
| 2025 | Toward Feminist Ways of Sensing the Menstruating BodyabstractBodily fluids associated with the menstruating body are often disregarded in the design of menstrual-tracking technologies despite their potential to provide valuable knowledge about the menstrual cycle. We prototyped a finger-worn sensor that measures vaginal fluid conductivity, which fluctuates throughout the cycle, and brought it into conversation with people through two speculative workshops (18 people), four fabrication workshops (17 people), and a deployment study where participants brought the sensor into their daily lives (7 people). We unpack that taking a material and sensory approach to intimate tracking nurtures a feminist way of sensing while creating tensions around how we want to know our bodies-tensions around how, where, and when to touch the body, hygiene, data storage, interpretation practices, and labor. With epistemological commitments to feminist materialist and post-human theory, we invite designers to embrace these tensions. Nadia Campo Woytuk, Anupriya Tuli, Joo Young Park, Laia Turmo Vidal, Deirdre Tobin, Anuradha Venugopal Reddy, Beatrice Vincenzi, Jan Maslik, Marianela Ciolfi Felice, Madeline Balaam |
CHI | 4 |
| 2025 | Sensory Data Dialogues: A Somaesthetic Exploration of Bordeaux through Five SensesabstractThe design of interactive systems and digital artefacts often makes use of digital or analog sensory data as a way to “capture” human senses and sensory experiences. Yet, designing for and with sensory data is complex because of our unique, embodied ways of making sense of our somatosensory experiences. Sensory data does not have one prescribed meaning for everyone. We propose a one-day Studio at TEI to start a dialogue about work with sensory data and its representation of human sensory experience. Specifically, we propose a guided walk and series of sensory explorations in Bordeaux to contemplate the interplay between first-person somatosensory experiences and streams of site-specific data from various sensors. By walking and noticing together, this Studio invites participants to engage in a process of creative reflection on their felt experiences, their connection to their surroundings, and their stance within or outside the design community. Fiona Bell, Karen Anne Cochrane, Alice Haynes, Courtney N. Reed, Alexandra Teixeira Riggs, Marion Koelle, Laia Turmo Vidal, Vineetha Rallabandi |
TEI | 7 |
| 2024 | Movits: a Minimalist Toolkit for Embodied SketchingabstractWe present the design and evaluation of the Movits, a minimalist toolkit for embodied sketching design explorations. The toolkit includes technology probes featuring minimalist wearable digital units that support the hands-on exploration and design of movement-driven interactions using multisensory feedback. The Movits are self-contained and generate audiovisual or vibrotactile patterns in response to movement-based inputs. We present the theoretical and empirical grounding driving our design process. We discuss the findings of using the Movits during four co-design workshops with design students, technologists, dancers and physiotherapists, where they resulted in being generative and adaptable to a range of embodied design approaches. We contend that the Movits can be favourable for those interested in a holistic design approach to wearables in general and specifically for those targeting movement-based application domains. © The Authors, 2024. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems Conference, https://dx.doi.org/10.1145/3643834 José Manuel Vega-Cebrián, Laia Turmo Vidal, Ana Tajadura-Jiménez, Tomás Bonino Covas, Elena Márquez Segura |
Conference on Designing Interactive Systems | 2 |
| 2024 | Body Sensations as Design Material: An Approach to Design Sensory Technology for Altering Body PerceptionabstractSensory technologies alter how we perceive our body, which can have profound implications for multiple domains. Prior work has contributed a myriad of artefacts and evaluative studies, but we still lack design knowledge to design meaningful body perception alterations facilitated by sensory technologies. To address this gap, we draw from soma design to propose a methodological approach centered on body sensations as design material. We articulate our approach based on a project on co-designing wearables to alter body perception together with professional dancers. Our approach involves engaging participants in articulating and sharing body sensations to others, and exploring somatically sensory stimuli to co-design concepts for future technologies. We contribute experiential facets of body sensations, movement and sensory potentials to alter sensations, methods and design strategies, and a collection of ideas. Our work can be relevant to design communities interested in sensory technologies, perceptual alterations and body sensations as material. Laia Turmo Vidal, José Manuel Vega-Cebrián, María Concepción Valdez Gastelum, Elena Márquez Segura, Judith Ley-Flores, Joaquín Díaz Durán, Ana Tajadura-Jiménez |
Conference on Designing Interactive Systems | 1 |
| 2024 | SoniWeight Shoes: Investigating Effects and Personalization of a Wearable Sound Device for Altering Body Perception and BehaviorabstractChanges in body perception influence behavior and emotion and can be induced through multisensory feedback. Auditory feedback to one’s actions can trigger such alterations; however, it is unclear which individual factors modulate these effects. We employ and evaluate SoniWeight Shoes, a wearable device based on literature for altering one’s weight perception through manipulated footstep sounds. In a healthy population sample across a spectrum of individuals (n=84) with varying degrees of eating disorder symptomatology, physical activity levels, body concerns, and mental imagery capacities, we explore the effects of three sound conditions (low-frequency, high-frequency and control) on extensive body perception measures (demographic, behavioral, physiological, psychological, and subjective). Analyses revealed an impact of individual differences in each of these dimensions. Besides replicating previous findings, we reveal and highlight the role of individual differences in body perception, offering avenues for personalized sonification strategies. Datasets, technical refinements, and novel body map quantification tools are provided. Amar D'Adamo, Marte Roel Lesur, Laia Turmo Vidal, Mohammad Mahdi Dehshibi, Daniel De La Prida, Joaquín Díaz Durán, Luis Antonio Azpicueta-Ruiz, Aleksander Väljamäe, Ana Tajadura-Jiménez |
CHI | 3 |
| 2024 | Grand Challenges in SportsHCIabstractThe field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercise motivation, and ultimately, improve human well-being. Samitha Elvitigala, Armagan Karahanoglu, Andrii Matviienko, Laia Turmo Vidal, Dees B. W. Postma, Michael D. Jones, Maria Fernanda Montoya, Daniel Harrison, Lars Elbæk, Florian Daiber, Lisa Anneke Burr, Rakesh Patibanda, Paolo Buono, Perttu Hämäläinen, Robby van Delden, Regina Bernhaupt, Xipei Ren, Vincent van Rheden, Fabio Zambetta, Elise van den Hoven, Carine Lallemand, Dennis Reidsma, Florian 'Floyd' Mueller |
CHI | 4 |
| 2024 | Envisioning Ubiquitous Biosignal Interaction with MultimediaabstractBiosensing technologies are on their way to becoming ubiquitous in multimedia interaction.These technologies capture physiological data, such as heart rate, breathing, skin conductance, and brain activity.Researchers are exploring biosensing from perspectives including engineering, design, medicine, mental health, consumer products, and interactive art.These technologies can enhance our interactions, allowing us to connect with our bodies and others around us across diverse application areas.However, the integration of biosignals in HCI presents new challenges pertaining to choosing what data we capture, interpreting these data, its representation, application areas, and ethics.There is a need to synthesize knowledge across diverse perspectives of researchers and designers spanning multiple domains and to map a landscape of the challenges and opportunities of this research area.The goal of this workshop is to exchange knowledge in the research community, introduce novices to this emerging field, and build a future research agenda. Ekaterina R. Stepanova, Alice Haynes, Laia Turmo Vidal, Francesco Chiossi, Abdallah El Ali, Luis Quintero, Yoav Luft, Nadia Campo Woytuk, Sven Mayer |
MUM | 3 |
| 2024 | Body Transformation: An Experiential Quality of Sensory Feedback Wearables for Altering Body PerceptionabstractBody perception has a significant impact on people’s motor, emotional, and social functioning. We evaluated the potential of four different existing wearable prototypes, which provide sound or haptic bodily feedback to alter body perception. In a Research through Design workshop, we invited professional dancers as expert study participants to explore and assess our prototypes. Based on the workshop’s insights, we articulate the experiential quality of Body Transformation, which characterizes how dancers perceive and experience their bodies while interacting with such prototypes. The quality encompasses a perceptual and holistic transformation, impacting the feelings about body, movement and emotions, and where the sensory feedback’s evocative power is crucial. Additionally, it elicits different transformation valuations. We contribute a deeper understanding of the impact of sensory feedback on body perception, its potential for transforming people’s overall body experience, and methodological insights on the potential of working with dancers to evaluate wearable sensory technology. Laia Turmo Vidal, Ana Tajadura-Jiménez, José Manuel Vega-Cebrián, Judith Ley-Flores, Joaquín Díaz Durán, Elena Márquez Segura |
TEI | 1 |
| 2023 | Design Resources in Movement-based Design Methods: a Practice-based CharacterizationabstractMovement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the field, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice. José Manuel Vega-Cebrián, Elena Márquez Segura, Laia Turmo Vidal, Omar Valdiviezo-Hernández, Annika Wærn, Robby van Delden, Joris P. Weijdom, Lars Elbæk, Rasmus Vestergaard Andersen, Søren Lekbo, Ana Tajadura-Jiménez |
Conference on Designing Interactive Systems | 3 |
| 2023 | Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design ProbeabstractThe paramount measure of success for a machine learning model has historically been predictive power and accuracy, but even a gold-standard accuracy benchmark fails when it inappropriately misrepresents a disabled or minority body. In this work, we reframe the role of machine learning as a provocation through a case study of participatory work co-creating exergames by employing machine learning and its training as a source of play and motivation rather than an accurate diagnostic tool for children with and without Sensory Based Motor Disorder. We created a design probe, Cirkus, that supports nearly any aminal locomotion exergame while collecting movement data for training a bespoke machine learning model. During 5 participatory workshops with a total of 30 children using Cirkus, we co-created a catalog of 17 exergames and a resulting machine-learning model. We discuss the potential implications of reframing machine learning’s role in Assistive Technology for values other than accuracy, share the challenges of using “messy” movement data from children with disabilities in an ever-changing co-creation context for training machine learning, and present broader implications of using machine learning in therapy games. Jared Duval, Laia Turmo Vidal, Elena Márquez Segura, Yinchu Li, Annika Wærn |
ASSETS | 2 |
| 2023 | Towards Advancing Body Maps as Research Tool for Interaction DesignabstractBody maps are a popular tool in body-centric design, facilitating a sensitization and expression of felt sensations and emotions. Yet, they also bring forth assumptions about the body and our somatic experience. Based on an open and exploratory design ideation inquiry, we have started to explore how body maps could be advanced so as to cater to a plurality of bodies and aspects that shape somatic experiences. We present an annotated portfolio featuring six design themes (temporality, sociality, representativeness, granularity, context, focus). These themes help us examine implicit assumptions of current body maps, and offer possible alternatives for what future body maps could become. We contribute our themes, inspirational design ideas and practical design techniques to help craft novel body maps. Our contributions can serve as inspiration to others, towards advancing body maps as a research tool for body-centric interaction design. Laia Turmo Vidal, Yinchu Li, Martin Stojanov, Karin B. Johansson, Beatrice Tylstedt, Lina Eklund |
TEI | 1 |
| 2023 | Intercorporeal Biofeedback for Movement LearningabstractTechnology-supported movement learning has received increased attention in HCI. Previous design research has mostly focused on individual experiences, even though the social and situated context is essential to movement learning practices. Based on the experiences from two design projects in the fitness domain featuring open-ended biofeedback artefacts, we propose Intercorporeal Biofeedback as a strong concept to support the design and use of biofeedback in such practices. We ground the concept in situated movement learning theory, phenomenology of social cognition, and HCI work on biofeedback. We articulate four key characteristics of intercorporeal biofeedback: it provides participants with a shared frame of reference , upon which they engage in fluid meaning allocation and use it to guide attention and action , becoming an interactional resource . Intercorporeal biofeedback can serve to guide future design work for situated, social movement practices. Laia Turmo Vidal, Elena Márquez Segura, Annika Wærn |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2022 | Visualizing Instructions for Physical Training: Exploring Visual Cues to Support Movement Learning from Instructional VideosabstractInstructional videos for physical training have gained popularity in recent years among sport and fitness practitioners, due to the proliferation of affordable and ubiquitous forms of online training. Yet, learning movement this way poses challenges: lack of feedback and personalised instructions, and having to rely on personal imitation capacity to learn movements. We address some of these challenges by exploring visual cues’ potential to help people imitate movements from instructional videos. With a Research through Design approach, focused on strength training, we augmented an instructional video with different sets of visual cues: directional cues, body highlights, and metaphorical visualizations. We tested each set with ten practitioners over three recorded sessions, with follow-up interviews. Through thematic analysis, we derived insights on the effect of each set of cues for supporting movement learning. Finally, we generated design takeaways to inform future HCI work on visual cues for instructional training videos. Alessandra Semeraro, Laia Turmo Vidal |
CHI | 2 |
| 2022 | Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers' Experiences during the Covid-19 PandemicabstractDesign practices targeting playful movement-based interaction are changing rapidly with both technological and societal developments. In this paper, we provide a snapshot of movement-based interaction designers’ experiences during the Covid-19 pandemic, by interviewing designers working in diverse roles that integrate physical human body movement and digital technologies (i.e., exergame and wearable game designers, playground and landscape architects, sports and dance trainers, and Sports-HCI professionals). Using grounded theory, we have identified two tactics from the designers’ experiences: (i) the significance of face-to-face embodied interactions throughout the entire movement-based interaction design process, and (ii) the importance of positive, yet critical, attitudes to technology for designing bodily experiences, including mixed use of non-technical materials and tools for rapid prototyping and iteration. However, it was evident that such tactics are often not feasible without physical interaction between the designer and users. The restrictions imposed by Covid-19, therefore, further revealed the importance of body movement to designing a playful movement-based interaction — from ideation to execution and testing. This paper offers a worrying view of movement-based interaction design during the Covid-19 era, while calling for further investigation to enrich the discourse that could contribute to this field, possibly also beyond the circumstances of the Covid-19 pandemic. Solip Park, Perttu Hämäläinen, Annakaisa Kultima, Laia Turmo Vidal, Elena Márquez Segura, Dennis Reidsma |
FDG | 4 |
| 2021 | SoniBand: Understanding the Effects of Metaphorical Movement Sonifications on Body Perception and Physical ActivityabstractNegative body perceptions are a major predictor of physical inactivity, a serious health concern. Sensory feedback can be used to alter such body perceptions; movement sonification, in particular, has been suggested to affect body perception and levels of physical activity (PA) in inactive people. We investigated how metaphorical sounds impact body perception and PA. We report two qualitative studies centered on performing different strengthening/flexibility exercises using SoniBand, a wearable that augments movement through different sounds. The first study involved physically active participants and served to obtain a nuanced understanding of the sonifications’ impact. The second, in the home of physically inactive participants, served to identify which effects could support PA adherence. Our findings show that movement sonification based on metaphors led to changes in body perception (e.g., feeling strong) and PA (e.g., repetitions) in both populations, but effects could differ according to the existing PA-level. We discuss principles for metaphor-based sonification design to foster PA. Judith Ley-Flores, Laia Turmo Vidal, Nadia Bianchi-Berthouze, Aneesha Singh, Frédéric Bevilacqua, Ana Tajadura-Jiménez |
CHI | 2 |
| 2021 | Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games ModelabstractThe design space of social exergames remains narrow despite the many benefits of playing and exercising together. Towards opening this design space, we followed a Research through Design (RtD) approach focused on exergames that can be fun and immersive social training experiences. Through embodied sketching activities with designers and 10 pairs of players, we explored future games for the ExerCube, an immersive exergame platform. Our work contributes with forms of intermediate-level knowledge: a design space model (the Immersive Social Fitness—ImSoFit—Games model); and a novel design vocabulary including new bodily orientations in co-located physical interaction. We illustrate their use and value scrutinizing three of our games and applying three analytical lenses to 1) understand how design choices impact how players move together; 2) evaluate design expectations and analyze players’ behavior in relation to design choices; and 3) potentially extend the design space of immersive co-located social fitness games. Elena Márquez Segura, Katja Rogers, Anna Lisa Martin-Niedecken, Stephan Niedecken, Laia Turmo Vidal |
CHI | 5 |
| 2021 | Physical Warm-up Games: Exploring the Potential of Play and Technology DesignabstractWarm-up games are widespread practices in multiple activities across domains, yet little scholarly work can be found about their role in physical training. Here, we study potential goals and benefits of warm-up games, and explore opportunities for technology inclusion through investigating a collection of warm-up games gathered: online, from a survey of online warm-up games curated, described, and used by Physical Education teachers; and in person, from an ongoing design research work as part of a technology-supported circus training course. Further, in the context of the latter, we conducted explorative design interventions, augmenting a range of the warm-up games with wearable technology. Our work surfaces major goals and benefits of warm-up games, which can be broadly classified as preparing participants physically, socially, and mentally. We also show how the inclusion of open-ended technology can support these goals and discuss broader opportunities for technology inclusion in warm-up games. Elena Márquez Segura, Laia Turmo Vidal, Annika Wærn, Jared Duval, Luis Parrilla Bel, Ferran Altarriba Bertran |
CHI | 2 |
| 2021 | The Design Space of Wearables for Sports and Fitness PracticesabstractThe growing interest in wearables for sports and fitness calls for design knowledge and conceptualizations that can help shape future designs. Towards that end, we present and discuss a design space of wearables for these practices, based on a survey of previous work. Through a thematic analysis of 47 research publications in the domain, we surface core design decisions concerning wearability, technology design, and wearable use in practice. Building on these, we show how the design space takes into account the goals of introducing technology, that design decisions can be either directly designed, or left open for appropriation by end-users; and the social organization of the practice. We characterize prior work based on the design space elements, which yields trends and opportunities for design. Our contributions can help designers think about key design decisions, exploit trends and explore new areas in the domain of wearables for sports and fitness practices. Laia Turmo Vidal, Annika Wærn, Elena Márquez Segura |
CHI | 1 |
| 2020 | Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction DesignabstractIn this pictorial, we turn to culture and traditions to present an annotated portfolio of play-food potentials, i.e. interesting design qualities and/or interaction mechanisms that could help promote playful and social engagement in food practices. Our portfolio emerged from a one-day workshop where we played with and analyzed a collection of 27 food traditions from diverse cultural backgrounds and historical periods. We highlight play forms and experiential textures that are underexplored in Human-Food Interaction (HFI) research. Our contribution is intended to inspire designers to broaden the palette of play experiences and emotions embraced in HFI. Ferran Altarriba Bertran, Jared Duval, Elena Márquez Segura, Laia Turmo Vidal, Yoram Chisik, Marina Juanet Casulleras, Oscar García Pañella, Katherine Isbister, Danielle Wilde |
Conference on Designing Interactive Systems | 4 |
| 2020 | BodyLights: Open-Ended Augmented Feedback to Support Training Towards a Correct Exercise ExecutionabstractTechnologies targeting a correct execution of physical training exercises typically use pre-determined models for what they consider correct, automatizing instruction and feedback. This falls short on catering to diverse trainees and exercises. We explore an alternative design approach, in which technology provides open-ended feedback for trainers and trainees to use during training. With a personal trainer we designed the augmentation of 18 strength training exercises with BodyLights: 3D printed wearable projecting lights that augment body movement and orientation. To study them, 15 trainees at different skill levels trained three times with our personal trainer and BodyLights. Our findings show that BodyLights catered to a wide range of trainees and exercises, and supported understanding, executing and correcting diverse technique parameters. We discuss design features and methodological aspects that allowed this; and what open-ended feedback offered in comparison to current technology approaches to support training towards a correct exercise execution. Laia Turmo Vidal, Abraham Riego-Delgado |
CHI | 1 |
| 2020 | Training Body Awareness and Control with Technology Probes: A Portfolio of Co-Creative Uses to Support Children with Motor ChallengesabstractTechnology probes have been used in co-creative embodied design processes to spur creativity and generate design ideas. We present a range of Training Technology Probes (TTPs), designed to facilitate collocated physical and social training. We deployed them in the context of a physical training course for children with motor challenges, where they were tested and iterated onsite through our participants' (instructors' and children's) creative uses. We report on intended/expected uses as well as improvised ones resulting from creative appropriations that were found useful in our physical activity. We discuss key core properties of the TTPs that supported productive creative appropriation. This work adds to others on technology probes by emphasizing their generative value in goal-oriented somatic explorations and practices, like our training course. Laia Turmo Vidal, Elena Márquez Segura, Luis Parrilla Bel, Annika Wærn |
TEI | 1 |
| 2019 | Circus, Play and Technology Probes: Training Body Awareness and Control with ChildrenabstractPhysical training can be frustrating and hard, especially for those who experience additional challenges to access and control their proprioceptive senses. In the context of designing for children with Sensory-based Motor Disorder, we designed and deployed a series of Training Technology Probes to be used in circus training. Here we focus on how these were used, tested, and appropriated by children and instructors during a six-week circus training course. Through these explorations, we identified a range of potential benefits from using their functions in training. We present the Physical Training Technology Probes and the benefits they brought to training. We show how the technology functions helped children focus and provided feedback related to posture and balance. Furthermore, their open-ended designs and versatile options for use were crucial in exploring their contributions to training, and in how they helped foster creative engagement with technology and training. Our work contributes towards understanding the specific requirements when designing for the target group, and more generally contributes with design strategies for technology support for skill training. Elena Márquez Segura, Laia Turmo Vidal, Luis Parrilla Bel, Annika Wærn |
Conference on Designing Interactive Systems | 2 |
| 2019 | Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support InstructionabstractDesigning technology to support instructed physical training is challenging, due to how instructions rely on complex interactional and situational social processes. To support in-the-moment instruction, we engaged in a co-creative Research through Design process with a Yoga instructor. Together, we designed and deployed Enlightened Yoga: a training class featuring wearable projecting lights that augment the instructor's and trainee's movements, and highlight the orientation and positioning of key body parts. We present insights from the design process and a study of the class. We show how the wearable lights enabled a new shared frame of reference between instructor and trainees, that became instructable through the way participants could reference and orient themselves to it. This allowed the instructor to extend his instructional strategies, and enabled trainees to better act upon cues. We discuss how this was made possible by jointly designing the technology, its coupling with the body, instructions and exercises. Laia Turmo Vidal, Elena Márquez Segura, Christopher Boyer, Annika Wærn |
Conference on Designing Interactive Systems | 1 |
| 2019 | ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game SetupabstractToday's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups. Anna Lisa Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, Elena Márquez Segura |
CHI | 3 |
| 2018 | Movement Correction in Instructed Fitness Training: Design Recommendations and OpportunitiesabstractThe use of technology to assist in instructed fitness training in collocated social settings is underexplored. Here we focus on how technology can be designed to fit within, leverage, and be part of the strategies and tools that fitness trainees and instructors use to detect and correct performance errors. Drawing on ethnomethodological approaches and using the concept of correction to focus our analysis, we scrutinize the interaction between instructor and trainees in two fitness activities, AntiGravity Fitness and Pilates. We identify social configurations and resources employed in instances of correction. We also present an analytical tool useful for deconstructing such correction processes, highlighting the strategies and resources used by the social actors, and their impact on performance. Based on insights gained from our analyses, we propose design recommendations and identify design opportunities that capitalize on existing tools and collaborative correction strategies, such as scaffolding the correction process. Laia Turmo Vidal, Elena Márquez Segura, Annika Wærn |
Conference on Designing Interactive Systems | 1 |
| 2018 | Playing Close to Home: Interaction and Emerging Play in Outdoor Play InstallationsabstractOutdoor play is becoming an increasingly marginalised activity in the urban landscape. Even in HCI, research on interactive solutions for outdoor play has largely been limited to special areas and in particular playgrounds. But children play everywhere, and especially play close to home is central in children's play activities. In this article we draw upon knowledge about designing for children's play in interaction design as well as in landscape architecture, to study how interactive play installations can be integrated in outdoor environments of a residential area. We present a field study in which digitally enhanced play installations were installed, in dialogue with the landscape, in between the buildings of a residential area. We focus on how emerging play activities made use of the installations as well as of the surrounding landscape in expected as well as unexpected ways. Based on the observations, we discuss how residential play is special, and how this affects how to design for it. Jon Back, Laia Turmo Vidal, Annika Wærn, Susan Paget, Eva-Lotta Sallnäs |
CHI | 2 |
| 2018 | Designing for Instructed Physical TrainingabstractThe use of technology to assist in instructed physical training in collocated, social settings remains underexplored. In this short paper, I present an overview of my PhD research, which focuses on designing for supporting these activities and opening up their design space by taking into consideration the spatial, physical and social contexts in which they unravel. Following a Research Through Design approach, I conduct a series of design explorations to investigate how to ecologically design technological support for in-the-moment instructed physical training. Laia Turmo Vidal |
TEI | 1 |
| 2016 | Embodied SketchingabstractDesigning bodily experiences is challenging. In this paper, we propose embodied sketching as a way of practicing design that involves understanding and designing for bodily experiences early in the design process. Embodied sketching encompasses ideation methods that are grounded in, and inspired by, the lived experience and includes the social and spatial settings as design resources in the sketching. Embodied sketching is also based on harnessing play and playfulness as the principal way to elicit creative physical engagement. We present three different ways to implement and use embodied sketching in the application domain of co-located social play. These include bodystorming of ideas, co-designing with users, and sensitizing designers. The latter helps to uncover and articulate significant, as well as novel embodied experiences, whilst the first two are useful for developing a better understanding of possible design resources. Elena Márquez Segura, Laia Turmo Vidal, Asreen Rostami, Annika Wærn |
CHI | 2 |