=Paper=
{{Paper
|id=Vol-1618/FuturePD_paper2
|storemode=property
|title= JogChalking: Capturing and Visualizing Affective Experience for
Recreational Runners
|pdfUrl=https://ceur-ws.org/Vol-1618/FuturePD_paper2.pdf
|volume=Vol-1618
|authors=Nabil Bin Hannan,Felwah Alqahtani,Derek Reilly
|dblpUrl=https://dblp.org/rec/conf/um/HannanAR16
}}
== JogChalking: Capturing and Visualizing Affective Experience for
Recreational Runners==
JogChalking: Capturing and Visualizing Affective Experience for Recreational Runners Nabil Bin Hannan Felwah Alqahtani Derek Reilly Faculty of Computer Science Faculty of Computer Science Faculty of Computer Science Dalhousie University Dalhousie University Dalhousie University nabil@dal.ca fl823899@dal.ca reilly@cs.dal.ca ABSTRACT 2. PROTOTYPE We present JogChalker, a system that allows recreational runners The current prototype consists of a capture application and a to capture their affective experience while running using touch visualization tool. The capture application is written in Java and gestures. Using a small set of simple gestures, a runner can record runs on Android devices (Figure 1(a)), and provides a full screen affect while running without looking at a screen or entering into a gesture capture interface. A yellow trace line shows a gesture as it multi-step interaction. Gestures are recognized, but also recorded is being made, and it is recorded in real time. A standard Android at high fidelity, as we believe how the gesture is made may itself gesture recognition library classifies the gesture once completed. be expressive and useful for runners to review. We present our In addition to the time and location in which a gesture is made, we initial prototype, describe the goals, structure, and outcomes of a record the traversal of the drawn gesture in terms of elapsed time four-week participatory design session, and discuss the consequent and screen coordinates, as well as the width of the touch area and capture and visualization implications for JogChalker that we are the device pressure (if supported by the hardware) throughout the currently exploring. JogChalker provides new opportunities for gesture. Using this we generate an SVG animation so that the self-tracking affective experience during running and for helping gesture can be replayed on the visualization interface. From the low runners recall and interpret their runs. level data a number of higher-level attributes of the gesture can be determined, including repetition, total area, average speed, and total Keywords time taken. After initial testing we identified five candidate Gesture; visualization; design; running; emotion. running-related emotional states to support (bored, tired, mellow, euphoric, exhilarated), and developed simple candidate gestures for 1. INTRODUCTION evaluation (Figure 1(b)). These were initial gesture sets, we chose Running is a physical activity enjoyed by many. It has low barriers gestures as we didn't want to focus on gesture elicitation during the to participation, and for most, running is an active pastime rather design process, but rather the design of the mobile interface and than a competitive sport. However not every run is as enjoyable as visualization dashboard. 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 (a) (b) (c) 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 Figure 1: (a) mobile screen for gesture application (b) armband difficult or impossible to use when physically active, however [3]. with gesture list (c) initial map-based visualization In this paper we present JogChalker, a system that allows . recreational runners to capture their affective experience while running using touch gestures. Figure 2: Sample visualization after session 1 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 JogChalker’s visualization tool is written in JavaScript, and was was conducted in the style of a Future Technology Workshop [4]. built using Mapbox Studio (Figure 1(c)). Currently the tool The group brainstormed about alternative methods that recreational displays a single running route (obtained using a manual export runners could use to capture and visualize affective experience. 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 4. OUTCOMES the SVG gesture images. Recorded emotions varied; 1 participant drew gestures for mellow, exhilarated and bored, 3 others used tired and mellow mainly. We 3. PARTICIPATORY DESIGN annotated designs and identified themes that emerged in the designs Informal testing of the initial JogChalker prototype generated many and participant comments across the 4 design sessions. Due to questions, including: Is it comfortable to make gestures while space constraints we briefly discuss some highlights here. running? Is making a gesture emotionally expressive? Will runners Participants liked that gesture capture was automatic. They found use the candidate states and gestures? How should affective recording gestures tricky when in full run, but didn’t mind slowing experience be visualized and queried after a run, or after many down to do so. All participants wanted to define their own gestures, runs? How could JogChalker be integrated with existing running and found it difficult to distinguish between euphoric and 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. Figure 3: Sample visualization after session 2 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 Figure 4: group designs, session 3 interval; otherwise participants were not prompted to record exhilarated. They all wanted to be able to record voice annotations, gestures. The Runkeeper application was also launched on the instead of or in addition to gestures. Integration with Runkeeper phone, and we preloaded the phone with a personal playlist if they was refined toward a simple interface to enter recording modes, and preferred to listen to music while running. Participants also wore a a screen for reviewing and deleting annotations (see Figure 4) on GoPro camera while running. This was to generate a video stream the mobile. The group also suggested that recording an emotion that we provided as a potential element to include in the could immediately trigger a change in music playlist. Our visualization interface, and to get a record of whether they slowed participants did not mention discomfort with the armband but did down or stopped, and whether they looked at the screen when discuss using a smart watch as an alternative. making a gesture. 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 Visualization interface designs maintained a simple map-based run then shown the visualization prototype, Runkeeper’s visualization plot; most debate centered around whether data other than route and interface, and the GoPro video feed. They were provided with pen, gesture location should always be visible or only after a selection paper, and a set of paper widgets (including elements from the two interaction. When a gesture location is selected in the group design, visualizations and others not presented on either visualization a synchronized video stream would play the corresponding including video, music, and weather data) and sketched a single segment, and biometric data, music, weather, and the gesture itself visualization interface that would integrate the captured gestures would be displayed in a popup. (see Figure 5) Despite prompting, with other data they deemed relevant for visualizing their the notion of visualizing long term data patterns was not explored experience (Figure 2). In session 2, participants used the same tools, in detail by the group. 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). 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 [3] Florian Mueller, Joe Marshall, Rohit Ashok Khot, Stina Nylander, and Jakob Tholander. 2014. Jogging with technology: interaction design supporting sport activities. In CHI 2014 Extended Abstracts. ACM, New York, NY, USA, 1131-1134. [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 Figure 4: group designs, session 3 5. DISCUSSION 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. 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. 6. FUTURE WORK 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. 7. REFERENCES [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.