User experience study of auditive heart rate feedback : Designing and analyzing a music-based feedback method for sports performance
Frigola Camps, Genís (2022)
Frigola Camps, Genís
2022
Master's Programme in Human-Technology Interaction
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2022-06-21
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202206135642
https://urn.fi/URN:NBN:fi:tuni-202206135642
Tiivistelmä
The field of sports and music has proven to be a prolific area for scientific studies. Earlier research has shown that music can have favorable effects on sports performance. Given the right circumstances, music can positively affect sports performance and enjoyment. For example, when music beats at 130 beats per minute or higher, it unleashes a motivational effect on the listener.
Earlier studies have focused on finding auditory feedback solutions for sports performance. However, the results of these studies are inconclusive or present flaws. For example, user testing was insufficient in most studies. Moreover, most tests were conducted in artificial laboratory setups or under non-natural conditions. They used an environment and a technology that sports practitioners did not use in regular training sessions.
For these reasons, plus an absence of usability in their designs, in this thesis, a new solution for auditory feedback while running was designed based on previous literature findings. Furthermore, this new solution, called Adaptative Music (AdM), was compared with two other existing solutions: Sports watch (SW), which is the current gold standard solution of the market; and Personal Preference Music (PPM), which is a solution proposed on some of the previous studies.
A user test with two phases was designed to compare the three different solutions. These solutions were called the outdoor test and treadmill test. Including the pilot test, fifteen tests were conducted, from which ten were analyzed for this study. Five of these tests were completed outdoors, and the other five were on the treadmill. The five tests that were not analyzed correspond to the pilot test phase.
The results showed that both AdM and PPM offer a better user experience than the traditional sports watch standard. PPM provides a more enjoyable experience through the music atmosphere, while AdM provides better indications for users running rhythm and synchronization. There was not found any significant difference between the pragmatic results of the three conditions.
From this thesis, it can be learned that a combination of different feedback methods would benefit the user’s experience. Therefore, combining haptic and auditive feedback should be explored for future work.
Earlier studies have focused on finding auditory feedback solutions for sports performance. However, the results of these studies are inconclusive or present flaws. For example, user testing was insufficient in most studies. Moreover, most tests were conducted in artificial laboratory setups or under non-natural conditions. They used an environment and a technology that sports practitioners did not use in regular training sessions.
For these reasons, plus an absence of usability in their designs, in this thesis, a new solution for auditory feedback while running was designed based on previous literature findings. Furthermore, this new solution, called Adaptative Music (AdM), was compared with two other existing solutions: Sports watch (SW), which is the current gold standard solution of the market; and Personal Preference Music (PPM), which is a solution proposed on some of the previous studies.
A user test with two phases was designed to compare the three different solutions. These solutions were called the outdoor test and treadmill test. Including the pilot test, fifteen tests were conducted, from which ten were analyzed for this study. Five of these tests were completed outdoors, and the other five were on the treadmill. The five tests that were not analyzed correspond to the pilot test phase.
The results showed that both AdM and PPM offer a better user experience than the traditional sports watch standard. PPM provides a more enjoyable experience through the music atmosphere, while AdM provides better indications for users running rhythm and synchronization. There was not found any significant difference between the pragmatic results of the three conditions.
From this thesis, it can be learned that a combination of different feedback methods would benefit the user’s experience. Therefore, combining haptic and auditive feedback should be explored for future work.