on their performance than just the velocity of the lift.
Feedback such things as the user’s positioning in the
exercise, range of motion, movement, and other rel-
evant information that the prototypes could not cur-
rently provide.
Limitations. An example of a hardware limita-
tion or constraint is the fact that it only broadcasts two
events per repetition, having a continuous real-time
data stream would enable more alternatives of UI ele-
ments. Another limitation of this study is that we only
focused on the visual modality. However, there are
plans to continue the research and add other elements
such as audio feedback and gamification. For exam-
ple, having the indicators being moved with matching
audio or even just audio feedback. Regarding gami-
fication, which according to Deterding et al. (2014),
is defined as the use of game design elements in non-
game contexts. An example of gamification can be
the use of points, badges, levels, and leaderboards.
In this case, every time the velocity of the exercise
was performed correctly could lead to some achieve-
ment. For example, the gym could offer something
from their shop.
6 CONCLUSION
The findings presented in this paper expand the ex-
isting knowledge-base of HCI research in the sphere
of using a mobile application to support VBT. The
result of the prototypes has been overall very impres-
sive. Especially in the objective sense that an applica-
tion can help a user perform a physical movement at a
particular speed. All of the prototypes have also per-
formed very well regarding to the usability scores. All
of the prototypes were above the average score of 68
for the SUS-based questionnaire, which indicates that
the proposed user interfaces are easy to understand
and use. The majority of participants would also pre-
fer to use one of the prototypes in their daily training
with exercise machines. This is a good indication that
the feature itself is interesting for users.
ACKNOWLEDGEMENTS
Advagym team for supporting this research.
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