Maiken Hillerup Fogtmann’s research while affiliated with Aarhus School of Architecture and other places

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Publications (8)


Figure 1: The kinesthetic empathy in interaction according to physical setup. 
Figure 4: Anticipation in the exercise game 'Blocker'. 
Figure 5: Video snapshots of the 'One-on-One' game. The sequence illustrates how the game affords the use of deception. 
Figure 6: Three examples where players physically express engagement in the exercise games and the competition. 
Figure 7: Frame A illustrates a snapshot of the exercise game 'One-on-One'. Frame B is a photo from a handball match. 
Interaction technology for collective and psychomotor training in sports
  • Conference Paper
  • Full-text available

November 2011

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1,406 Reads

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36 Citations

Maiken Hillerup Fogtmann

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Martin Kofod Ludvigsen

The paper introduces a novel pervasive computing based training concept aimed at elite sports. The concept goes beyond interactive sports equipments that are either individual or multiuser with a common display requiring participant's focus. These types of equipments are unable to support the kinesthetic empathic elements inherently present within open sports. To put focus on collective training, we draw inspiration from Kinesthetic Empathy Interaction in designing the collective training equipment, TacTowers. The TacTowers prototype is aimed at supporting athletes, particularly team handball players, in honing their psychomotor skills, in particular anticipation and decision making skills, in the one-on-one confrontation. TacTowers is a sensor-actuator based system, with LED lights and no screen-based display. It is placed between the players in order to reintroduce the kinesthetic empathic element in the interaction, specific to the sport. We present and discuss results of tests with two elite handball teams. We see prospects for applying the concept for entertaining movement-stimulating games at schools or leisure sports environments.

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Figure 1: Three design ideas and the physical design constraints from which they are derived.
The design researcher in quandary - The conflicting roles of being both a designer and a design researcher

October 2011

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111 Reads

In the field of practice-based research we articulate the dilemma that emerges as the creative designer embraces the role of being an interaction design researcher. We exemplify the dilemma in a specific design case originating from a PhD project. In this case, we use sketching to illustrate how the design researcher embodies the creative designer at all times. We show how the dilemma becomes tangible in the conversation with the material when having to manage a set of design constraints, concerns and sensibilities. We acknowledge that when taking on both roles at the same time there are two different clients with different agendas to serve. Where one is concerned with making the best possible product the other pertains to the contribution of knowledge. Finally, we state the importance of having a strong research question when balancing a research program while at the same time creating a new, desired reality.


Designing bodily engaging games: learning from sports

July 2011

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28 Reads

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12 Citations

This paper presents a novel approach for designing bodily engaging games based on fundamental skills and gaming characteristics specific to interactive sports. The concept of kinesthetic empathy interaction is used to articulate the space of interaction where the motivation for action is developed in collaboration between the participants. General open skills of interactive sports are distilled into design parameters, and three gaming characteristics are derived. Together, these contribute to the theoretical foundation for the design of new games that encourage the use of both cognitive and physical abilities. The approach is based on two experimental design cases, and illustrates how the developed design parameters are a determining factor in the physical design or digital qualities embedded in the product.


Figure 1: Caricatures of the five dominant paradigms in HCI 
Figure 2: iFloor 
Figure 3: Two handball players using the interactive training equipment, TacTowers 
Figure 4: Illustrate the game "Blocker". Player A is trying to prevent player B from hitting the read light into the goal zone by placing blocks around the playing field. TacTowers invites the use of deceptive actions in order to gain headway and beat the opponent. Feints can be made by, for example, pretending to hit the ball in one direction and then in a split-second changing direction. The athletes need to anticipate the position, direction and speed of the 'ball' while using split vision skills to constantly monitor the opponent. TacTowers creates a space where the primary interaction is constructed between the players and the interaction with TacTowers becomes secondary i.e. background to battle between the two athletes. The focus is on how the relation to other people, as well as stimuli from the surrounding environment, can affect the movements generated through the interaction. 
Figure 5: Three players interacting using BodyQuake BodyQuake consists of three Quakers that the players stand on. The Quakers become an extension of the player’s bodies and at the same time functions as their tool in the interaction. Each Quaker consists of five green hit-zones and one orange attack- zone. During a game the players score points, displayed on the handle, by hitting the hit-zone of another player with his own an attack zone. A player is able to rotate the outer ring and tilt the unit to try to create a favorable situation where a hit is possible either from below or on top (see figure 5). When a strike is successful, the hit-zone will light up for three seconds and for that period of time it can’t be used for scoring. The person who is hit will feel a short vibration in the handle. An example of a game played on BodyQuake is ‘Bomb Away’. The objective is to pass a bomb, represented by lit hit-zones, to one of the other players before the bomb explodes. Who ever are left with the bomb, when the time runs out, has lost the game. The bomb is passed to another player by hitting the hit- zones with an attack-zone. This game encourages the players to anticipate the movements of the others in order to avoid being passed the bomb. This empathizes the mutual kinesthetic awareness of the participants. The Quakers are constructed in such a fashion that it isn’t possible to withdraw from the game since the players at all time is vulnerable to hits by at least one of the other players. This forces the players to be alert to the movement actions of the other and encourages them to keep moving in order to disguise movement intent. As with TacTowers, BodyQuake facilitates a space of interaction where the bodily relation to others is paramount. 
Spatial Sharing Designing Computational Artifacts as Architecture

June 2011

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999 Reads

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6 Citations

The paper presents an architectural approach to designing computational artifacts and interfaces. It does so by identifying overlapping ideals and characteristics in the interaction design concepts of Collective Interaction and Kinesthetic Empathy Interaction with schools of thought in architecture. The implications and qualities of the approach are elaborated upon through concrete examples of design following the lines of the approach. On the basis of this the overlooked potential of designing computational artifacts as architecture is described. The approach both serves as a generative approach to designing spatial interfaces and forms the ground for articulating a critique of spatial interfaces in general as it is the claim of the paper that spatiality as understood in architecture not has been served and taken advantage of in its totality by spatial interaction design so far.


Figure 1: TacTowers for elite athletes-a competitive way to train micro-tactical skills one-on-one.
Figure 2: TacTowers with a game of ‘Extinguish’. The challenge is for red player to turn on as many red signals and to turn off the opponent’s blue light signals. The first to reach 7 wins. We have developed a range of games and are currently run- ning tests with two elite teams to get feedback for making new games and refine the ones we have. One example of a game is already mentioned briefly under figure 2. Another game is “Blocker” (figure 2) where one player controls the “ball” as a blue light signal and his objective is to get the ball into a goal zone (red light signal). The opposing player uses two “blockers” (yellow lights) to defend the goal zone and corner his or her opponent. In most games the towers are lined up to form an interaction surface, inscribing a linear interaction space where sideways movements are trained along with split-vision. The TacTowers are 2,25 meters tall, with touch sensors at the lowest 0,25 meters above the floor. This affords both jumping and bending movements executed at high speeds and continually during the game, pushing the athletes physical abilities to the edge. In order for the athlete to hone psychomotor abillities to new levels, it is necessary to apply 
TacTowers: An interactive training equipment for elite athletes

August 2010

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472 Reads

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45 Citations

The interactive training equipment, TacTower, is aimed at supporting multiple elite athletes, such as handball players in training their micro-tactical skills in close-contact situations. It focuses on psychomotor abilities and trains the skills involved in reading the opponents' actions and anticipating the outcome while reacting accordingly. The Tac-Tower prototype will be demonstrated live, and here we summarize the main design issues, to give the reader a sense of how the elite sports context stands out from other interaction design domains. There is much potential for interaction design for the elite athletic community, as this domain holds interesting challenges while also inspiring relevant, new forms of interaction design for other domains.


Figure 1: Three axioms of Kinesthetic Interaction In defining KI, the focus is both on the human 
Figure 2: The sensors and actuators can be placed on the body, in equipment and in the environment. In recent years, several sensor technologies have emerged and given rise to a wide range of new possibilities in interaction design. One of the more disseminated technologies used is cameras. Here, a program gets an input from the camera, which decodes the position of the user. The program analyses every single picture using algorithms of picture analysis, which makes it possible to identify colors, contrast, contours and movement. When the program has analyzed the full picture, coordinates and id numbers are sent to the application using the camera input (e.g. a game of table tennis in PlayStation 2®’s EyeToy PlayTM 2 ). In 
Figure 3: The conceptual framework showing how the four design concepts relate to the three design themes and seven design parameters. 
Kinesthetic interaction: revealing the bodily potential in interaction design

December 2008

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3,825 Reads

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139 Citations

Within the Human-Computer Interaction community there is a growing interest in designing for the whole body in interaction design. The attempts aimed at addressing the body have very different outcomes spanning from theoretical arguments for understanding the body in the design process, to more practical examples of designing for bodily potential. This paper presents Kinesthetic Interaction as a unifying concept for describing the body in motion as a foundation for designing interactive systems. Based on the theoretical foundation for Kinesthetic Interaction, a conceptual framework is introduced to reveal bodily potential in relation to three design themes --- kinesthetic development, kinesthetic means and kinesthetic disorder; and seven design parameters --- engagement, sociality, movability, explicit motivation, implicit motivation, expressive meaning and kinesthetic empathy. The framework is a tool to be utilized when analyzing existing designs, as well as developing designs exploring new ways of designing kinesthetic interactions.


iSport: Varieties of Physical Interactions in Social Contexts

January 2008

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18 Reads

The iSport project is exploring the design and interaction potential of movement and physical interaction in social contexts. The project deals with three distinct areas of application all within the world of sports: elite athletes training, spectator experiences at sport events and physical education in schools. The goal of the project is to create interactive prototypes that will enhance and support the activities already at play in the three contexts and in that effort explore new ways of interacting with ubiquitous computing technology.


Citations (5)


... While such arguments were a necessary rhetorical device in response to the narrow conceptions of space prevalent in CSCW research at that time, the very success of these ideas has unintentionally led to an inevitable diminishing focus on the significance of spatial concerns in technological design thinking. Yet strong arguments remain in place for further articulation of architectural and spatial concerns relating to interactive technology and the ways their spatial qualities shape the opportunities for configuration of social relations [4,14,36,38,42]. ...

Reference:

Sensitizing Concepts for Socio-spatial Literacy in HCI
Spatial Sharing Designing Computational Artifacts as Architecture

... HCI research broadly explored sports technology for nondisabled persons. For example, systems were developed for endurance disciplines like running [100], cycling [144], or swimming [62,80] but also team-sports like handball [55,73], basketball [17], or cricket [59], and adventure sports or sports with smaller audiences, such as climbing [56], skiing [46], or martial arts [18]. There is a broad ACM Trans. ...

TacTowers: An interactive training equipment for elite athletes

... First, the bodies of users are involved as targets of design. When designing for the body, designers attend to users as embodied subjects to include diverse aspects of the body, such as body parts, movements, bodily processes, but also embodied experiences (Fogtmann et al., 2008;Jørgensen & Kaygan, 2024;Robinson, 2023). Second, the body is understood as a tool or material that may be included directly in the design process -designing with the body. ...

Kinesthetic interaction: revealing the bodily potential in interaction design

... Not just through any kind of physical activity (which can be done solitary at home), but in having specific training routines that are appropriate for their chosen sport. Furthermore, for all sports, be they team sports or individual sports, doing the training routine together in a shared space is crucial for how people experience, and engage with the sport activity [20]. Indeed, some skills can only be meaningfully practised in joint coordination with team mates. ...

Designing bodily engaging games: learning from sports
  • Citing Conference Paper
  • July 2011

... By examining movement patterns, it is possible to identify areas where individuals struggle, enabling targeted interventions to enhance learning outcomes. This is particularly important in areas like sports [30], [31], rehabilitation [32], industrial tasks [33] and skill-based education [34], [35], where mastery of physical tasks is essential. Due to the inherent subjectivity and other challenges of psychomotor skill learning, a quantitative data-driven approach for analyzing human motion during psychomotor tasks would be advantageous to optimize training methods and promote more effective learning processes. ...

Interaction technology for collective and psychomotor training in sports