CHI 2020 Workshop Summary

CHI 2020, April 25–30, 2020, Honolulu, HI, USA

Motor Memory in HCI

Rakesh Patibanda
rakesh@exertiongameslab.org
Nathan Arthur Semertzidis
nathan@exertiongameslab.org
Michaela Scary
michaela@exertiongameslab.org
Joseph Nathan La Delfa
joseph@exertiongameslab.org
Josh Andres
josh.andres@au1ibm.com
Mehmet Aydın Baytaş
http://baytas.net
Anna Lisa Martin-Niedecken
anna.martin@zhdk.ch
Paul Strohmeier
strohmeier@cs.uni-saarland.de
Bruno Fruchard
fruchard@cs.uni-saarland.de
Sang-won Leighsang.leigh@design.gatech.edu
Elisa D. Mekler
elisa.mekler@aalto.ﬁ

Suranga Nanayakkarasuranga@ahlab.org
Josef Wiemeyer
wiemeyer@sport.tu-darmstadt.deNadia Berthouzen.berthouze@ucl.ac.uk
Kai Kunze
kai@kmd.keio.ac.jp
Thanassis Rikakis
rikakis@vt.edu
Aisling Kelliher
aislingk@vt.edu
Kevin Warwick
aa9839@coventry.ac.uk
Elise van den Hovenelise.vandenhoven@uts.edu.au
Florian ‘Floyd’ Mueller
ﬂoyd@exertiongameslab.org
Steve Mann
http://mannlab.com

Figure 1: A collage of images from
authors’ previous related work.

Abstract
There is mounting evidence acknowledging that embodiment is foundational to cognition. In HCI, this understanding
has been incorporated in concepts like embodied interaction, bodily play, and natural user-interfaces. However, while
embodied cognition suggests a strong connection between
motor activity and memory, we ﬁnd the design of technological systems that target this connection to be largely overlooked. Considering this, we are provided with an opportunity to extend human capabilities through augmenting motor
memory. Augmentation of motor memory is now possible
with the advent of new and emerging technologies including neuromodulation, electric stimulation, brain-computerinterfaces, and adaptive intelligent systems. This workshop
aims to explore the possibility of augmenting motor memory
using these and other technologies. In doing so, we standto beneﬁt not only from new technologies and interactions,but also a means to further study cognition.

Author Keywords
Permission to make digital or hard copies of part or all of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor proﬁt or commercial advantage and that copies bear this notice and the full citationon the ﬁrst page. Copyrights for third-party components of this work must be honored.
For all other uses, contact the owner/author(s).
CHI ’20 Extended Abstracts, April 25–30, 2020, Honolulu, HI, USA.
Copyright is held by the author/owner(s).
ACM ISBN 978-1-4503-6819-3/20/04.
http://doi.org/10.1145/3334480.3375163

Motor memory; embodied cognition; embodied interaction;
intelligent systems; natural user-interfaces; brain-computerinterfaces.

CCS Concepts•Human-centered computing → Human computer interaction (HCI);

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Introduction

Figure 2: Mind over Motor: Testinga self-driving wheelchair withbrain-computer interface (BCI) andbiofeedback [30].

Figure 3: Self-driving wheelchairwith “cyborg-motor-memory” for anelectric motor [30]. A linear array oflight sources on each spoke assists
with biofeedback-based motor
memory training.

We are becoming increasingly aware of the role of embodiment in the way humans experience the world, with movement acknowledged as foundational to thought [66]. Thereis increasing evidence that memory is tied to the sensorimotor system rather than only to the sensory system [13],a dynamic that is referred to as “motor memory” [21, 61,69]. We are now realizing that movement can help us thinkand learn new information faster by establishing embodied
representations of reality [20, 38]. Additionally, the lack of
movement where movement would be normal, e.g. after
amputation, also evokes motor memory [44, 47]. For example, concepts of motor memory are embodied in the “Mindover-Motor” project [30], a human-computer interface where
there might not be any human motor movement at all (Fig. 2
and 3). Motor memory is also interpersonal – our own motor memory can shape how we perceive and remember
others [25, 35]. Furthermore, sensorimotor information iscoupled to form spatial memory necessary for navigationand exists as a key to creativity [64, 65]. This suggests thatthought is internalized action, and re-externalizing thought
through congruent actions further promotes thought [58].
When translated to the design of technological systems,
this means that not only should we consider that we canlearn and memorize motor activity (e.g. motor skills), butthat we can also perform motor activity to learn and memorize new information (e.g. gesturing directions) [68].
This broader importance of embodiment has since inspired
much HCI research, leading to the development of concepts such as embodied interaction [14], on-body interaction [19], bodily games and play [16, 32, 33, 37, 39, 40, 41,42], tangible interactions and tangible cognition [67], “wearables” (wearable computing) [26], and natural user interfaces (NUIs) [9, 10, 17, 28, 52, 70]. While these concepts
have productively brought forth a wealth of new design per-CHI 2020, April 25–30, 2020, Honolulu, HI, USA

spectives, systems and technologies [11], it is arguablethat much psychological and cognitive theory has been left
behind [63], resulting in approaches that laxly appraise anything that includes the physical body as sufﬁciently “embodied.” Moreover, “cyborg” technologies like prosthetics, areoften not appraised as “embodied” even when warranted(e.g. the brain-controlled wheelchair on Fig. 2 and 3). Thus
we feel that the notion of “embodiment” is often laxly applied, in both over-broad and over-narrow senses.
Resultantly, we ﬁnd that there is a limited number of works
in HCI exploring deeper aspects of embodiment such as
the relationship between motor activity and memory. Considered alongside new and emerging technologies, thispresents an exciting opportunity for novel explorations. For
example, neuromodulation can be used to prime the brain
to better absorb motor memories [15, 46, 51, 55, 62] andelectrical stimulation can produce motor activity without executive control from the brain [45, 53, 56]. Brain-computerinterfaces allow us to directly access intentions of motor
activity without necessitating bodily movement [12, 18, 31,
34, 30], and lastly, adaptive intelligent systems can iteratively and cyclically learn with humans through the sharingof motor and memory resources forming cyber-human, or
humanistic intelligence (HI) [27, 29, 34, 54, 36].
As motor activity is foundational to human cognition, thesetechnologies hold the potential to drastically inﬂuence how
we experience the world. In this workshop, we explore theareas of embodied cognition and interactions, biomedical
and “cyborg” technologies, wearable computing, naturaluser-interfaces (NUIs), and intelligent systems, towards
new horizons of investigation and innovation.Thus‘ we standto beneﬁt not only from the genesis of new interaction technologies and application areas, but also a means to further
study human cognition.

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CHI 2020, April 25–30, 2020, Honolulu, HI, USA

Topics of Interest

Goals of the Workshop

The topics of interest for the workshop
include theories, technologies, andapplications related to motor memory in
HCI. We encourage contributions which
do not neatly ﬁt in existing categories.

The most important goal of the workshop is: (1) to serveas an enduring community and networking platform for researchers who are investigating the intersections of technology, memory, and motor activity.

TheoryOther workshop goals are: (2) to identify and articulate relevant theoretical constructs and create resources for future
research, (3) understand synergies at the intersections ofemerging technologies and current knowledge; and (4) nurture the growth of a cross-disciplinary research community
around these topics and develop plans for subsequent activities (e.g. workshops and Dagstuhl Seminars1 ).

• Using motor memory in the design ofintelligent “enactive systems” [23] tosupport declarative memory• Drawing from cross-disciplinary
literature including cognitive neuroscience, psychology, phenomenology, and somaesthetics• Theoretical understandings to direct
the design of intelligent systems foraugmenting motor memory

Topics of interest for the workshop are given on the sidebar.

cognitive psychology, computer science, mathematics, biology, physics and philosophy. She also experiments withtechnology and game design to understand the brain andconsciousness.
Joseph La Delfa is a PhD candidate at the Exertion Games
Lab, Monash University. Joseph aims to design humandrone interactions that improve somatic awareness byleveraging co-movement, materiality and narrative [22, 24].
Josh Andres from IBM Research Australia and Exertion
Games Lab, Monash University, has co-led various workshops as well as the ﬁrst Summer School on inbodied interaction [4, 57, 2].His work focuses on investigating intelligentlike systems as human partners to inform the design of systems that support human potential [43, 1, 3].

Organizers
Technology
We are interested in contributions
related to how technologies like BCI,
EMG, EMS, haptics, robotics, machinelearning, artiﬁcial intelligence andhuman modeling can be leveraged
for physically interfacing with motor
memory for HCI applications.
Applications• Augmenting motor memory to design
towards the extension of humancapabilities and learning• Augmenting motor memory in games
including bodily games and serious
games• Designing for health and biomedical
applications including rehabilitationand prosthetics• Novel UX mechanisms for interactingwith motor memory• Designing towards humanistic andcyber-human intelligence [27, 36]

Rakesh Patibanda is a PhD candidate at the Exertion
Games Lab, Monash University. His research mainly focuses at the intersection of body, technology and play [49,50, 48]. His PhD focuses on how we can use muscle memory as a design resource for intelligent and “enactive” systems [23].
Nathan Semertzidis is a PhD candidate at the Exertion
Games Lab, Monash University. With a background in psychology and neuroscience, he is currently exploring how
Brain-Computer Interfacing can be applied to foster integration between natural and artiﬁcial intelligences as “Cyborg
Intelligence" [60, 59].
Michaela Scary is an Exertion Games Lab member at
Monash University who recently completed an honours
degree at the University of Melbourne and is interested in
1

Dagstuhl Seminars are academic events for open discussions ofresults and ideas, hosted at Schloss Dagstuhl in Saarland, Germany.

Mehmet Aydın Baytaş is MSCA Research Fellow at Qualisys AB. His research has covered embodied interaction[11], motion capture [5, 7], gestural interface design [8,10, 71], gestures in live music [6], and human-robot comovement [22, 24].
Anna Lisa Martin-Niedecken is a Senior Researcher at
the Subject Area Game Design, Zurich University of theArts. Anna’s research mainly focuses on movement-based
exergames [32, 33]. In 2018 she founded the Startup and
ZHdK-SpinOff, Sphery Ltd.
Paul Strohmeier is a postdoc at the HCI group of Saarland
University. He is interested in human perception and computer sensing. He applies methods from psychophysics todeepen his understanding of human perception, especiallyin relation to action.
Bruno Fruchard is a postdoc at the HCI group of Saarland
University. His research focuses on gestural interaction andW07, Page 3

CHI 2020 Workshop Summarycommand selection. He previously explored mechanisms
for supporting memorization.
Sang-won Leigh is an Assistant Professor of the School ofIndustrial Design at Georgia Institute of Technology. His research focuses on augmenting humans and their creativity,
through forming symbiotic and tactile relationship between
humans and computers.
Elisa D. Mekler is assistant professor in HCI at Aalto University. Her research concerns meaningful and emotionally
fulﬁlling interactions with technology, and the developmentof conceptual and methodological tools to evaluate these.
Suranga Nanayakkara is an Associate Professor at the
Auckland Bioengineering Institute, the University of Auckland. In 2011, he founded the Augmented Human Lab to
explore creating ‘enabling’ human-computer interfaces as
natural extensions of our body, mind and behaviour.
Josef Wiemeyer is a Professor for Sport Science with special emphasis on Movement, Training and Computer Science at Technische Universität Darmstadt, Germany. Since
1996 he teaches and researches at TU Darmstadt and his
work focuses on designing and evaluation Serious Games(health and exergames).
Nadia Berthouze is Professor in Affective Computing andInteraction. Her main area of expertise is the study of body
posture/movement as a modality for recognising, modulating and measuring human affective states in HCI.
Thanassis Rikakis is professor of Bioengineering and professor of Performing Arts at Virginia Tech. His researchspans systems design, engineering and arts with a special
focus on interactive neurorehabilitation, experiential media,
adaptive learning and cyber-human intelligence.

CHI 2020, April 25–30, 2020, Honolulu, HI, USA

Kai Kunze works on technology to understand ourselvesbetter. He is an Associate Professor at the Keio Graduate
School of Media Design, Keio University, Japan. He has ageneral love for science, hacking, making and playing with
tech.
Aisling Kelliher is an Associate Professor at Virginia Tech,
where she also has a joint appointment in the Institute forCreativity, Arts, and Technology and the School of Visual
Art. She co-leads the Interactive Neurorehabilitation Lab at
VT with Dr. Thanassis Rikakis.
Kevin Warwick is a British engineer and Deputy ViceChancellor at Coventry University in the United Kingdom.
He is known for his studies on direct interfaces between
computer systems and the human nervous system and has
also done research concerning robotics.
Elise van den Hoven is Professor of Human-Computer
Interaction at University of Technology Sydney and Eindhoven University of Technology, and is Honorary Professor
at University of Dundee. Elise’s research interests spandifferent disciplines, including interaction design, humancomputer interaction and cognitive psychology, which allcome together in the research program she leads called
Materialising Memories.
Florian ‘Floyd’ Mueller directs the Exertion Games Lab
at Monash University and will bring to the workshop experience in designing systems for the motor systems thatare particularly engaging, having developed theory on how
interactive design can support motor movement throughgames thinking.
Steve Mann is often referred to as “the father of wearable computing,” in recognition of his invention of the ﬁrst

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CHI 2020, April 25–30, 2020, Honolulu, HI, USA

general-purpose wearable computer, as well as many more
techniques that seem to have come from the future.

WebsiteTentative Workshop Timeline• Opening• Session 1• Activity 1• Lunch break• Session 2• Activity 2• Coffee break• Activity 3• Results of the design probes session• Discussion of future directions• Closing• Evening: workshop dinner

The workshop web page contains more details, call for papers, link to the submission system, and accepted submissions: www.motorhci.com

Workshop Structure
The workshop will take place over one full day. Activities
are planned to comprise workshop presentations by participants, context creation and future thinking activity sessions,
out-of-the-classroom group exercises, and discussions. The
estimated number of workshop participants is 35. A tentative timeline for workshop activities is given on the sidebar.
Prospective participants will apply to join the workshop by
responding to an online form.2 This information will help
us understand the thinking, prior research, future plans,
insights, and/or interests of potential participants as it pertains to motor memory in HCI. Responses will be reviewed
by the workshop organizers, and selected for inclusion
based on quality, novelty, and potential to engender discussion, while aiming for a balance of different perspectives.
Group activities will consist of a exercises done in groups of
7-10 people. Activity 1 will involve creating a context and ashared understanding around motor memory in HCI among
the workshop group. Building upon this shared understanding, activity 2 will comprise two parts. First, groups brainstorm on three novel scenarios or ideas that focus on motor
movement and memory for 20 minutes. Second, they create a 300-word write-up on each idea in 40 minutes. The
third activity is also group-based, where each team swaps
the generated novel ideas from activity 2 with the team on
2tiny.cc/jwpihz

their left. Once swapped, each team goes through the three
new scenarios/ideas, chooses one and picks a prototyping technique of their choice to expand on it for 90 minutes
and create the following: (1) artifacts such as drawings andﬂowcharts to show how future technology could assist in thecontexts and activities in question, (2) artifacts to showcase
how futuristic technology could augment motor movements
and memory. Concepts should integrate a technology element that resonates with the deﬁnitions discussed aroundmotor memory. Presentations about the concepts will becreated (e.g. as a slideshow, video, or enactment), shared,
and discussed. The organizers will provide an assortmentof prototyping materials including post-it notes and props.

Post-Workshop Plans
Following the workshop, we aim to conduct a hands-on
design workshop on motor memory and HCI at Schloss
Dagstuhl in 2020. We aim to submit an article to a relevant
academic venue (e.g. ACM Interactions, TOCHI Journal)
co-authored by the participants. We also plan to organize
a journal special issue where our participants will be encouraged to publish. To sustain communications, we aim
to use an online platform (e.g. Slack) which will be open for
all those interested, and relevant details will be publishedon the workshop website. Finally, we will work towards conducting a second edition of the workshop at CHI 2021.

Call for Participation
The workshop Motor Memory in HCI focuses on how memory is tied to the sensorimotor system and embodied experiences of performing actions, a dynamic we refer to here
as “motor memory.” Body movement can help us think andlearn new information faster by establishing embodied representations of reality. This dynamic is also interpersonal– our own motor memory can shape how we perceive andremember others. When translated to the design of techW07, Page 5

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CHI 2020, April 25–30, 2020, Honolulu, HI, USA

nological systems, this means that not only should we consider that we can learn and memorize motor activity (e.g.
motor skills), but that we can also perform motor activity tolearn and memorize new information (e.g. gesturing directions).
The workshop aims to shape our understanding of how andin what circumstances movements assist memory. Once
understood, it probes the groups to think of how futuristic
sensorimotor systems can be designed to augment motor
memory.
To apply to the workshop, submit your responses to thequestions in this google form: http://tiny.cc/jwpihz. The submission deadline is February 11th, 2020. The responses
will be reviewed by the workshop organizers. Accepted authors will be notiﬁed by February 28th, 2020 and the list ofparticipants will be posted on the workshop website. Upon
acceptance, all accepted participants must register for both
the workshop and for at least one day of the conference.
You can contact us on hello@motorhci.com if you have any
questions.

Acknowledgements
The Exertion Games Lab appreciates and acknowledges
the support from the School of Design at RMIT University.

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