Human-Centred Design and Exercise Games

Users ' Experiences of a Fitness Adventure Prototype
  • Antti Väätänen
  • Jaana Leikas
Part of the Intelligent Systems, Control, and Automation: Science and Engineering book series (ISCA, volume 37)

Nowadays, there are advantageous fitness gadgets and measurement systems available as well as specific fitness and GPS mobile phones on the market. This development process has enabled the advancement of new kind of game-like fitness concepts. This development means that the design requirements for new exercise gaming concepts become more challenging, and consequently, the challenges for the design thinking increase. This paper presents the design process of the Fitness Adventure prototype, based on Human-centred Design (HCD) with some new conceptual tools such as form of life, making the design of the contents of experiences easier. Based on the user feedback and results of the design process we give practical guidelines for the design of exergames. Before introducing the exergame design principles, a short overview of the history of fitness games is introduced.

Keywords

Europe Osteoporosis Marketing Assure Hunt 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 3D Innovations. (2008). PCGameBike Home Page. http://www.pcgamerbike.com/. Accessed 19 September 2008.
  2. Adidas Ag & Polar Electro Oy. (2008). Adidas-Polar. http://www.adidas-polar.com/. Accessed 19 September 2008.
  3. Apple Inc. (2008). Apple − Nike + iPod. http://www.apple.com/ipod/nike/. Accessed 19 September 2008.
  4. Asikainen, T.-M., Suni, J. H., Pasanen, M. E., Oja, P., Rinne, M. B., Miilunpalo, S. I., Nygård, C.-H. A., & Vuori, I. M. (2006). Effect of brisk walking in 1 or 2 Daily bouts and moderate resistance training on lower-extremity muscle strength, balance, and walking performance in women who recently went through menopause: A Randomized, controlled trial. Physical Therapy, 86(7), 912–923.Google Scholar
  5. Atari Gaming Headquarters — Atari Project Puffer Page http://atarihq.com/othersec/puffer/ index.html. Accessed 19 September 2008.
  6. Buttussi, F., Chittaro, L., & Nadalutti, D. (2006). Bringing mobile guides and fitness activities together: a solution based on an embodied virtual trainer. In Proceedings of the 8th conference on Human-Computer Interaction with Mobile Devices and Services (pp. 29–36). September 2006, Helsinki.Google Scholar
  7. Carraro, G. U., Cortes, M., Edmark, J. T., & Ensor, J. R. (1998). The peloton bicycling simulator. In Proceedings of the third symposium on Virtual reality modeling language (pp. 63–70). Monterey, California.CrossRefGoogle Scholar
  8. EasyGPS. http://www.easygps.com/. Accessed 19 September 2008.
  9. Davis, S. B., Moar, M., Jacobs, R., Watkins, M., Riddoch, C., & Cooke, K. (2006). ‘Ere be Dragons: Heart and Health. Pergames'06 Third International Workshop on Pervasive Gaming Applications. Dublin, Ireland.Google Scholar
  10. Groundspeak Inc. (2008a). Geocaching — The Official Global GPS Cache Hunt Site. http://www.geocaching.com/. Accessed 19 September 2008.
  11. Groundspeak Inc. (2008b). Wherigo — Tools for creating GPS-enabled adventures. http://www.wherigo.com/. Accessed 19 September 2008.
  12. Halti Ltd. (2008). Halti Ai Jacket. http://www.halti.fi/dynamic/2/1372.html. Accessed 19 September 2008.
  13. Höysniemi, J. (2006). International Survey on the Dance Dance Revolution Game. Computers in Entertainment (CIE), 4(2).Google Scholar
  14. InterAction Laboratores Inc. (2008). Exerstation. http://www.ia-labs.com/ViewFitnessMarket.aspx? ID=13. Accessed 19 September 2008.
  15. IPerG – Integrated Project of Pervasive Games. http://www.pervasive-gaming.org/index.php. Accessed 19 September 2008.
  16. ISO 13407. (1999). Human-centred design processes for interactive systems. International standard. International Standardization Organization. Geneve.Google Scholar
  17. Konami Digital Entertainment. (2008). Dance Products. http://www.konami.com/Konami/ ctl3810/cp18756/cl0/Genre?attrib_search=Y&attrib_cnt=1&attrib_id_0=2340&attrib_value_0= Dance. Accessed 19 September 2008.
  18. Lainio, S., Väätänen, A., Välkkynen, P., Heinilä, J., Lakaniemi, S., & Mänttäri, A., Mäenpää, S. (2001). Virku — Virtual Fitness Centre. International Congress on Bridging Sport, Excercise and Lifestyle Activity for Health. February 2001, Lahti, Finland. Finnish Society for Research in Sports and Physical Education, 35–37.Google Scholar
  19. Lampila, P. & Lähteenmäki, L. (2006). Relationship of motives and attitudes towards new playful ways to exercise. 20th Annual Conference of the European Health Psychology Society. August and September 2006, Warsaw, Poland. Psychology & Health, 21(1), 87.Google Scholar
  20. Lappset group Ltd. (2008). SmartUs Playgrounds. http://www.smartus.com/. Accessed 19 September 2008.
  21. Leikas, J., Mattila, J., Cluitmans, L., & Urhemaa, T. (2003). IMS - Intuitive Movement Sensing Method. In Smart Objects Conference: Proceedings (pp. 200–203). May 2003, Grenoble.Google Scholar
  22. Leikas, J. & Lehto, R. (2006). Mobile Fitness Application for the Ageing Population. In Proceedings of the ASK-IT 2006 International Conference. October 2006, Nice, France, ASK-IT & European Commission.Google Scholar
  23. Leikas, J. & Saariluoma, P. (2008a). Older People's Representations of ICT-Services: Female Cautiousness Effect. In Proceedings of Workshop on Cognition and the Web: Information Processing, Comprehension and Learning (pp. 97–100). April 2008, Granada, Spain.Google Scholar
  24. Leikas, J. & Saariluoma, P. (2008b). ‘Worth’ and mental contents in designing for ageing citizens' form of life. Gerontechnology, forthcoming.Google Scholar
  25. Mattila J. & Väätänen A. (2006). UbiPlay: an interactive playground and visual programming tools for children. In Proceeding of the 2006 conference on Interaction design and children (pp. 129–136). June 2006, Tampere, Finland.CrossRefGoogle Scholar
  26. Mokka S., Väätänen, A., Heinilä, J., & Välkkynen, P. (2003). Fitness computer game with a bodily user interface. In Proceedings of Second international conference on Entertainment computing, ICEC. May 2003, Carnegie Mellon University Pittsburgh, PA, USA.Google Scholar
  27. Nintendo. (2008). Wii at Nintendo. http://www.nintendo.com/wii. Accessed 19 September 2008.
  28. Nokia Corporation. (2008a). Mupe — Main: Mupe. http://www.mupe.net/. Accessed 19 September 2008.
  29. Nokia Corporation. (2008b). Nokia Nseries N95. http://www.nseries.com/products/n95. Accessed 19 September 2008.
  30. Nokia Corporation. (2008c). Nokia Europe — Nokia 5500 Sport support. http://europe.nokia.com/ A4164325. Accessed 19 September 2008.
  31. Rasinaho, M., Hirvensalo, M., Leinonen, R., Lintunen, T., & Rantanen, T. (2006). Randomized controlled trial on the effect of physical activity counselling on physical activity among older people. 18th Nordic Congress of Gerontology (pp. 36). May 2006, Jyväskylä.Google Scholar
  32. Ruoppila, I. (2002). Psyykkisen toimintakyvyn tukeminen. In E. Heikkinen & M. Marin (Eds.), Vanhuuden voimavarat (pp. 119–150). Helsinki: Tammi.Google Scholar
  33. Ryan, R. M., Frederick, C. M., Lepes, D., Rubio, N., & Sheldon, K. M. (1997). Intrinsic Motivation and Exercise Adherence. International Journal of Sport Psychology, 28, 335–354.Google Scholar
  34. S60 Home. (2008). http://www.s60.com/. Accessed 19 September 2008.
  35. Sony Computer Entertainment Europe. (2008). EyeToy®: Kinetic. http://www.eyetoykinetic.com/. Accessed 19 September 2008.
  36. Sony Ericsson. (2008). Sony Ericsson — Mobile phones — Overview — W710i. http:// www.sonyericsson.com/cws/products/mobilephones/overview/w710i. Accessed 19 September 2008.
  37. Stepmania. http://www.stepmania.com/. Accessed 19 September 2008.
  38. Strömberg, H., Väätänen, A., & Räty, V.-P. (2002). A Group game played in interactive virtual space — Design and evaluation. In Proceedings of DIS2002: Designing Interactive Systems (pp. 56–63). June 2002, London.Google Scholar
  39. Suomela, R., Räsänen, E., Koivisto, A., & Mattila, J. (2004). Open-Source Game Development with the Multi-User Publishing Environment (MUPE) Application Platform. Proceedings of the Third International Conference on Entertainment Computing 2004. In M. Rauterberg (ed.), Lecture Notes in Computer Science 3166 (pp. 308–320). Springer.Google Scholar
  40. TopoGrafix. (2008). GPX: the GPS Exchange Format. http://www.topografix.com/gpx..asp. Accessed 19 September 2008.
  41. Van Heuvelen, M., Kempen, G., Brouwer, W., & De Greef, M. (2000). Physical fitness related to disability in older persons. International Journal of Experimental, Clinical and Behavioural Gerontology, 46(6), 2000.Google Scholar
  42. VTT. (2008). Exergame project. http://virtual.vtt.fi/exergame/. Accessed 19 September 2008.
  43. Väätänen, A., Leikas, J., Heino, I., Liikka, J., & Pihlajamaa, O. (2007). Fitness Adventure — location based fitness game. In Proceedings of the 4th International Symposium on Pervasive Gaming Applications (pp. 107–113). June 2007, Salzburg, Austria. Aachen, Germany: Shaker Verlag Gmbh.Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  • Antti Väätänen
    • 1
  • Jaana Leikas
    • 1
  1. 1.VTT Technical Research Centre of Finland Tekniikankatu 1, TampereFinland

Personalised recommendations