Pressure-Based Interaction Techniques for Supporting Feedback Strategies in Sports
This thesis provides evidence for the use of pressure-based input to facilitate the provision of in-situ performance information in extreme Human Computer Interaction scenarios. In such scenarios there is a risk that providing more information to the user would increase workload, be distracting and ultimately dangerous. However, it is in these extreme sce-narios that users could really beneﬁt from feedback. One such scenario is Roller Derby skating, a full contact sport played on quad roller skates. This thesis identiﬁes the need for providing lap time performance information during skating and provides a detailed exploration of interaction design using pressure as an input method. The ﬁrst experiment explored the role of signal conditioning on the controllability of pressure-based interactions with visual feedback. Some clariﬁcations are given on the role of pressure sensor data mapping functions and open source signal conditioning circuit de-signs are provided. A second experiment compared the performance of users selecting a target pressure level from three levels using visual, audio and vibrotactile feedback. The results suggested that accuracy rates dropped signiﬁcantly with non-visual feedback. A third set of experiments explored simplifying the use of pressure input to only allow positive changes in pressure level. Using this simpliﬁed input it was hypothesised that users would no longer require feedback. The initial experiment results refuted the hypoth-esis. A ﬁnal experiment showed that vibrotactile feedback was shown to be as eﬀective as visual feedback. The ﬁnal study tested the implementation of a lap time performance training aid with roller derby skaters. Pressure input and vibrotactile feedback was shown to allow users to eﬀectively request comparative lap time information. Allowing the skater to manually request feedback, rather than automatically at the end of every lap, was shown to improve skaters own estimate of their performance. This thesis concludes with a set of guidelines on the use of pressure-based interactions using vibrotactile feedback to enable the presentation of task-related information to users in extreme mobile scenarios.
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