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dc.contributor.authorWoźniak, Paweł W.de_DE
dc.contributor.editorZiegler, Jürgende_DE
dc.date.accessioned2017-11-20T08:43:55Z
dc.date.available2017-11-20T08:43:55Z
dc.date.issued2017
dc.identifier.issn2196-6826de_DE
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/6157
dc.description.abstractWhile new technologies supporting the experience of sports appear every day, we still do not have a full understanding of how to design technology that augments the experience of physical exercise. As more and more users practice sports in western societies, interaction design must learn to readdress the practical, social, physical and psychological aspects of sports. In this paper, I reflect on my past studies in the nascent field of designing interactive technologies for advanced amateur sportsmen. I share the practical challenges involved in augmenting experiences of training and race day performance. I discuss issues of qualitative experience, community, motivation and temporality to highlight where current sports technologies are insufficient. In particular, I focus on the experiences of those already involved in training routines and place less emphasis on beginners or those who need to be convinced to practice sports. I then discuss reasons for the difficulties involved in developing sports technologies and propose potential solutions to those difficulties to identify ways to move interaction design for sports forward.de_DE
dc.publisherDe Gruyterde_DE
dc.relation.ispartofi-com: Vol. 16, No. 2de_DE
dc.subjectHCI for sportsde_DE
dc.subjectrunningde_DE
dc.subjectinteraction designde_DE
dc.subjectphysical activityde_DE
dc.subjectessaysde_DE
dc.titleChallenges and Opportunities in Designing Experiences for Advanced Amateur Sportsmende_DE
dc.typebrief-reportde_DE
dc.pubPlaceBerlinde_DE
mci.document.qualitydigidocde_DE
mci.reference.pages195de_DE
gi.identifier.doi10.1515/icom-2017-0017


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