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    <article-meta>
      <title-group>
        <article-title>JogChalking: Capturing and Visualizing Affective Experience for Recreational Runners</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nabil Bin Hannan</string-name>
          <email>nabil@dal.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Felwah Alqahtani</string-name>
          <email>fl823899@dal.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Derek Reilly</string-name>
          <email>reilly@cs.dal.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Computer Science, Dalhousie University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <fpage>1131</fpage>
      <lpage>1134</lpage>
      <abstract>
        <p>We present JogChalker, a system that allows recreational runners to capture their affective experience while running using touch gestures. Using a small set of simple gestures, a runner can record affect while running without looking at a screen or entering into a multi-step interaction. Gestures are recognized, but also recorded at high fidelity, as we believe how the gesture is made may itself be expressive and useful for runners to review. We present our initial prototype, describe the goals, structure, and outcomes of a four-week participatory design session, and discuss the consequent capture and visualization implications for JogChalker that we are currently exploring. JogChalker provides new opportunities for self-tracking affective experience during running and for helping runners recall and interpret their runs. Gesture; visualization; design; running; emotion.</p>
      </abstract>
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    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Running is a physical activity enjoyed by many. It has low barriers
to participation, and for most, running is an active pastime rather
than a competitive sport. However not every run is as enjoyable as
the next, and personal preferences for runners vary: weather
conditions, location, terrain, music, time of day, etc. Popular
mobile applications such as Runkeeper, Runtastic, and
Endomondo track running data and let runners visualize and share
their runs. Aside from freeform annotation at the end of a run, such
applications don’t currently provide a means of capturing the
affective experience of a run. Consequently, their visualization
interfaces emphasize physical performance over the qualitative but
critically important notion of enjoyment. Without a means of
capturing emotion or affective experience during runs, runners
don’t have a way of tracking and identifying patterns that correlate
with a positive running experience. Such a feature would enable
runners to better choose the time, place, and circumstances of their
leisure runs. Manual tracking tools like Moodmap [1] and Emotion
Map [2] allow users to tag locations and times with emotions, and
present these on a map. Typical widget-based interfaces can be
difficult or impossible to use when physically active, however [3].
In this paper we present JogChalker, a system that allows
recreational runners to capture their affective experience while
running using touch gestures.</p>
    </sec>
    <sec id="sec-2">
      <title>2. PROTOTYPE</title>
      <p>The current prototype consists of a capture application and a
visualization tool. The capture application is written in Java and
runs on Android devices (Figure 1(a)), and provides a full screen
gesture capture interface. A yellow trace line shows a gesture as it
is being made, and it is recorded in real time. A standard Android
gesture recognition library classifies the gesture once completed.
In addition to the time and location in which a gesture is made, we
record the traversal of the drawn gesture in terms of elapsed time
and screen coordinates, as well as the width of the touch area and
the device pressure (if supported by the hardware) throughout the
gesture. Using this we generate an SVG animation so that the
gesture can be replayed on the visualization interface. From the low
level data a number of higher-level attributes of the gesture can be
determined, including repetition, total area, average speed, and total
time taken. After initial testing we identified five candidate
running-related emotional states to support (bored, tired, mellow,
euphoric, exhilarated), and developed simple candidate gestures for
evaluation (Figure 1(b)). These were initial gesture sets, we chose
gestures as we didn't want to focus on gesture elicitation during the
design process, but rather the design of the mobile interface and
visualization dashboard.</p>
      <p>(a)
(b)
(c)
JogChalker’s visualization tool is written in JavaScript, and was
built using Mapbox Studio (Figure 1(c)). Currently the tool
displays a single running route (obtained using a manual export
from a running tracker on the mobile device). A list of the gestural
annotations made during the run is provided, and these are also
marked on the route itself using teardrop markers, above which are
the SVG gesture images.</p>
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    <sec id="sec-3">
      <title>3. PARTICIPATORY DESIGN</title>
      <p>Informal testing of the initial JogChalker prototype generated many
questions, including: Is it comfortable to make gestures while
running? Is making a gesture emotionally expressive? Will runners
use the candidate states and gestures? How should affective
experience be visualized and queried after a run, or after many
runs? How could JogChalker be integrated with existing running
data capture tools?
We wanted to further develop the prototype for a field study to
explore some of these questions. We employed a participatory
design approach with recreational runners. After pilot testing with
two lab colleagues we arrived at the methodology summarized
here. We recruited 4 recreational runners (one female and three
male, age 25-35), who each participated in 4 design sessions
distributed over a 4 week period. Each session was divided into two
parts – capture interface design and visualization interface design.
After first receiving training on making the 5 gestures (for bored,
mellow, tired, euphoric, exhilarated), participants ran for 30-60
mins using the capture tool prior to each session. Participants were
asked simply to run a familiar route. They used an Android
smartphone with a pressure-sensitive screen worn on an armband,
and a Mio heart rate wristband. Gestures were displayed on the side
of the armband for quick reference (Figure 1(b)). Since participants
were not used to recording emotions while running, the mobile
device would vibrate if no gesture was recorded over a 10 minute
interval; otherwise participants were not prompted to record
gestures. The Runkeeper application was also launched on the
phone, and we preloaded the phone with a personal playlist if they
preferred to listen to music while running. Participants also wore a
GoPro camera while running. This was to generate a video stream
that we provided as a potential element to include in the
visualization interface, and to get a record of whether they slowed
down or stopped, and whether they looked at the screen when
making a gesture.</p>
      <p>The first two PD sessions were done individually. In session 1
participants sketched potential modifications to the capture
application using pen, paper, and post-its (Figure 2). They were
then shown the visualization prototype, Runkeeper’s visualization
interface, and the GoPro video feed. They were provided with pen,
paper, and a set of paper widgets (including elements from the two
visualizations and others not presented on either visualization
including video, music, and weather data) and sketched a single
visualization interface that would integrate the captured gestures
with other data they deemed relevant for visualizing their
experience (Figure 2). In session 2, participants used the same tools,
to envision how to integrate gesture capture into Runkeeper, and
work on their visualization design after viewing those made by the
other runners (Figure 3).</p>
      <p>The last two sessions were conducted as a group. In Session 3, the
group presented and discussed each member’s designs, then
worked to create a single integrated gesture capture design, and a
single affective experience visualization interface. We additionally
gave them some scenarios to consider when refining their design
(e.g., running on a rainy day, running in a crowded area). Session 4
was conducted in the style of a Future Technology Workshop [4].
The group brainstormed about alternative methods that recreational
runners could use to capture and visualize affective experience.</p>
    </sec>
    <sec id="sec-4">
      <title>4. OUTCOMES</title>
      <p>Recorded emotions varied; 1 participant drew gestures for mellow,
exhilarated and bored, 3 others used tired and mellow mainly. We
annotated designs and identified themes that emerged in the designs
and participant comments across the 4 design sessions. Due to
space constraints we briefly discuss some highlights here.
Participants liked that gesture capture was automatic. They found
recording gestures tricky when in full run, but didn’t mind slowing
down to do so. All participants wanted to define their own gestures,
and found it difficult to distinguish between euphoric and
exhilarated. They all wanted to be able to record voice annotations,
instead of or in addition to gestures. Integration with Runkeeper
was refined toward a simple interface to enter recording modes, and
a screen for reviewing and deleting annotations (see Figure 4) on
the mobile. The group also suggested that recording an emotion
could immediately trigger a change in music playlist. Our
participants did not mention discomfort with the armband but did
discuss using a smart watch as an alternative.</p>
      <p>Visualization interface designs maintained a simple map-based run
plot; most debate centered around whether data other than route and
gesture location should always be visible or only after a selection
interaction. When a gesture location is selected in the group design,
a synchronized video stream would play the corresponding
segment, and biometric data, music, weather, and the gesture itself
would be displayed in a popup. (see Figure 5) Despite prompting,
the notion of visualizing long term data patterns was not explored
in detail by the group.</p>
    </sec>
    <sec id="sec-5">
      <title>5. DISCUSSION</title>
      <p>Despite some difficulties, our participants were satisfied with
gesture as a means of recording affective experience when running,
although they all felt that options for audio and custom gesture
should be available. It is important to note that participants did not
use audio annotations during the runs, and it may have its own
issues (background noise, feeling awkward, breathlessness).
Our PD approach may have limited novelty and variety in the
visualization interface; participants were primed by the initial
prototype and Runkeeper’s visualization, and the final result was a
fairly straightforward “mashup” of the 2 interfaces. Showing the
sketches of other users did encourage participants to think about
their decisions, however the designs were very similar to begin
with.</p>
      <p>Our PD methodology also did not allow us to explore more nuanced
aspects of gestural affect capture and visualization, including
whether animating gestures supports inference and recall of
affective experience, and whether and how long-term use of the
interface supports discovery of running patterns leading to
enjoyment. Our future work will explore both questions.</p>
    </sec>
    <sec id="sec-6">
      <title>6. FUTURE WORK</title>
      <p>We are further investigating how collecting and visualizing
affective experience alongside traditional running biometric and
geospatial data can be used to generate richer insights into what can
influence a runner’s performance. One focus of this work is to
determine effective visual representations of gesture data, including
an assessment of whether an individual can interpret emotional
intensity by viewing an animation showing how a gesture was
made. We are also exploring how JogChalking might encourage
richer, more subjective recollections of running experiences. Over
the long term this may help runners to discover the running patterns
which lead to enjoyment for them, and for supporting tools to
provide recommendations based on this data.</p>
    </sec>
    <sec id="sec-7">
      <title>7. REFERENCES</title>
      <p>[1] Angela Fessl, Verónica Rivera-Pelayo, Viktoria Pammer, and
Simone Braun. 2012. Mood tracking in virtual meetings.
In Proceedings of the 7th European conference on Technology
Enhanced Learning (EC-TEL'12). Springer-Verlag, Berlin,
Heidelberg, 377-382.
[2] Yun Huang, Ying Tang, and Yang Wang. 2015. Emotion
Map: A Location-based Mobile Social System for Improving
Emotion Awareness and Regulation. In Proceedings of CSCW
2015. ACM, New York, NY, USA, 130-142.
[4] Giasemi N. Vavoula, Mike Sharples, Paul D. Rudman. 2002.
Developing the 'Future technology workshop' method. In
Proceedings of the International Workshop on Interaction Design
and Children (pp. 65–72). Eindhoven: The Netherlands</p>
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