Interactive gaming has demonstrated promise as a low-cost, at-home training and fitness instruction alternative. However, commercially available systems today are designed primarily for entertainment. As a result, the quality of instruction delivery and level of involvement may not meet the needs of a user. This paper examines several issues including adapting for occlusion and lack of visibility; learning and orientation; and providing feedback to develop a set of design recommendations. While, the effect of visual delivery variation on performance was found to be inconclusive verbal delivery significantly improved performance. Additionally, verbal + haptic feedback produced the highest performance scores in comparison to other feedback types. With the additional support of qualitative data, these results, provide a strong foundation for future exploration of interactive training delivery that engages users, prevents injury and helps maintain fitness. Copyright

Additional Metadata
Keywords Design Guidelines, Feedback, Haptic Feedback, Low-paced exercise training, Panning, Usability, Visual Delivery, Wii Balance Board, Yoga
Persistent URL dx.doi.org/10.1145/2556288.2557329
Conference 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014
Citation
Zaczynski, M. (Monica), & Whitehead, A. (2014). Establishing design guidelines in interactive exercise gaming: Preliminary data from two posing studies. Presented at the 32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014. doi:10.1145/2556288.2557329