Design opportunities for wearable devices in learning to climb

Mencarini, Eleonora, Leonardi, Chiara, De angeli, Antonella and Zancanaro, Massimo (2016) Design opportunities for wearable devices in learning to climb. In: 9th Nordic Conference on Human-Computer Interaction, 23-27 October 2016, Gothenburg, Sweden.

a48-mencarini.pdf - Whole Document

Item Type:Conference or Workshop contribution (Paper)
Item Status:Live Archive


In this paper, we present a field study on the learning of climbing aimed at defining the design space of wearable devices to support beginners. Three main findings have emerged from our study. First, climbing has a strong emotional impact on beginners; therefore, learning to climb requires mastering new motor patterns as well as negative emotions, such as stress and fear. Second, the feeling of danger that climbers often experience can be mitigated by trust in the climbing partner and the perception of her active presence. Finally, a big problem in climbing is the communication difficulty between the climbing partners and between climber and instructor. We conclude the paper presenting four design considerations for the design of wearable devices meant to support the learning of climbing by providing the actors involved with augmented communication. Such augmented communication should address both the physical and the emotional difficulties of this sport.

Keywords:Computer games, Wearable technology, Climbing, Design considerations, Design spaces, Emotions, Field studies, Wearable devices, Wearables, Human computer interaction
Subjects:G Mathematical and Computer Sciences > G400 Computer Science
Divisions:College of Science > School of Computer Science
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ID Code:25462
Deposited On:12 Jun 2017 09:19

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