Multimodal Sports Interaction: Wearables and HCI in Motion∗
Vincent van Rheden

University of Salzburg
Salzburg, Austria
vincent.vanrheden@plus.ac.at

Maria F. Montoya Vega

Exertion Games Lab,
Monash University
Melbourne, Australia
maria@exertiongameslab.org

Don Samitha Elvitigala

Exertion Games Lab,
Monash University
Melbourne, Australia
don.samitha@exertiongameslab.org

Florian ‘Floyd’ Mueller

Alexander Meschtscherjakov

Exertion Games Lab,
Monash University
Melbourne, Australia
floyd@exertiongameslab.org

University of Salzburg
Salzburg, Austria
alexander.meschtscherjakov@plus.ac.at

Figure 1: Modalities in SportsHCI concepts and designs. 1: Google Glass to provide feedback to improve body posture when
performing squats [7], 2: using sound to connect breath and running movement into a rhythm [10, 33], 3: visual modality toallow for shadowboxing over a distance [20], 4: Haptic feedback for running technique with electro-muscular stimulation [11],5: visual and sound feedback in skateboarding [22]ABSTRACT
Wearable and mobile technologies hold the promise to be used ’on
the move’ as they are portable. It is common to listen to music
during a run, track steps during the day, and have phone calls on
the go. More advanced systems support, for example, athletes inincreasing their performance, enhance their technique, and discusssports data with a coach. To facilitate these experiences, providing
such often multimodal feedback that is understandable, timely, anddoes not interfere with the sports activity is key. In this workshop,
we will discuss multimodal feedback for sports so that more people
can profit from wearable technologies. We will use prior work on
truly mobile interaction as a framework analyze existing works andwill hands-on explore various modalities to experience the pros
and cons of modalities in motion.

KEYWORDS
Multimodal interaction, Wearables, Feedback systems, Sports∗ 1-day workshop

Permission to make digital or hard copies of all or part 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 components of this work owned by others than theauthor(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or
republish, to post on servers or to redistribute to lists, requires prior specific permission
and/or a fee. Request permissions from permissions@acm.org.
Conference acronym ’XX, June 03–05, 2018, Woodstock, NY© 2018 Copyright held by the owner/author(s). Publication rights licensed to ACM.
ACM ISBN 978-1-4503-XXXX-X/18/06. . . $15.00
https://doi.org/XXXXXXX.XXXXXXXACM Reference Format:
Vincent van Rheden, Maria F. Montoya Vega, Don Samitha Elvitigala, Alexander Meschtscherjakov, and Florian ‘Floyd’ Mueller. 2018. Multimodal Sports
Interaction: Wearables and HCI in Motion. In Woodstock ’18: ACM Symposium on Neural Gaze Detection, June 03–05, 2018, Woodstock, NY . ACM, New
York, NY, USA, 5 pages. https://doi.org/XXXXXXX.XXXXXXX

1INTRODUCTION

Wearable technology has attracted the interest of many sports enthusiasts, such as athletes, coaches and researchers, due to a wide
range of uses, such as improving sports performance [29], andsports technique [10, 11], facilitating coaching tasks [27], reducing
the risk of injuries [23], and supporting the experiential aspects ofsports activities [12]. Particularly, researchers pointed out that themultimodal interactions wearables afford could be one of the success factors for sports [18]. Furthermore, the portability of mobile
systems, such as smartphones and smartwatches, does not directly
imply that the interactions with these systems can be used during movement in highly dynamic activities such as skateboarding[22], swimming [1] or rowing [25]. However, there is not muchknowledge about how to design multimodal interactions for sports
wearables. This workshop aims to develop an understanding ofmultimodal interaction of these complex contexts of use.
Researchers have utilized a variety of modalities in sports contexts for in-motion feedback [6, 18]. Visual feedback is predominantly provided through screens (e.g. through a Head-up Display[7] or in smartwatches [26, 29]) or through LEDs [1]. While vision
is the preferred modality for swimming [1], many researchers argue
that the visual modality is less applicable for sports as it obscures theConference acronym ’XX, June 03–05, 2018, Woodstock, NY

vision that is needed for the sports activity itself (e.g. [13, 25, 34]).
Haptics is mainly explored through vibro-tactile feedback (e.g. [14]and through electro-muscular stimulation [11]. Sound has beencommonly explored within the realm of sports, as shown by a variety of literature reviews on sonification [25, 30], and exemplified
by [22, 33]. Next to sonification also verbal cues are used to provide
feedback, e.g. in common sports applications such as Strava 1 . Only
limited amount of studies aimed to compare modalities in sports
contexts, such as [1, 8, 14].
The physical context of certain sports affords opportunities andrestrictions to how wearables can be designed [6, 15]. For example,
a snowboard provides a ready surface for visual feedback [4] andcycles offer a sturdy frame to mount equipment [5]. While fast andrapid changes in movement are a key consideration for feedback
design, sports activities require mental load from the athlete, andexternal factors such as temperature, wind, rain may obscure theathletes’ ability to perceive feedback. An understanding of the
sports context — activities, materials, and outdoor environment —are key for designing effective multimodal feedback.
Although HCI researchers face challenges in developing mobile
devices for sports, Marshall et al. [15] provided a taxonomy ofmobile interaction to begin closing this gap. This taxonomy divides
movement interaction into two dimensions. First, to what extent
is the interaction task related to the locomotion task. Second, towhat extent does the locomotion activity inhibit the ability of theuser to interact with a system? Additionally, they provide four
strategies for designing mobile interactions. We will take this work
as a starting point to analyse and discuss feedback modalities in
sports contexts.
In this workshop, we aim to establish a multidisciplinary platform where researchers, practitioners, and designers to explore
multimodal feedback for sports wearables. Other workshops have
explored the context of SportsHCI[16, 17, 21, 28, 31? ], showcasinga wide interest in the field. In contrast, to these workshops, we
explore how multimodal feedback can support different sports bydiscussing existing interaction frameworks from (mobile) computing such as glanceable interactions [9], peripheral interactions [2].
Additionally, we will hands-on explore multimodal feedback insports through "quick and dirty" prototyping, delving into underexplored modalities such as temperature change and smell, andlook into technologies such as shape-changing inflatables [24].

2

GOALS OF THE WORKSHOPThe workshop goals are as follows:• Providing an interdisciplinary forum for researchers, practitioners and designers to discuss multimodal feedback modalities for sports wearables• Discussing state-of-the-art research on mobile systems for
sports, as well as practices and experiences from using wearables to sports applications• Getting hands-on experience with various feedback modality
prototypes (haptic, sound, visual, etc)
• Building an overview of feedback modalities for sports and• Contributing a special issue on feedback modalities in sports
wearables (e.g., in Interactions)1 https://www.strava.com/

Van Rheden et al.

3

TOPICS OF INTEREST

The topics of interest for the workshop include theories, technologies, and applications related to the use of mobile sports wearables.
Relevant topics include, but are not limited to:• Multimodal feedback modalities for sports, going beyond
visual, auditory and haptic feedback• Mobile technology, including portable hardware, and software such as AI• Wearable devices, from existing off-the-shelf devices to research prototypes utilising sensors and actuators• Applications in indoor/outdoor sports• Truly mobile interaction design approach [15] for wearable
systems in sport• Accessibility and inclusivity through interaction design• Methods for longitudinal studies with mobile and wearable
systems for sports.

4

PRE-WORKSHOP PLANS

We aim for 15-25 participants to participate in the workshop. To
achieve this, we will announce the call for participation (CFP, seeApp. A) on the workshop’s website and share it extensively withpotential interested individuals and communities. Participation is
welcome from (academic) researchers, and industry professionals. The CFP will additionally be distributed through HCI-related
mailing lists (e.g. CHI Announcements) and social media. Thoseinterested will be required to submit a position paper providing thefollowing information:• Background: Describing the participant’s experience using
wearable, mobile or interactive systems in sports, as well as
their previous research practice in the area.
• Sport systems and experiences: Two good and two bad examples of modality usage in sports, arguing the choice ofthe examples and, if possible, adding a representative image.
The participants can present systems they made themselves.
The examples will be used in the proposed activities, which
will be explained in the next section.
• Short description of the quick and dirty prototyping materials that the authors aim to bring to explore and conceptualize
novel feedback modalities (e.g. actuators, wearables, mobile
systems that can be repurposed)
Additionally, we will provide a basis for the quick and dirty prototyping exercise (as described below). This will consist of actuators
to prototype and experience a variety of feedback modalities (e.g.
shape-changing haptics, sound, lights), and accessories to prototype wearability (e.g. elastic bands and t-shirts with Velcro to attach
actuators). Furthermore, we will reach out to participants to ensure
an inclusive and accessible workshop (see App. B).

5

WORKSHOP STRUCTURE

The workshop will be 6 hours in duration. Activities include apresentation by an invited speaker, brief participants’ presentations,content discussion and quick and dirty prototyping to explore novel
multimodal wearable and mobile systems for sports. In detail, theactivities will be conducted in the following order:• Activity one: Workshop introduction and keynote speaker.

Multimodal Sports Interaction: Wearables and HCI in Motion• Activity two: Participants will present/demonstrate their
examples of good and bad systems, and are encouraged tocluster them to the truly mobile interaction framework [15].
• Activity three: Participants will be divided into groups andengage in quick and dirty prototyping to conceptualize novel
multimodal feedback for a specific sport activity.
• Activity four: Participants present/demonstrate the concepts.
These will be clustered again according to the truly mobile interaction framework. The workshop is closed by identifying
the next steps for mobile wearable systems for sports.

6

TIMELINE

Table 1 shows the proposed timeline for the workshop. We will
adapt the timeline depending on the number of participants to allow
for a well-balanced and energetic workshop.
Table 1: Tentative Workshop Timeline
Time

Activity

10 minutes
20 minutes
55 minutes
15 minutes
55 minutes
30 minutes
55 minutes
15 minutes
60 minutes
15 minutes
30 Minutes
10 minutes

Opening
KeynoteParticipants’ presentations + clustering of examples
Break
Participants’ presentations
Break
Hands-on quick and dirty prototyping activity
BreakGroup presentations + clustering of concepts
Break
Next steps
Closing

7

POST-WORKSHOP PLANS & OUTCOMES

The workshop results will be communicated to a larger audiencethrough the workshop website. A selection of academic publications will be considered based on the outputs of the workshop
sessions(e.g. an ACM Interactions report, an IMWUT paper basedon the discussions).
Through the workshop activities, and building on the expertiseof facilitators and participants, the anticipated workshops outcomesare as follows:• Overview of pros and cons of feedback modalities for sports• Novel modality design concepts for feedback systems in
sports• Articulation of next steps for feedback modalities in SportsHCI• Collaboration towards a joint journal contribution

8

ORGANIZERSThe organizing team includes scholars of different backgroundswith extensive experience in hosting workshops at major HCI
venues, with a focus on embodied interaction, SportsHCI, andmobility. Four of the organisers participated in the SportsHCI
Dagstuhl seminar in 2023 and co-authored the Grand Challenges
in SportsHCI paper [6].

Conference acronym ’XX, June 03–05, 2018, Woodstock, NY

Vincent van Rheden is a research fellow at the Human-Computer
Interaction division of the University of Salzburg, Austria. His PhD
focuses on supporting runners with breathing techniques throughinteractive sonification systems [32, 34]. Additional interests arein embodied interaction and SportsHCI [30] in general. He hasco-organized the CHI’21 workshop “Out of Your Mind!? Embodied
Interaction in Sports”[31].
Maria ’Mafe’ Montoya Vega is a PhD candidate at Exertion
Games Lab, Department of Human-Centred Computing of Monash
University, Melbourne, Australia. Her research project focused on
designing novel experiences for water activities using interactive
Technologies [19]. She co-organized the WaterHCI CHI’22 workshop "Splash! Identifying the Grand Challenges for WaterHCI" [3].
Moreover, her prior experience is focused on developing virtual
reality environments for rehabilitation and physical activity using
physiological sensors.
Don Samitha Elvitigala is an assistant professor in the Exertion Games Lab, Department of Human-Centred Computing ofMonash University, Melbourne Australia. His research investigatesnovel human augmentations that can enhance human capabilities using closed-loop sensing and actuation. In particular, he explores how we can develop closed-loop bodily integrations utilising
everyday clothes and clothing accessories. He has co-organized
the TEI’24 studio "Foot Augmentation 101: Design your own Augmented Experiences"[35] and he is the co-program chair for AHs’24.
Prof. Alexander Meschtscherjakov is a full professor at the
HCI division of Salzburg University. His research focus on newforms of user interface design, user experience with mobility systems, and persuasion to foster new forms of behaviour. He coorganized conferences such as AutomotiveUI’11 or Persuasive’15
and was co-organizer of more than 25 workshops (e.g., AutomotiveUI’1316, CHI’15-’21).
Prof. Florian ‘Floyd’ Mueller is Professor of Future Interfaces
at Monash University in Melbourne, Australia, directing the Exertion Games Lab. His research spans interaction design, humancomputer interaction, game design, computer science, information
science, sports science, philosophy, mechanical and electrical engineering. Floyd was general co-chair for CHI PLAY’18 and wasselected to co-chair CHI’20 and CHI’24. Floyd has co-organizedover 6 workshops and Dagstuhl seminars around SportsHCI.

ACKNOWLEDGMENTS
The authors gratefully acknowledge the financial support fromthe Austrian Federal Ministry for Climate Action, Environment,
Energy, Mobility, Innovation and Technology, the Federal Ministry
for Digital and Economic Affairs, and the federal state of Salzburg
under the research programme COMET - Competence Centers for
Excellent Technologies - in the project DiMo-NEXT Digital Motion
in Sports, Fitness and Well-being (Project number: FO999904898).
Florian ’Floyd’ Mueller thanks the Australian Research Council,
especially DP190102068, DP200102612 and LP210200656. This work
has benefited from the Dagstuhl Seminar 23292 “SportsHCI.” We
thank the Leibnitz-Zentrum für Informatik for hosting us at Schloß
Dagstuhl.

Conference acronym ’XX, June 03–05, 2018, Woodstock, NY

REFERENCES[1] Marc Bächlin, Kilian Förster, and Gerhard Tröster. 2009. SwimMaster: a wearable
assistant for swimmer. In Proceedings of the 11th international conference on
Ubiquitous computing. 215–224.
[2] Saskia Bakker, Elise van den Hoven, and Berry Eggen. 2015. Peripheral interaction:
characteristics and considerations. Personal and Ubiquitous Computing 19, 1(2015), 239–254.
[3] Christal Clashing, Maria Fernanda Montoya Vega, Ian Smith, Joe Marshall, Leif
Oppermann, Paul H Dietz, Mark Blythe, Scott Bateman, Sarah Jane Pell, Swamy
Ananthanarayan, et al. 2022. Splash! identifying the grand challenges for waterhci.
In CHI Conference on Human Factors in Computing Systems Extended Abstracts.
[4] Ashley Colley, Jonna Häkkilä, and Tuomas Lappalainen. 2016. Concept designfor informative illumination on a snowboard. In Proceedings of the 2016 ACM
International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct(Heidelberg, Germany) (UbiComp ’16). Association for Computing Machinery,
New York, NY, USA, 872–876. https://doi.org/10.1145/2968219.2968540[5] Alexandru Dancu, Velko Vechev, Adviye Ayça Ünlüer, Simon Nilson, Oscar
Nygren, Simon Eliasson, Jean-Elie Barjonet, Joe Marshall, and Morten Fjeld. 2015.
Gesture bike: examining projection surfaces and turn signal systems for urban
cycling. In Proceedings of the 2015 international conference on interactive tabletops& surfaces. 151–159.
[6] Don Samitha Elvitigala, Armağan Karahanoğlu, Andrii Matviienko, Laia Turmo
Vidal, Dees Postma, Michael Jones, Maria F. Montoya, Daniel Harrison, LarsElbæk, Florian Daiber, Lisa Anneke Burr, Rakesh Patibanda, Paolo Buono, Perttu
Hämäläinen, Robby van Delden, Regina Bernhaupt, Xipei Ren, Vincent van
Rheden, Fabio Zambetta, Elise van den Hoven, Carine Lallemand, Dennis Reidsma,
and Florian ‘Floyd’ Mueller. 2024. Grand Challenges in SportsHCI. In Proceedingsof the CHI Conference On Human Factors In Computing Systems (Honolulu, HI,
USA) (CHI ’24). 20 (2024,5,11). https://doi.org/10.1145/3613904.3642050[7] Don Samitha Elvitigala, Denys J.C. Matthies, Chamod Weerasinghe, and Suranga
Nanayakkara. 2021. GymSoles++: Combining Google Glass with Smart Insoles
to Improve Body Posture when Performing Squats. In Proceedings of the 14th PErvasive Technologies Related to Assistive Environments Conference (Corfu, Greece)(PETRA ’21). Association for Computing Machinery, New York, NY, USA, 48–54.
https://doi.org/10.1145/3453892.3453898[8] Jos Goudsmit and Steven Vos. 2021. Exploring feedback and instruction modalities
using low fidelity prototypes for running: towards designing a wearable system.
In Proceedings of the 32nd European Conference on Cognitive Ergonomics. 1–7.
[9] Rúben Gouveia, Fábio Pereira, Evangelos Karapanos, Sean A. Munson, and Marc
Hassenzahl. 2016. Exploring the design space of glanceable feedback for physicalactivity trackers. In Proceedings of the 2016 ACM International Joint Conference
on Pervasive and Ubiquitous Computing (Heidelberg, Germany) (UbiComp ’16).
Association for Computing Machinery, New York, NY, USA, 144–155. https://doi.org/10.1145/2971648.2971754[10] Eric Harbour, Vincent van Rheden, Hermann Schwameder, and Thomas Finkenzeller. 2023. Step-adaptive sound guidance enhances locomotor-respiratory
coupling in novice female runners: A proof-of-concept study. Frontiers in Sports
and Active Living 5 (2023), 1112663.
[11] Mahmoud Hassan, Florian Daiber, Frederik Wiehr, Felix Kosmalla, and Antonio
Krüger. 2017. FootStriker: An EMS-Based Foot Strike Assistant for Running. Proc.
ACM Interact. Mob. Wearable Ubiquitous Technol. 1, 1, Article 2 (March 2017),
18 pages. https://doi.org/10.1145/3053332[12] Hayati Havlucu, Terry Eskenazi, Bariş Akgün, Mehmet Cengiz Onbaşlı, AykutCoşkun, and Oğuzhan Özcan. 2018. Flow State Feedback Through Sports Wearables: A Case Study on Tennis. In Proceedings of the 2018 Designing Interactive Systems Conference (Hong Kong, China) (DIS ’18). Association for Computing Machinery, New York, NY, USA, 1025–1039. https://doi.org/10.1145/3196709.3196807[13] Mads Møller Jensen and Florian ’Floyd’ Mueller. 2014. Running with Technology:
Where Are We Heading?. In Proceedings of the 26th Australian Computer-Human
Interaction Conference on Designing Futures: The Future of Design (Sydney, NewSouth Wales, Australia) (OzCHI ’14). Association for Computing Machinery, New
York, NY, USA, 527–530. https://doi.org/10.1145/2686612.2686696[14] Felix Kosmalla, Frederik Wiehr, Florian Daiber, Antonio Krüger, and Markus
Löchtefeld. 2016. ClimbAware - Investigating perception and acceptance ofwearables in rock climbing. Conf. on Hum. Fact. in Comp. Sys. (2016).
[15] Joe Marshall, Alexandru Dancu, and Florian Floyd Mueller. 2016. Interaction
in motion: designing truly mobile interaction. In Proceedings of the 2016 ACM
conference on designing interactive systems. 215–228.
[16] Christine F. Martindale, Markus Wirth, Stefan Schneegass, Markus Zrenner, Benjamin H. Groh, Peter Blank, Dominik Schuldhaus, Thomas Kautz, and Bjoern M.
Eskofier. 2016. Workshop on wearables for sports. In Proceedings of the 2016 ACM
International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct(Heidelberg, Germany) (UbiComp ’16). Association for Computing Machinery,
New York, NY, USA, 877–880. https://doi.org/10.1145/2968219.2968583[17] Eleonora Mencarini, Amon Rapp, Ashley Colley, Florian Daiber, Michael D. Jones,
Felix Kosmalla, Stephan Lukosch, Jasmin Niess, Evangelos Niforatos, Paweł W.
Woźniak, and Massimo Zancanaro. 2022. New Trends in HCI and Sports. In
Adjunct Publication of the 24th International Conference on Human-Computer

Van Rheden et al.

Interaction with Mobile Devices and Services (Vancouver, BC, Canada) (MobileHCI’22). Association for Computing Machinery, New York, NY, USA, Article 6, 5 pages.
https://doi.org/10.1145/3528575.3551426[18] Eleonora Mencarini, Amon Rapp, Lia Tirabeni, and Massimo Zancanaro. 2019.
Designing wearable systems for sports: a review of trends and opportunities inhuman–computer interaction. IEEE Transactions on Human-Machine Systems 49,
4 (2019), 314–325.
[19] Maria F Montoya, YuYang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda,
Aryan Saini, Sarah Jane Pell, and Florian ‘Floyd’ Mueller. 2023. Fluito: Towards
Understanding the Design of Playful Water Experiences through an Extended
Reality Floatation Tank System. Proceedings of the ACM on Human-Computer
Interaction 7, CHI PLAY (2023), 948–975.
[20] Florian’Floyd’ Mueller, Stefan Agamanolis, Martin R Gibbs, and Frank Vetere.
2008. Remote impact: shadowboxing over a distance. In CHI’08 extended abstracts
on Human factors in computing systems. 2291–2296.
[21] Stina Nylander, Jakob Tholander, Florian Mueller, and Joe Marshall. 2014. HCI
and sports. In CHI’14 Extended Abstracts on Human Factors in Computing Systems.
[22] Sebastiaan Pijnappel and Florian’Floyd’ Mueller. 2014. Designing interactive
technology for skateboarding. In Proceedings of the 8th International Conferenceon Tangible, Embedded and Embodied Interaction. 141–148.
[23] Juan Restrepo, Steven Vos, Evert Verhagen, and Carine Lallemand. 2022. Hyaku:
A qualitative negotiation-through-interaction interface to support runners inachieving balanced training sessions. (2022).
[24] Aryan Saini, Rakesh Patibanda, Nathalie Overdevest, Elise Van Den Hoven, andFlorian ‘Floyd’ Mueller. 2024. PneuMa: Designing Pneumatic Bodily Extensions
for Supporting Movement in Everyday Life. In Proceedings of the EighteenthInternational Conference on Tangible, Embedded, and Embodied Interaction. 1–16.
[25] Nina Schaffert, Thenille Braun Janzen, Klaus Mattes, and Michael H. Thaut. 2019.
A Review on the Relationship Between Sound and Movement in Sports andRehabilitation. Frontiers in Psychology 10 (2019), 244. https://doi.org/10.3389/
fpsyg.2019.00244[26] Matthias Seuter, Max Pfeiffer, Gernot Bauer, Karen Zentgraf, and Christian Kray.
2017. Running with technology: Evaluating the impact of interacting withwearable devices on running movement. Proceedings of the ACM on Interactive,
Mobile, Wearable and Ubiquitous Technologies 1, 3 (2017), 1–17.
[27] Ryoichiro Shiraishi, Koya Sato, Yuji Sano, and Mai Otsuki. 2018. Haptic directional
instruction system for sports. In Haptic Interaction: Science, Engineering and Design
2. Springer, 361–368.
[28] Huan Song, Panpan Xu, Lin Lee Cheong, and Yuanheng Wang. 2023. KDD
2023 Workshop on Data Science and AI for Sports. In Proceedings of the 29th
ACM SIGKDD Conference on Knowledge Discovery and Data Mining (<conf-loc>,<city>Long Beach</city>, <state>CA</state>, <country>USA</country>, </confloc>) (KDD ’23). Association for Computing Machinery, New York, NY, USA,
5886–5887. https://doi.org/10.1145/3580305.3599213[29] Jakob Tholander and Stina Nylander. 2015. Snot, Sweat, Pain, Mud, and Snow:
Performance and Experience in the Use of Sports Watches. In Proceedings of the
33rd Annual ACM Conference on Human Factors in Computing Systems (Seoul,
Republic of Korea) (CHI ’15). Association for Computing Machinery, New York,NY, USA, 2913–2922. https://doi.org/10.1145/2702123.2702482[30] Vincent van Rheden, Thomas Grah, and Alexander Meschtscherjakov. 2020.
Sonification Approaches in Sports in the Past Decade: A Literature Review. In
Proceedings of the 15th International Conference on Audio Mostly (Graz, Austria)(AM ’20). Association for Computing Machinery, New York, NY, USA, 199–205.
https://doi.org/10.1145/3411109.3411126[31] Vincent van Rheden, Thomas Grah, Alexander Meschtscherjakov, Rakesh Patibanda, Wanyu Liu, Florian Daiber, Elise van den Hoven, and Florian’Floyd’
Mueller. 2021. Out of Your Mind!? Embodied Interaction in Sports. In Extended
Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems.
[32] Vincent van Rheden, Eric Harbour, Thomas Finkenzeller, Lisa Anneke Burr,
Alexander Meschtscherjakov, and Manfred Tscheligi. 2021. Run, Beep, Breathe:
Exploring the Effects on Adherence and User Experience of 5 Breathing Instruction Sounds While Running. In Audio Mostly 2021 (virtual/Trento, Italy)(AM ’21). Association for Computing Machinery, New York, NY, USA, 16–23.
https://doi.org/10.1145/3478384.3478412[33] Vincent van Rheden, Eric Harbour, Thomas Finkenzeller, and Alexander
Meschtscherjakov. 2023. Breath Tools: Exploring the Effects on Adherence andUser Experience of 4 Sounds Assisting Runners with Coupling Breath to Steps.
In Extended Abstracts of the 2023 CHI Conf. on Hum. Fact. in Comp. Sys.
[34] Vincent van Rheden, Eric Harbour, Thomas Finkenzeller, and Alexander
Meschtscherjakov. 2024. Into the Rhythm: Evaluating Breathing Instruction
Sound Experiences on the Run with Novice Female Runners. Multimodal Technologies and Interaction 8, 4 (2024). https://doi.org/10.3390/mti8040025[35] Dennis Wittchen, Nihar Sabnis, Troy Robert Nachtigall, Florian ‘Floyd’ Mueller,
Paul Strohmeier, and Don Samitha Elvitigala. 2024. Foot Augmentation 101:
Design your own Augmented Experiences. In Proceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction (, Cork,
Ireland,) (TEI ’24). Association for Computing Machinery, New York, NY, USA,
Article 59, 4 pages. https://doi.org/10.1145/3623509.3634744

Multimodal Sports Interaction: Wearables and HCI in Motion

A

Conference acronym ’XX, June 03–05, 2018, Woodstock, NY

repurposed). Provide a short (visual) description of thesematerials and how they can be used in the appendix.

CALL FOR PARTICIPATION

Feedback modalities are and essential aspect of the success and effectiveness of wearable systems that are used during mobile activities.
In the past decades researchers have explored a variety of feedback
and feed-forward modalities systems aimed at mobile interactions.
Dynamic activities such as sports inhibit interactions, but also offer
opportunities for novel interaction designs and technologies. The
choice of modalities is essential to provide feedback that is understandable, timely, and does not interfere with the sports activity.
This well-balanced hands-on workshop aims to bring together practitioners and researchers working on and interested in mobile andwearable systems. Workshop participants will be offered a platform
to collectively discuss and explore current approaches, methods,
and tools related to feedback modalities for mobile interactions.
To apply, submit a 2-4-page paper (single-column ACM template)position paper consisting of:• Background: Describing the participant’s experience using
wearable, mobile or interactive systems in sports, as well as
their previous research practice in the area.
• Sport systems and experiences: Two good and two bad examples of modality usage in sports, arguing the choice ofthe examples. For each example describe how the feedback
modality was utilized and the type of feedback that wasgiven and argue why this was a good or bad approach andconsider alternative modalities and provide key insights andchallenges. and, if possible, adding a representative image.
The participants can present systems they made themselves.
• Authors are encouraged to bring material for quick and dirty
prototyping to explore conceptualize novel feedback modalities (e.g. actuators, wearables, mobile systems that can be• Submission deadline: 07.06.2024• Notification to authors: 28.06.2024
Submissions will be reviewed by the organizers and selectedaccording to their relevance to the workshop and the likelihood of
sparking discussions and inspire novel feedback approaches andmodalities. Accepted workshop papers will be included in the ACM
DL. Please note that at least one author of each accepted submission
must attend the workshop, and UbiComp/ISWC 2024 is in-person
only. For more information, visit: exertiongameslab.org

B

INCLUSION AND ACCESSIBILITY

As workshop organizers, we are dedicated to create an inclusive andeasily accessible experience for all participants. With the emphasison sports we recognize the need to ensure that every individual
attending the workshop can fully participate, irrespective of theirindividual requirements. Recognizing the diverse abilities of ourparticipants, we take proactive steps to reach out beforehand tounderstand any specific needs or accommodations necessary. From
addressing sensitivity to touch to managing sensory overload, we
customize workshop activities to accommodate a variety of needs.
Our approach is mindful of the broad spectrum of participants, aiming to cultivate an environment that respects individual differencesand encourages full participation from everyone. Our goal is toensure that the workshop is a truly enriching and accessible experience for each attendee. Furthermore, our workshop’s website, andonline materials will adhere to web accessibility standards (such as
WCAG) to guarantee accessibility for all.