Designing interactive technology for skateboarding

Sebastiaan Pijnappel, Florian 'Floyd' Mueller

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

29 Citations (Scopus)


Interactive technology is increasingly used to support physical activities. However, there is limited knowledge about how interactive technology should be designed to support trick-focused experiences such as skateboarding. We developed Copy Paste Skate, a novel multimodal feedback system, and studied its use by 21 avid skateboarders to explore the design of interactive technology for skateboarding. Based on observations and interviews we articulate two key design dimensions that highlight how designing for skateboarding means supporting execution quality of tricks as well as supporting the trick originality. We also present 4 design strategies to help designers support both dimensions in one integrated design. Our work extends designers' knowledge about how to design interactive technology for skateboarding, ultimately extending our understanding of how interactive technology can support people being physically active.

Original languageEnglish
Title of host publicationEighth International Conference on Tangible, Embedded and Embodied Interaction, Munich, Germany, February 16-19, 2014
Subtitle of host publicationProceedings
EditorsSaskia Bakker, Lian Loke, Alexander De Luca
Place of PublicationNew York NY USA
PublisherAssociation for Computing Machinery (ACM)
Number of pages8
ISBN (Electronic)9781450326353
Publication statusPublished - 2014
Externally publishedYes
EventTangible, Embedded, and Embodied Interaction 2014 - Munich, Germany
Duration: 16 Feb 201419 Feb 2014
Conference number: 8th


ConferenceTangible, Embedded, and Embodied Interaction 2014
Abbreviated titleTEI 2014
Internet address


  • Exertion games
  • Skateboarding
  • Trick-focused sports

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