4 design themes for skateboarding

Sebastiaan Pijnappel, Florian 'Floyd' Mueller

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearchpeer-review

34 Citations (Scopus)


Interactive technology can support exertion activities, with many examples focusing on improving athletic performance. We see an opportunity for technology to also support extreme sports such as skateboarding, which often focus primarily on the experience of doing tricks rather than on athletic performance. However, there is little knowledge on how to design for such experiences. In response, we designed 12 basic skateboarding prototypes inspired by skateboarding theory. Using an autoethnographical approach, we skated with each of these and reflected on our experiences in order to derive four design themes : location of feedback in relation to the skater's body, timing of feedback in relation to peaks in emotions after attempts, aspects of the trick emphasized by feedback, and aesthetic fittingness of feedback. We hope our work will guide designers of interactive systems for skateboarding and extreme sports in general, and will therefore further our understanding of how to design for the active human body.

Original languageEnglish
Title of host publicationCHI 2013
Subtitle of host publicationChanging Perspectives, Conference Proceedings - The 31st Annual CHI Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery (ACM)
Number of pages4
ISBN (Print)9781450318990
Publication statusPublished - 2013
Externally publishedYes
EventInternational Conference on Human Factors in Computing Systems 2013 - Paris, France
Duration: 27 Apr 20132 May 2013
Conference number: 31st


ConferenceInternational Conference on Human Factors in Computing Systems 2013
Abbreviated titleCHI 2013
OtherTheme: Changing Perspectives
Internet address


  • Autoethnography
  • Exertion
  • Experience of attempting tricks
  • Extreme sports
  • Skateboarding

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