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Intercorporeal Biofeedback for Movement Learning

Published:10 June 2023Publication History

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Abstract

Technology-supported movement learning has received increased attention in HCI. Previous design research has mostly focused on individual experiences, even though the social and situated context is essential to movement learning practices. Based on the experiences from two design projects in the fitness domain featuring open-ended biofeedback artefacts, we propose Intercorporeal Biofeedback as a strong concept to support the design and use of biofeedback in such practices. We ground the concept in situated movement learning theory, phenomenology of social cognition, and HCI work on biofeedback. We articulate four key characteristics of intercorporeal biofeedback: it provides participants with a shared frame of reference, upon which they engage in fluid meaning allocation and use it to guide attention and action, becoming an interactional resource. Intercorporeal biofeedback can serve to guide future design work for situated, social movement practices.

Skip 1INTRODUCTION Section

1 INTRODUCTION

The rise of bodily and movement sensing technologies has caused a “somatic turn” [50, 105] in Human-Computer Interaction, characterized by a heightened focus on the bodily experience of users and the growth of body-based designs [50]. This turn has brought about a movement-centric research agenda to HCI [35, 54, 88] looking into design methods [50, 73, 78, 136] as well as specific domains such as body games [6, 80, 91] and interactive art [15, 33, 135].

This article centers in one such area: technology-supported movement learning. In the past two decades, designers and researchers have used interactive technologies to help people develop their sensorimotor capabilities [10, 16]. Advances in sensing, actuating and wireless technology—such as wearables, biosensors, and tracking technologies—have offered new ways to quantify and qualify movement, enabling innovations in facilitating movement learning through assessment and instruction on performing movements [10, 68, 128]. Domains of application include sports [76], fitness [60], rehabilitation [108], and dance [101]. This article builds in particular on work focusing on novel forms of instruction, such as in-home training [138]; exergames [81], and sports technology [128].

All too often, such works conceive of the role of the technology as a replacement of human expertise and instruction. As in other movement-centric areas within HCI [48, 79, 96], these approaches share a positivistic perspective on movement. That is, their approach to movement assumes that movement can be neatly specified, measured, categorized, and modelled under defined benchmarks [79, 138], with the aim to develop technologies that can identify, quantify, describe, and formalize movement in computational models. While these approaches have some merit—–including the potential of making individual learning more engaging [81]; autonomous [129], accessible [2], or affordable [28]— they risk neglecting the situated, social, and cultural ways in which humans move and learn [48].

In this article we propose a new design concept, intercorporeal biofeedback, that presents a way to design technology to support social and situated movement learning. Intercorporeal biofeedback proposes an alternative role of technology: not as replacement for human expertise, but as a mediator supporting the social dimension of movement teaching and learning. Intercorporeal biofeedback artefacts provide augmentations on movement qualities (e.g., movement trajectory) or physiological processes (e.g., breathing) using visual and auditory feedback modalities that both movement teachers and students can perceive simultaneously. Through this perceptually shared feedback, both instructors and learners deepen their appreciation of their own movement and the movement of others. Further, intercorporeal biofeedback is open-ended [12]—that is, feedback that does not prescribe normative meanings or courses of action for the movement learning practice. Rather, teachers and students use the feedback to jointly make sense of desired and undesired performances in the highly individual and situated contexts of movement learning. Through this combination of design features, intercorporeal biofeedback becomes an interactional resource that enhances the teachers’ and students’ capacities to articulate, communicate, and act upon movement knowledge.

We present intercorporeal biofeedback as a strong concept [52], a type of design knowledge contribution that captures the interactive qualities and patterns of use between people and technology, and that is grounded both in theory and empirical material. To substantiate the concept, we use example designs from two Research through Design [37] projects: Super Trouper [77], which offers circus training for children with mild sensorimotor challenges; and BL Strength [127], workouts for strength training different skill levels. Both projects used a collection of training artefacts, called Training Technology Probes (TTPs) [77, 104, 121, 124, 127], designed according to the principles of intercorporeal biofeedback.

For this article, we re-analyzed empirical material from these projects through an in-depth interaction analysis [59]. The analysis aimed to understand what interactive qualities made TTPs a useful tool to enhance teaching and learning in those projects. We propose four characteristics of the interaction between technology (TTPs) and people (teachers and students), that characterize intercorporeal biofeedback: First, intercorporeal biofeedback technologies provide teachers and students with a perceptually shared frame of reference, upon which they can engage in fluid meaning allocation of desired and undesired movements and use it to guide attention and action. Through these capabilities, intercorporeal biofeedback extends the ecology of interactional resources already present in the practice (e.g., speech, gestures) with a distinct material contribution: a perceptually shared augmentation of relevant movement qualities that people render meaningful and that help guide their attention and movement. These characteristics capture how and why intercorporeal biofeedback artefacts enhance the teaching and learning of movement.

We ground the strong concept of intercorporeal biofeedback in domain-relevant theories that help us explain how and why the concept works. These theories concern situated and social movement learning [86], which view learning as developing the performative ability to move in specific ways, developed in specific communities of practice under the guidance of an experienced teacher [102]. We also draw from pragmatic and phenomenological understandings of the body that have been adopted in HCI movement-centric works [49, 51, 93, 94]; focusing on the notion of intercorporeality [85] to address the social aspect of movement learning. Finally, we also draw from relevant design knowledge on biofeedback as design material (e.g., [51, 61, 93, 94]).

We argue that the concept of intercorporeal biofeedback provides useful guidance for designers that aim to address the situated and social settings of movement learning. More broadly, intercorporeal biofeedback contributes conceptually to current research on body technologies to promote body awareness and physical literacy (e.g., [48, 63, 71, 74, 92, 93]).

The article is structured as follows: Section 2 presents the theoretical underpinnings of our work. In Section 3, we review related work within technology-supported movement learning. Section 4 presents our methodological approach and articulates strong concepts, as well as the studies upon which this article is based. In Section 5, we present the results of the re-analysis of video material, with a focus on the dynamic gestalt in processes of instructing, performing, monitoring, and addressing movement. In Section 6, we discuss the four characteristics of intercorporeal biofeedback, tying together the results of the analysis and its theoretical underpinnings and discussing its relationship to similar works. In Section 8, we conclude with a discussion of key technological characteristics underpinning the strong concept, as well as the contributions of our work.

Skip 2THEORETICAL UNDERPINNINGS Section

2 THEORETICAL UNDERPINNINGS

In this section, we present the theoretical grounding of the strong concept, focusing on situated theories of movement teaching and learning, phenomenological notions of the body and the body sociality, and relevant HCI knowledge on biofeedback technologies.

2.1 Movement Learning: A Situated Perspective

Movement is the basis and premise of our being in the world [105] and plays a primary role in human experience and communication [67]. Learning how to move and becoming aware of and controlling movement are lifelong challenges [15, 58, 93, 107]: from our earliest days of crawling and walking to sophisticated body enculturation [58], such as participating in sports and fitness.

Researchers have long investigated and debated [99] how people learn to use their bodies, and the pedagogical literature includes many theoretical perspectives [5, 99, 119, 120] (examples include behaviorism, cognitivism, constructivism, and sociocultural theories of learning; see [5, 64] for a detailed overview). These theoretical perspectives differ in the learning metaphors they adopt; their assumptions about knowledge and learning; and the roles of teacher, student and environment [5, 64]. Historically, the perspectives have shifted from foregrounding external factors (i.e., positive reinforcement in behaviorism; information processing in traditional cognitivist perspectives [64]) to progressively considering the student as an embodied subject [5, 64, 99].

Movement learning is a central part in becoming proficient in most sports and some fitness practices. This happens when the practice includes physical exercises that must be performed in particular ways [28]. Such exercises typically present movement norms—movements involving certain qualities, patterns, postures, and spatial and visual orientations [9, 20]—used to qualify what constitutes a desired or undesired performance. In such practices, learning movement is generally geared towards learning to move in the desired ways, as well as avoiding and recovering from undesired ones. Such movement learning is highly situated and social [86], often featuring an expert practitioner in a teaching role (coaches, personal trainers) who facilitates training and guides students in developing capabilities.

Since this article is concerned with such social and situated movement learning practices, it builds on recent sociocultural situated perspectives on movement learning. Drawing from anthropology and phenomenology, the situated perspective focuses on how people participate in culturally situated movement practices, viewing movement knowledge as dependent on those practices and contexts [5, 99, 102]. This perspective is permeated by an embodied understanding of decision-making, cognition, perception and action, which are seen as inseparable from each other [21, 66] and the individual's social and cultural learning environment [102].

From situated perspectives, learning manifests in observable changes in performance and in developing the ability to move in specific ways [32]. Learning is closely tied to training and practice [31]: sensorimotor capabilities and competencies are developed through and evolve from participating in established communities of practice [102]. Each movement practice is characterized by particular goals, normative movement stances, values and aesthetics [5], and movement learning in them can be viewed as a process of an individual's enculturation toward becoming a competent member of the practice [99, 102]. At the center of this process are the relations and interactions between individuals and their physical and social environment [102].

2.1.1 The Body Sociality: Learning as a Process of Apprenticeship.

Situated perspectives on movement learning foreground the body sociality: how bodies relate to, interact with, and affect each other. Of particular relevance for our work are the asymmetric roles within communities of practice, where some expert practitioners receive formal education and pedagogical training to become teachers [5, 120]. Fitness instructors, sport coaches, physical educators, personal trainers (and arguably physiotherapists [26]) are all examples of movement learning teachers. Teachers can be understood as facilitators of movement learning [41]. They design and facilitate movement learning environments and experiences [21] and guide students into the community of practice and its values, goals and aesthetics. Teachers also help students in developing relevant sensorimotor capabilities and competencies [5, 58] towards the desired form of enculturation [58, 86]. Hence, from this perspective, learning a movement-based practice resembles an apprenticeship from a more proficient and pedagogically trained practitioner [102].

The interaction between teachers and students has been studied to uncover general teaching and learning patterns [25]. The teacher guides students in using their perception and action to achieve a particular performance [21, 86]—that is, the correct form of an exercise. This guiding occurs through instructing, where teachers demonstrate and provide guidance on how to perform relevant movements; assessment, in which the students’ performance is evaluated [40, 58]; and feedback, explaining what aspects of the performance are deemed correct or incorrect, and signaling errors [21, 58, 125]. Teachers also help direct, guide, and attune the students’ attention to relevant movement qualities or physiological processes [21, 58, 86] through instructional and feedback cues that may have an internal focus (attention towards the body: movements, position, orientation), or an external one (attention to the impact of their performance in the environment, material objects) [137].

Throughout, teachers ascribe meaning, often prescriptively, to performances, labelling certain performances as desired or undesired for the practice and the particular student. Importantly, these processes are highly interactive and social [102], characterized by a rich cycle of reflection in and on action by all participants [39, 103], not only the teachers.

Teachers also adapt desired movements to students’ capabilities [14, 21]. Individual students, with their particular bodies, have different needs that vary over time; teachers are trained to evaluate such changing needs and adapt their pedagogical methods and strategies on the fly [21], such as by proposing alternative ways to achieve the desired performance, or simplify its complexity [21].

As such, movement teaching is tailored and adaptable to each student or group. It is characterized by a rich cycle of reflection in and on action by all participants [39, 103]. This is important because it contrasts with the technology-driven and positivistic approach that has permeated most technology designs to support movement learning. These tend to see desired movements as independent of the student, their characteristics and the contexts and situations that prompt it, and give place and to codify uniform models of learning.

2.2 Intercorporeality and Movement Learning

The situated perspective discussed above provides insight into movement teaching and learning practices at a high level, but does not support analyzing the in-situ situation process of teaching and learning in depth. We draw from phenomenological accounts of social cognition [85, 86, 117] to look at intercorporeality as a fundamental condition through which social movement teaching and learning occur.

Intercorporeality concerns the corporeal relations that emerge in interaction, through which people build meaning and action [86], uncovering how humans are able to incorporate the perceptions and actions of other people in their experience [86]. The actions of others prompt possibilities for sensemaking and action in ourselves and vice-versa [117], based on our innate sensitivity to others’ movements [86]. Intercorporeality underpins our capacity to learn movement through observation and imitation of others [117]. The concept is closely related to the concept of second-person perspectives on body and movement [34], which describes how we, through empathic observation [74], can attune our subjective perspective to others’ bodies and movement and be sensitized to them [49]. The second-person perspective captures our ability to bridge our first-person perspective and an observational, third-person perspective on other's movements [116], and all three perspectives are held simultaneously [49].

Intercorporeality enables social sensemaking in which action and meaning are generated and sustained in a social and participatory way [53, 57]. This social sensemaking is characterized by patterns of coordination [40, 86] and a reciprocal perceptibility between bodies: in other words, people need to be able to appreciate their own sensorimotor actions, as well as those of the other [86] for mutual understanding and communication.

Intercorporeal engagements in sports can take many forms, such as agonistic as in martial arts, or symmetrical, as in synchronized swimming. The most relevant for this article is co-operative [40]: teachers and students take turns articulating, communicating, performing, assessing, and correcting sensorimotor actions. Notably, these co-operative engagements are multimodal [40]: people (both teachers and students) draw from myriad interactional resources to build meanings and action. These interactional resources include speech, demonstrations, gestures and pointing, touch and mobilization (moving somebody else), spatial elements (e.g., references in the environment), and tools and equipment [7, 21, 125]. In the empirical investigations below, we will show how intercorporeal biofeedback becomes a material, used seamlessly together with the pool of interactional resources that people already employ during teaching and learning.

2.3 Biofeedback Technologies for Body Awareness and Physical Literacy

A final strand of work that is relevant for articulating intercorporeal biofeedback is other body-centric technologies that promote body awareness and physical literacy. From this perspective, our concept builds on previous design work on biofeedback technologies. This is a broadly scoped concept for a range of technologies that can sense different aspects of our bodies (such as movement qualities or physiological processes) and provide feedback to us. Past research has shown the great potential of biofeedback technologies to enhance our body awareness and affect our actions [9, 38, 51, 61, 72, 89, 93]. Biofeedback technologies have the capacity to reveal otherwise “hidden” or “inaccessible” [93] aspects of bodily experience, such as proprioceptive sensations. Biofeedback technologies can augment bodily perception through other senses (vision, hearing, and touch), making sensation more tangible and obvious, so that we can understand it and act on it [48, 72, 89, 93].

In HCI design research, prior work has shown that biofeedback technologies can guide our attention focus between body areas or physiological functions [51, 94] and support prolonged attention to a specific part [48, 92]. They can also support us in dynamically shifting attention between the technology and our body [94].

Biofeedback technologies may foster different bodily-perceptual relations, depending on the design goals. Biofeedback works within soma design [48] often foreground a deep, prolonged felt appreciation of our bodies [51]. It can be in intimate correspondence [48] with the person, when the synchronization of biofeedback and body or movement is immediate enough to allow us to perceive the former as an extension of the body, as a mirror of the self [48]. This allows technology to be incorporated into the perceptual-bodily self-experience [55, 132], becoming an extension of our body through which we perceive and act [48].

Other design inquiries have emphasized the dynamic interplay between focus on the body and the tool. For example, the concept of present-at-body [94] centers the reflective use of wearable biofeedback tools for developing bodily self-awareness and dynamically guiding our attention. Biofeedback can be also used as a defamiliarization tool, to help people obtain a different understanding of their body and movement. For example, prior work on metaphorical sonifications [71] shows how body perception and action can be altered by augmenting movement through sounds that a body would not naturally produce, such as the sound of the wind or a mechanical gear turning. Biofeedback can also be separated from the immediate movement and bodily experience, so that the technology becomes the focus of our attention. Examples of these can be found in biofeedback technologies that provide symbolic representations to facilitate comprehensive “readings” of the referent, such as heart-rate numbers in self-tracking applications [139].

These discussions of how biofeedback technologies can mediate our perception and action will underpin the analysis of the interactive qualities required for interactional biofeedback.

Skip 3RELATED WORK Section

3 RELATED WORK

In this section, we provide a brief overview of predominant technologies for movement learning, articulating why they often fall short of addressing social and situated movement learning contexts. We also present related works that have employed open-ended actuation forms. Finally, we review previous design works using biofeedback that can be analysed as examples of intercorporeal biofeedback.

3.1 Predominant Technologies for Movement Learning

Most research and design in movement learning has focused on individual experiences [10, 16, 84, 128]. We see two main types of contributions arising from such work. First, a range of technology-driven projects aim to advance technical capabilities and develop new or better ways to sense, capture, model, predict and evaluate movement (e.g., [3, 42, 68, 82, 130, 131]). These works often address a particular exercise (or small set of exercises) and perform experimental studies to prove the efficiency of their technology. Much less often is the technology trialed in authentic contexts or even with authentic users, leaving their real-world potential unclear. The second strand of projects are those supporting individual learning experiences in particular practices. These works often identify a need and contribute a technology solution that addresses it through, for instance, automated assessments on performance and feedback [11, 13, 17, 18, 27, 129, 134], and/or providing instructions and cues [4, 65, 110, 118, 140]. Such work often shows relevance in the respective practices but with limited scope.

Underpinning most of these works is a positivistic understanding on movement [79, 127, 138], an understanding under which movement can be abstracted from particular bodies and situations that give rise to it, and modelled under generic benchmarks. This understanding often disregards the sociophysical context of movement learning practices [79, 121, 125] and individual capabilities and needs [111, 127]. Technologies built on positivistic understandings of movement often fail to provide meaningful qualitative feedback and address individual needs [125, 138]. They may also restrict the quantity and quality of exercises that they can meaningfully cater to [8, 79, 125], limiting their usefulness in movement practices with diverse exercises [127].

Studies of these predominant design approaches to technology for movement learning show that they work well to address goals such as engagement [81], autonomy [129], and accessibility. However, they offer little insight or guidance into how we, as designers, can design for complex, social and situated contexts of movement learning.

3.2 Alternative Technologies for Movement Learning: Open-ended Actuations

Other technologies for movement learning align more with the design goals for intercorporeal biofeedback, in that they address situated or social contexts through open-ended feedback. Open-ended technologies provide qualitative representations without a fixed meaning and prescribed actions to be performed [12, 47], leaving feedback open to different interpretations and courses of action [12]. Hence, end users become active co-constructors of the meaning and functionality [12] of the feedback, which can be appropriated and changed over time [12, 47].

Most open-ended technologies for movement learning enhance movement awareness, with the aim of helping people understand and adapt their performance. As they are open for interpretation, they can address different performances and individual students. Some examples include open visualizations of weight distribution and center of pressure via color-coded pressure maps in weightlifting [30] and acrobatics [122]. Other visualizations augment the whole body, for example interactive mirrors for learning martial arts [43] and video-visualizations for training football [46]. Other works employ sonifications, such as augmenting the sound of a golf club's swing [95], changes in the center of gravity for skiing [44], and changes in pressure distribution in speed skating [112].

Other open-ended technologies support different forms of remote teaching. For example, a rock climbing vibrotactile wearable [83] is worn by beginner climbers and is controlled by an instructor on the ground who provides real-time feedback and guidance through a tablet. Prior to climbing, climbers and instructors jointly decide on the meaning of different vibrations.

Other designs support teaching and learning in situated contexts. An example is TacTowers [36, 76], a playified approach to training fast movement anticipation and reaction in handball. TacTowers consists of several interconnected poles rigged with touch sensors and light actuators. Lights can be tapped, and this action triggers another light somewhere else. TacTowers enables coaches to instruct specific movement patterns in the form of games (e.g., someone taps the light, the other tries to defend it) and students to practice offensive and defensive skills.

These examples show the potency of open-ended technologies to be used in social and situated practices, as they can cater to different exercises, correct or incorrect performances, and people.

3.2.1 Related Open-ended Biofeedback Works for Movement Learning.

Here, we provide an overview of existing works on open-ended biofeedback for movement learning. The cited works are relevant for this article as they present characteristics that fully or partially can be considered examples of intercorporeal biofeedback. We will use these works to articulate and ground our strong concept (see Section 6). Of these, three—Enlightened Yoga [121], ExoPranayama (Yoga) [89], and Motion Echo (snowboard) [98]—are in the domain of sports and fitness, and one, Go-with-the-Flow [109], is in the area of rehabilitation.

Enlightened Yoga [121] is an example from our own research, beyond the empirical material considered in this article. It is a full yoga class of 16 exercises performed with a wearable system that augments movement trajectories and bodily orientations by projecting a cross or a dot laser unto the environment. This technology is similar to one that we review from our own empirical material in this article, Laser TTP, upon which we elaborate later.

Motion Echo is an augmented snowboard developed by Park and Lee [98] to support awareness of and teach weight shifts during snowboard movements. A display positioned on the upper part of a functional snowboard, Motion Echo visualizes in real-time changes on weight distribution via color changes in an LED matrix (higher pressure is represented with a red hue; lower, with purple).

ExoPranayama is a shape-shifting architectonical installation developed by Moran et al. [89] to support the conscious regulation and teaching of breathing during a yoga class. ExoPranayama consists of fabric stretched over a tent-like aluminum structure that is equipped with servomotors and positioned above participants. The aggregated breathing of the students (measured through a breathing belt) affects the structure's shape.

Finally, Go-with-the-Flow is a sonification system developed by Singh et al. [109] to support self-directed rehabilitative exercises and functional movements at home. The system (available in wearable and Kinect-based versions) sonifies movements through musical tones; for instance, when a user is back bending, the note changes as the bending degrees increase. This work focuses on supporting individual movement training. In an in-clinic session, patients explore their bending capabilities and range of movement together with the physiotherapist and the device. The device is then worn at home during functional activities, supporting an increased awareness of the patients’ capabilities and allowing patients to work with the goals they have set with their physiotherapist during their in-clinic session.

Table 1 summarizes these works’ technology, user studies conducted and participants, technology use, and its impact on participants’ experience.

Table. 1
ExampleEnlightened YogaMotion EchoExoPranayamaGo-with-the-Flow
PracticeYogaSnowboardingYogaPhysiotherapy
TechnologyWearable (Laser TTP) visualizing movement and body orientation, projecting it onto the environmentColored LED surface on the snowboard's top visualizes Body weight shiftsActuated tent-like architecture that changes shape based on aggregated breathing dataBack-bending degrees are sonified through musical notes, using a wearable and Kinect system
StudyOne class in StudioSnowboarding sessions in the wildTwo yoga classes in StudioFour focus groups, in-home study, in-clinic survey
Teachersand students1 instructor, 1 beginner & 1 intermediate student3 instructors, 6 beginner students2 teachers and their usual yoga groupSeveral physiotherapists and chronic pain patients
Technology UseTeachers: during verbal instructions, feedback/corrections, guidance concurrent to the student's performance. Students: during imitation and performance.
Technology ImpactEnhance communication/understanding of embodied knowledge. Enhance awareness of own movement/performance. Enhance awareness of others’ movement/performance. Support acting upon instructional cues.

Table. 1 A Characterization of the Works

In Section 6, we will revisit these works to characterize the strong concept of intercorporeal biofeedback and ground it in other empirical material.

Skip 4METHODS Section

4 METHODS

4.1 Strong Concepts for Design

In this article, we articulate the specific design strategy of using biofeedback to enhance teaching and learning as a strong concept [52]. Strong concepts are a type of intermediate-level knowledge [75], resulting from Research through Design [37] processes, that aim to help other designers generate related designs. Höök and Löwgren [52] characterize strong concepts as: (1) characterizing interactive behavior as it unfolds over time; (2) possessing interactive qualities that reside between technology and people, speaking about use practices and behaviors; (3) presenting a core design idea that can cut across individual-use situations and application domains; and (4) being more abstract than particular instances, which allows the strong concept to be concretized in different design particulars with different technical implementations.

Strong concepts are primarily identified inductively, from empirical material, which distinguishes them from bridging concepts [24] which primarily draw upon theory. Their validation comes from vertical grounding: that is, relating the strong concept to theories that help articulate why and how the strong concept works [52] as well as to the empirical work from which they are derived. The validation of strong concepts is further strengthened from horizontal grounding: that is, relating the strong concept to other existing empirical examples outside from the ones it stems from as well as other intermediate-level knowledge [52]. The horizontal grounding substantiates the strong concept's potential for inspiring subsequent design as it shows the applicability of the concept outside the context in which it was developed. Together, the vertical and horizontal groundings of a strong concept support evaluating the concept according to the evaluative criteria suggested by Höök and Löwgren: to be contestable (i.e., novel), defensible (i.e., horizontally and vertically grounded) and substantive (i.e., able to inspire new designs) [52].

The concept itself emerged from our previous empirical work on movement learning [77, 121, 127], in which we designed and used a series of Training Technology Probes (or TTPs), to support movement learning practices. The TTPs are minimalist, open-ended wearables that teachers and students use during teaching and learning. We have published work on the TTPs’ design, integration in practice, and overarching effects, but in this prior work we did not develop a thorough understanding of why and how the TTPs were useful tools to support movement teaching and learning. In this article, our aim is to provide a characterization of shared design patterns between our design exemplars, which can generalize beyond both the technology and the movement learning practices of our work.

4.2 Intercorporeal Biofeedback for Movement Learning: Empirical Grounding

Although several of our design inquiries (e.g., [77, 121, 127]) have contributed to the formulation of intercorporeal biofeedback, in this article we focus on empirical material from two specific design projects. The first project is Super Trouper, a technology-supported circus training course with circus instructors for children with mild motor issues. The second is BL Strength, a series of strength-training workouts using a personal trainer with practitioners at different skill levels. In both projects, we developed and tested different TTPs to support movement teaching and learning. These two projects were selected as their studies were extensively documented through video, providing rich observational material for in-depth analysis. For this article, we revisit the empirical material from the two projects and re-analyze it through an in-depth interaction analysis [59] on the video data, focusing on the interactional qualities that made TTPs a useful tool to teach and learn movement.

The two projects have been extensively described in previous publications [77, 127], and are here summarized to provide a context for the analysis presented in this article. Both projects followed a Research through Design [37] approach, following principles of practice-based design [114] targeting human activities [80, 133] and with awareness of the fact that the studied practices already feature a rich fabric of interactions, materials, and movements. We approached design as the crafting of an experience with several important design resources: people and their bodies, practices, spatial resources, sociotechnical materials and other materials and tools [48, 80, 133]. In this understanding, designing encompasses orchestrating experiences and behaviors that result from combining this diverse set of design elements in a process that originates as much with the participants as with the designers. The TTPs as well as their use continued to be (re)designed throughout the process—by teachers and students—in an ongoing process of meaning-making in interaction.

The design process in both projects [77, 127] included an initial phase in which the designers prototyped technology together with the instructors; explored critical design decisions such as what movement qualities the TTPs could augment and the exercises in which they could be used. These explorations included details such as investigating where to position the wearable TTPs on the bodies, and their potential uses in the exercises. In a second phase, instructors deployed the TTPs in training sessions, and both instructors and students performed exercises with the TTPs. We have previously shown that open-ended feedback allowed participants to alter and adapt the original meanings and uses [77, 127], but did not previously develop an understanding of why and how the technology supported this process.

4.2.1 Super Trouper: Circus Training with Four TTPs.

Our first dataset comes from Super Trouper, a project exploring wearable technology and circus training to support children with mild motor challenges and sensory processing disorders [77, 124]. Super Trouper ran from 2017 to 2021. We partnered with Cirkus Cirkör, Sweden's largest circus company, to develop technology-supported circus training courses for children aged 7–12 with challenges in movement sensing (registering, orienting, interpreting, and organizing proprioceptive information) [106] and actuating (difficulties with controlling and eliciting motor responses) [87]. Throughout the project, we explored how to create engaging, intrinsically motivating movement learning activities that also enabled the children to work on and with movement awareness and control.

Super Trouper's different phases ranged from ideation workshops to technology development, course planning and recruiting, and data gathering and evaluation in courses with children and circus instructors. The data used in this article corresponds to design activities and courses from 2017 and 2018, illustrated in Figure 1.

Fig. 1.

Fig. 1. Overview of the design and research activities involved in Super Trouper. We depict the different types of activities (observational, ideation, planning, technology development, and empirical data gathering), and which influenced each other. We also note who was involved in each activity (i.e., us researchers, instructors, and/or children).

Super Trouper started in Spring 2017 with observational studies of the circus training courses that Cirkus Cirkör was offering. From those studies, we were able to understand the structure of a circus training course and also start identifying challenges in teaching and learning [77]. Based on these studies, and together with the pedagogic coordinator of Cirkus Cirkör, in Fall 2017 we planned a new course together with the circus instructors and recruited participants. In parallel, we researchers also ran a series of ideation workshops (W1, W2, W3) that resulted in a plethora of ideas for technology to augment movement awareness and control in movement learning settings [126]. Both circus and yoga instructors participated in these workshops.

In Spring 2018 and Fall 2018, we ran two courses with children. Three experienced circus artists and instructors (IN1, a woman; IN2 and IN3, men) participated. For each course, Cirkus Cirkör recruited children exhibiting mild motor challenges (5 in the first course, and 7 in the second). Both courses included training in several circus disciplines: acrobatics (e.g., headstands), aerials (e.g., silks), juggling (e.g., balls, clubs) and balance (e.g., tightwire). Both courses involved two hours of training sessions a week for six weeks, featuring 1-2 circus disciplines each. Both courses also featured the design of TTPs and their integration into the circus disciplines.

We used the Blower, FrontBalance, Laser, and Movement TTPs (Table 2) in Super Trouper. The first three TTPs were developed over the first few sessions of Course 1, implementing the ideas most relevant to our target group from the Fall 2017 ideation workshops. They were tried in the last two sessions of Course 1. The Movement TTP resulted from an ideation workshop (W4) with our instructors [104] that had as its goal suggest new technology for our target group, and we researchers implemented it in parallel to Course 2.

Table 2.

Table 2. Overview of the TTPs in Super Trouper

All the TTPs were used in Course 2, but not all at once. We explored two in detail in each training session. The use of the TTPs in each session had been loosely envisioned during a workshop with the circus instructors (W4) and further detailed in discussions between training sessions. Instructors had plenty of room to tweak the envisioned uses on the spot during sessions, as well as to explore new uses [124]. Throughout Course 2, we also tested and slightly iterated the TTPs (e.g., to improve wearability or tweak feedback precision) to better suit our target group [77, 124]. We captured action through three cameras, one on a tripod and two chest-mounted cameras worn by researchers. We also recorded semi-structured interviews with instructors after every class and a concluding interview with children after the last training session.

As discussed in prior published work [77, 124], children and instructors reported that the TTPs were useful to help increase awareness and control for children in our target group. Most notably, they reported on how children were able to focus better on the exercise at hand and control their motor responses, and they often found the TTPs playful and exciting.

4.2.2 BL Strength: Strength Training with BodyLights.

The second dataset was collected in BL Strength, a 2019 project focused on strength training through interactive technology [127]. While this was a smaller and shorter project, the BL Strength's phases still included ideation workshops, technology development, and data gathering from workouts with trainees (Figure 2(a)). As we researchers were interested in exploring the potential of the existing Super Trouper TTPs in a very different movement practice, we organized an exploratory workshop (W1) in which we brought in all our TTPS in Table 1.

Fig. 2.

Fig. 2. BodyLights project (a) and artefact (b).

Together with a certified NSCA [142] personal trainer (PT) and two experienced practitioners (+10 years of experience), we explored the potential of each TTP to support movement teaching and learning in strength training. The results were that participants preferred the Laser TTP, as it could visualize multiple movement qualities important in strength training: movement direction and pace, body posture and alignment, and muscle engagement [123]. Yet, participants also saw limitations, such as the Laser TTP's limited capacity to project at a variety of angles from the body. These findings prompted the development of BodyLights (Figure 2(b)), an iterated version of the Laser TTP that features a 3D printed casing that lets the user manually direct the laser pointer to any point in the environment.

We implemented and refined BodyLights through an iterative process to achieve ease of interaction and projection stability. This process happened in parallel to three ideation workshops (W2, W3, W4) in which the researchers, the PT and three experienced practitioners explored and co-designed the use of BodyLights in different strength training exercises. In the workshops, we explored the best placement for the technology on the body or equipment, projection angles as well as feedforward and feedback cues that could be articulated and communicated.

These workshops and iterative implementation process resulted in the final design of BodyLights (Figure 2(b)) and its integration in 18 strength training exercises (full, upper, and lower body exercises) in collaboration with our PT. In this project, we foregrounded values such as safety, performance precision, and correct technique. Including BodyLights aimed to support the teacher and students to achieve and communicate such precision and correctness, while being mindful and respectful of safety issues.

As the basis for this collection of exercises, the researchers and the PT planned a series of workouts and recruited 15 strength trainees at different skill levels. We collected the dataset during the evaluation of the workouts with BodyLights. Each trainee received three individual sessions of workouts with the PT, featuring 4-6 exercises with BodyLights. The training sessions were captured through one fixed camera on a tripod. We also recorded semi-structured interviews with students after every session, and a final one with the PT.

As discussed in detail in prior work [127], both PT and students found that BodyLights could meaningfully augment several movement qualities (i.e., movement trajectory and pace, posture, and muscle engagement). The PT found it useful to provide instructions and monitor the students’ performance. Differently skilled students perceived that BodyLights clarified the PT's instructions, offered them a guide on how to perform the instructed movements, and helped them identify errors on their own [127].

4.3 Methods for Data Analysis

Our prior published work on Super Trouper and BL Strength [77, 124, 127] focused on the overall effects of training with TTPs on the students’ experience. For this article, we were interested instead in surfacing and understanding the interactive qualities that made the TTPs a working tool for people during teaching and learning in the different movement practices. To do so, we re-analyzed all video data captured in Super Trouper and BL Strength through structured video analysis [45] and posterior Interaction Analysis [59]. Although we analyzed all the TTPs, for space reasons our examples in the following sections are drawn only from the Blower TTP and BodyLights. We revisit the other TTPs (presented in previous work; see [77, 124]) in the horizontal grounding of our concept in Section 7.

Since we were interested in the communication and meaning-making processes happening between teachers and student, our video and interaction analysis focused on observable interactions between these. The initial video analysis was performed by the first author with the help of a research assistant, and it focused on identifying instances in our data where the TTPs were visibly being used or referred to. For each instance, we coded the timestamp, the people involved and the TTP involved. Further, informed by knowledge from movement learning literature (e.g., [32, 39, 58, 86, 125]), we also coded each of the identified instances as belonging to one of three overarching interactional processes central to movement teaching and learning [32]: (1) instructing a particular set of movements through demonstration and explanation; (2) the students subsequently performing it, through an imitation processes; and (3) assessment and feedback, in which the teacher may further guide or correct the student's performance.

The video analysis resulted in a collection of instances of the TTPs being used and referred to in the processes of movement teaching and learning. The first author of this article further performed a detailed interaction analysis on these instances. For each instance, the author noted the interactional sequence of action between teachers and students using the technology, for example: who initiated which action and what the action itself entailed (e.g., verbally referring to the TTP, visually attending to TTP, physically manipulating the TTP). The author also noted the aim (e.g., bringing the student's attention to an error by referring to the TTP feedback) and the sequential steps of that interaction (e.g., the teacher first pointing to the TTP, the students turning their head to the TTP and stopping their performance). After coding, the first author began identifying patterns of interaction across both data sets, in the process discussing and polishing the analysis and patterns with the other authors. Through such analysis, we identified recurring and prevalent strategies of technology use shared by the two projects. These strategies captured how the TTPs were used and acted upon by teachers and students to support their teaching and learning.

These resulting use strategies, which we present in the next section, gave us an empirical grounding upon which we articulated the interactive qualities of the TTPs that made them a useful tool for teaching and learning movement (which we present in Section 6). We articulated such qualities through analytical and theoretical discussions among our research group, in a back and forth process between our empirics, our theoretical framework, and related work. This process helped us trace the connection between our results and the theories that helped explain them, as well as identify similarities and differences between our work and that of others.

Skip 5RESULTS Section

5 RESULTS

In this section, we present the results of the video analysis and interaction analysis from the two datasets combined. Table 3 illustrates the results from the video analysis: instances in which the TTPs supported each of the different training processes (instruction, performance, guidance/correction). The video analysis also showed that teachers and students were able to act upon and through the TTPs and go about their teaching and learning processes (instructing, correcting, performing) without hindrance from the TTPs. This was largely achieved by the selection of exercises during the design phase of the projects, where TTP uses that hindered performance were discarded [77, 127]. To enable an analysis of the effects of referring to the TTPs, the identified instances of use were full meaningful sequences of actions rather than single observations of the TTPs being referred or oriented to. For example, when an instructor gave multiple instruction remarks to the same student for the same exercise, this was noted as one “instruct”; similarly, the same student conducting multiple consecutive repetitions of the same exercise using the TTP was counted as one “perform.” However, if three different students performed the same exercise with the TTP, these were noted as three “perform.”

Table 3.
InstructPerformCorrect
BL Strength: BodyLights155210124
Super Trouper: All254332
Movement TTP3107
Blower TTP71610
Laser TTP999
FrontBalance TTP686
  • The Supplementary Material extends this overview with a brief description of the exercises and processes in which the TTPs were featured.

Table 3. Results of the Video Analysis: A Quantification of How Many Instances of Use Were Found for Each TTP in Each Movement Teaching and Learning Process

  • The Supplementary Material extends this overview with a brief description of the exercises and processes in which the TTPs were featured.

We attribute the notable difference in numbers between the two practices to a range of factors such as the number of participants and to differences in the teaching style and organization of the learning activities.

In the rest of this section, we present the results of the interaction analysis, focusing on the teachers’ and students’ most prevalent strategies for using the TTPs. We illustrate each strategy with fragments from the interaction analysis, which we have selected for their illustrative capacity and how they build on each other (e.g., a fragment of “demonstrating an exercise with a TTP” is followed by the subsequent fragment of technology use for “student imitation”), which facilitates an understanding of how learning unfolded. The fragments are explained in brief and illustrated with snippets from the video capture. The detailed interaction analysis can be found in the Supplementary Material. In the BL Strength snippets below, we have highlighted the BodyLights projection to make it more visible and understandable.

5.1 Instructing Movements with the TTPs

Demonstrations with explanations are one of the central methods to instruct performances [32, 58, 86]: teachers use their own body to show the students how an exercise should be performed, typically accompanied by verbal explanations. These instructions can display a whole movement or parts of it, and are also often used to bring the student's attention to particular aspects or qualities of the movement [58].

5.1.1 Establish a Benchmark on How to Perform the Exercise with the Technology.

During demonstration, teachers use and refer to the TTPs to establish a relationship between movements and the desired technology's feedback. Teachers use a host of referential cues (e.g., verbal cues, explanations, gestures) to bring attention to the movement quality that is in focus, and relate it to the desired actuation. Teachers often intertwine internal points of reference, referring to the body or movement itself, with external, referring to the effects such movement will have on the technology. This was observed in both practices.

The demonstration and explanation links feedback responses to desired performance, but teachers also map undesired performances to specific biofeedback actuations, thus bringing attention to common errors. Through demonstrating with the technology while verbally referring to it, teachers endow the TTPs’ open-ended feedback with meaning that is specific to each exercise, and communicate that meaning to the students.

Figure 3, from strength training, illustrates this recurring TTP use. The PT is demonstrating Mountain Climbers— a dynamic variation of ‘the plank’ in which students bring their legs up to their chest—to a participant (P2). A key aspect of this exercise is to maintain trunk stability, and hence, the PT starts by establishing the correct projection position. She wears the BodyLights on her chest, with its cross-shaped projection between her palms. Pointing at the projection, she instructs: keep the light here (Figure 3(a)). The PT then maps multiple erroneous performances to the TTP's feedback through demonstrations, while P2 is looking at both her body and the TTP's feedback. She demonstrates an improper back posture, saying: remember not to curve… (Figure 3(b)); She curves her back, which moves the projection slightly away from between the hands, closer to the feet. Next, she stretches the back, continuing her explanation: …or stretch the back. This moves the projection slightly ahead, beyond the hands (Figure 3(c)). The PT also sets a baseline for movement stability by referring to the projection, pointing at the light with her hand and instructing: keep the light as stable as you can (Figure 3(d)). Finally, she also demonstrates wrong hip positioning and the effect it has on the projection: raising her hips moves the projection close to the feet. She says: remember not to keep your hips up… (Figure 3(e)); she continues by bringing the hips down and saying: …or down (Figure 3(f)); moving the projection beyond the hands.

Fig. 3.

Fig. 3. PT demonstrating Mountain Climbers.

5.1.2 Replacing Cues about the Body with Cues about Acting with the Technology.

The TTPs also provide an opportunity for instructing exercises without needing to verbally establish the relationship between the performance and the biofeedback actuation. This strategy instead favors cues with an external focus that relate to how to act with the technology. The teachers use the TTP as a medium to influence the students’ performance without making explicit, or verbally referring to, the relationship between the body and the biofeedback.

This strategy occurs abundantly in Super Trouper. An example is shown in Figure 4, where Instructor 2 (IN2) is demonstrating how to perform a crunch with the Blower TTP on his head. With children looking at him, IN2 raises his head saying: we first raise the head. He then points at his core and says: we make it strong. Maintaining the crunch, he says: blow. As he blows, the LED lights turn on one at a time. When he has lighted up four, he stops blowing and the LED lights turn off. In interview data, IN2 reflected that that the intended effect of making children blow is to emphasize the exhale, which contracts the core and helps them stabilize and maintain the posture. Yet, in the video data, the cue that he gives relates to how to interact with the technology (blow), and the relationship between core engagement and blowing is not communicated to the children.

Fig. 4.

Fig. 4. IN2 demonstrating a crunch with Blower TTP.

In BL Strength, this occurred primarily with beginner students and nuanced movement qualities, e.g.,: in Figure 3(d), the PT gives P2 an actionable cue to keep the projection stable, which will subsequently affect the body's movement pace. The relationship between the stable projection and pace is never verbalized.

5.2 Performing an Exercise with the TTPs

Students must develop the ability to perceive, identify, and recognize relevant movement qualities and desired performances to be able to act on the teachers’ instructions [7, 32, 58]. Students typically observe the teacher's demonstrations and try to imitate their performance afterwards [32].

5.2.1 Imitation: Transferring the Established Relationship Between Technology and the Body to the Student's Own Body.

In both practices, students visually attend to the teachers’ body and the TTP's biofeedback during demonstrations. The TTPs’ actuation gives students a benchmark of the feedback response they are expected to achieve if they execute the movements as demonstrated. When they perform it themselves, the biofeedback becomes a referent, and students can compare the feedback they obtain during their performance to that of the teacher's.

Figure 5 from the circus training data shows how children start performing crunches with the Blower TTP: after looking at IN2’s demonstration (Figure 4), they directly proceed to perform the same. First, P5 with the TTP on his head, does a crunch and blows into it (Figure 5(a)). His LEDs light up, as the beeping continues, and IN2 looks at him. When P3 stops blowing into the TTP and goes back to lying on the mat, the LEDs turn off and beeping stops. The other children follow P3, performing the exercise and blowing into the TTP (Figure 5(b)).

Fig. 5.

Fig. 5. Snippets of children performing crunches with Blower TTP.

Prior to imitation, sometimes teachers need to assist and help adjust the TTPs so students can obtain feedback as benchmarked in the demonstrations. This is particularly recurrent with BodyLights. In Figure 6, P2 is about to perform the Mountain Climbers himself. PT manually adjusts P2’s BodyLight so it projects in between his hands (Figure 6(a)), points at the projection remarking the light stays here (Figure 6(b)). P2 then proceeds to do the exercise himself (Figure 6(c)).

Fig. 6.

Fig. 6. PT placing BodyLights and P2 initiating the movement.

5.3 Monitoring, Assessing and Correcting with the TTPs

The teachers also guide and correct the students during their performance. Monitoring and assessing performances is interconnected with providing guidance on how to correct them [32] and requires constant reflection in action [103]. Teachers assess the students’ performances, and the assessment's outcome shapes next actions (e.g., further instructions, corrective cues).

Once teachers have established the relation between a particular biofeedback actuation and a desired performance, they can choose to draw attention to it, for instance by verbally offering actionable cues referring to the biofeedback. The teacher will sometimes tighten, relax, or repeat the benchmark during guidance and correction. Figure 7 provides an example of IN2 in circus, guiding a child (P4) in maintaining balance in the rolla-bolla, which requires students to position themselves on the balancing board and maintain a constant movement to not fall. IN2, with his hand close to P4 for safety, provides an instruction on acting upon the technology (saying: Can you blow? Blow now) to make P4 to engage the core, which is key for balancing (Figure 7(a)). P4, looking at the Blower TTP feedback, starts blowing and balancing. When P4 stops exhaling into it, and the Blower TTP's LED lights start to turn off and the sound decreases, IN2 reminds him of the instruction, saying: blow (Figure 7(b)). When P4 loses balance, IN2 looking at the BlowerTTP's feedback, repeats the instruction as a correction, saying: Blow again, keep blowing (Figure 7(c)).

Fig. 7.

Fig. 7. Snippets of guiding a student on the rolla-bolla with Blower TTP.

Teachers sometimes also adapt or tweak the established connection between an exercise or particular movements and the TTP's biofeedback, to better suit the situation at hand. This may entail using the TTPs to bring attention to specific movement qualities or points of the exercise, concretize the appropriate biofeedback, or provide more actionable cues. Figure 8 from strength training presents an example of each. P2 is performing the Mountain Climbers (from Figure 3) with a rushed movement and poor trunk stability. The projection is not stable and moves significantly away from the benchmarked position. The PT, looking at it, offers a corrective verbal command (slow), and brings P2’s attention to a specific quality of the embodied conduct (pace), through pointing at the projection on the mat, and providing an actionable cue regarding the feedback control (Figure 8(a)). P2 continues to do the exercise but his posture does not improve enough. The PT stabilizes P2’s trunk, positioning her hands on P2’s back and chest (Figure 8(b)).

Fig. 8.

Fig. 8. Performing and correcting Mountain Climbers.

Mobilization (the teacher physically correcting the student's body or movement) is not a sustainable method of correction and is usually resorted to when other corrective strategies fail [125]. Before the second round of repetitions, while P2 rests, the PT fetches a sticky paper note and briefly positions it exactly on the middle of the projection's cross. She tells P2 we are going to allow the cross to stay just there, try not to go across the post-it (Figure 8(c)). This establishes a concrete visual boundary on the acceptable range of movement for the projection. With the post-it in place, the P2’s movement is slower and more controlled, and the projection moves significantly less so that it barely leaves the note (Figure 8(d). During the whole exercise, PT and P2 visually orient to the projection mostly. This is an example of how a benchmark was changed (in this case, concretized).

These two examples also show that the teachers’ visual attention and observation are critical elements of their teaching work, shaping how the training session will unfold [32, 40]. Visually attending to the students’ performance is central to obtaining information on their bodily competencies, allowing teachers to identify and determining what aspects of their performance require further instruction [21, 32]. The TTPs’ biofeedback becomes one of the elements teachers use to monitor student performance, including identifying errors, checking whether they are acting on cues, and determining success.

Skip 6CHARACTERIZING INTERCORPOREAL BIOFEEDBACK FOR MOVEMENT LEARNING Section

6 CHARACTERIZING INTERCORPOREAL BIOFEEDBACK FOR MOVEMENT LEARNING

The observations and analysis above capture patterns of interaction that emerge among teachers, students and the TTPs. It is through these interactive patterns that the biofeedback is made meaningful, useful and actionable for movement teaching and learning.

In this section, we articulate intercorporeal biofeedback by presenting four interactive qualities that characterize it as a strong concept: shared frame of reference; fluid meaning allocation, guided attention and action, and interwoven interactional resource. Along with the discussions in prior work on strong concepts [52], we ground these characteristics vertically through connecting empirical results to the theoretical underpinnings that help articulate why and how the strong concept works. We also ground each characteristic horizontally by revisiting similar designs (already presented in Section 3.2.1) showing how they exhibit similar features. Finally, we briefly include examples of our own work with other TTPs in Super Trouper [77, 124] to show additional applicability of the concept. The horizontal grounding illustrates how the strong concept manifests in different technological instantiations, movement practices and movement learning domains.

6.1 Shared Frame of Reference

The first characteristic of the strong concept concerns the capacity of intercorporeal biofeedback to create a shared frame of reference among teachers and students. This frame of reference is made possible through the biofeedback being perceptually accessible for both parties. Intercorporeal biofeedback augments otherwise elusive aspects of the body [61], making them accessible and public. As our empirics show, the TTPs’ representations were publicly available to anyone close enough to perceive them.

Mostly, we have used visual or audial cues to this purpose, as they offer modalities that different people can access simultaneously and through the same sense (vision or hearing). For example, BodyLights employed visual augmentations to the environment; the Blower TTP included synchronized sets of LED lights—one facing the wearer and one outwards —as well as sonification that both can hear. As seen in the empirics, this shared actuation allowed teachers and students to orient simultaneously to the feedback. For example, in Super Trouper in Figure 7, the circus instructor and the children trying to balance on the rolla-bolla both look at the Blower TTP's visual feedback and attend to its sonification. In BL Strength, the PT and the student both look at BodyLight's projection while the student is performing the mountain climbers (Figure 6).

The shared frame of reference gives people an additional perspective on their own movement. It complements their felt first-person experience [105] with third-person augmentation that shows the impact of their movement as it unfolds in space and time [105]. Through the technological augmentation, people can appreciate aspects of their own body and performance through a new, different sensory modality, which can in turn lead to a new understanding of such aspects. In our empirics, BL Strength students said that BodyLights gave them a new perspective: “usually you don't see yourself from above, so you can't really realize fully your movement […] with the projection you have a good understanding on how your body moves” (P7). The shared frame of reference thus can provide people with an observational, third-person perspective on their own performance, complementing their felt sensations [34, 116].

Through the shared frame of reference, people's perception of themselves and the others is enhanced. This reciprocal perceptibility is crucial in constituting and sustaining intercorporeal engagements [85]. Teachers in both practices and students in BL Strength reflected that the TTPs enhanced their mutual understanding. The technology spotlighted selected movement qualities in a perceptually shared way that gave teachers and students a shared medium upon which they could base their communication and interaction. People could attune and appreciate both their own and the others’ movements, showing how the shared frame also supports second-person perspectives [34, 86]. For example, students in BL Strength reflected that the TTPs clarified the teachers’ explanations, as captured by P4: “we [PT and I] were using the light as the language tool to understand what I should be doing” (P4).

By enhancing people's perceptibility of themselves and the others, the shared frame of reference partially bridges the fact that teachers and students are not equally capable of perceiving and understanding movement qualities [64, 120]. For example, the Mountain Climber example from BL Strength (Figures 3 and 6) illustrates how through BodyLights the PT could articulate very nuanced body positioning issues to a student whose movement literacy was not fully developed. The PT could draw attention to many desired and undesired positionings (Figure 3) and help the student realize his performance errors through referring to the BodyLights’ feedback (Figure 6).

Further, teachers in both practices and students in BL Strength mentioned that the shared reference frame enabled what we can call a lingering perceptual imprint from the instructions. For example, as P2 performed Mountain Climbers (Figure 3), the projection gave him constant feedback on his posture, which also acted as a benchmark. Interactional biofeedback needs to offer feedback that is synchronized with the movement, so that the frame of reference dynamically evolves in space and time, as with other biofeedback technologies [115]. This ensures immediacy and synchronization [51] between what is being represented and the actuation, at the same time as feedback being available all throughout the experience, dynamically reflecting changes in performance. Participants in the empirics reflected on this quality of the shared frame of reference. As one student put it: “when you receive an instruction and you don't have the light, it's difficult to keep the instruction present […] the light keeps it present all the time, like a constant reminder [on the correct performance], the light is all the time reminding you” (P15). This points to the shared frame of reference bridging the experience of the self to that of others [74], as it not only fosters empathic observation (ibid.), but enables people to bridge the perceptual imprint of the teacher when demonstrating to their own when performing.

6.1.1 Shared Frame of Reference in Related Work.

Other works also make use of a shared frame of reference. For example, the actuated environment in ExoPranayama leveraged shared visual feedback; the wearable in Go-with-the-Flow leveraged sound; and the rest of the examples (our other TTPs, Enlightened Yoga and Motion Echo Snowboard) leveraged both.

In these works, teachers and students could refer to the shared frame of reference during instruction, performance, assessment, and feedback. For Motion Echo, however, this was only partially true. Since visualizations were placed on the feet, teachers and students could only orient to them during static moments. When participants were descending a slope, the feedback drew people's vision to their feet and away from the environment, which was detrimental to posture and could pose safety issues. This case highlights the need to design shared frames of reference so that they do not disrupt habitual movements and body orientations of the movement practice.

In all of these works, students also reported that the shared actuation form gave them an increased understanding of their own movement and a different perspective of their body. In Go-with-the-Flow, patients with chronic pain became more aware of their real movement capabilities, which led to more self-exploration and ultimately physical activity at home. In Enlightened Yoga, ExoPranayama, and Motion Echo, the biofeedback substantially improved the students’ awareness on movement trajectory and posture, breathing cadence and weight distribution respectively.

The biofeedback in those works also enhanced people's appreciation of other people's movements. It gave teachers a nuanced understanding of elusive aspects of the student's performance, which they used to assess performances and provide further guidance. For instance, the teacher in Enlightened Yoga could sometimes identify errors in hip and back alignment solely by looking at the students’ Laser TTP projection. The snowboarding teachers in Motion Echo used the biofeedback to provide tailored feedback on how they distributed their weight on the board.

Some of these works were less successful in supporting teaching and learning. In particular, ExoPranayama's shared frame of reference proved less useful to address individual performances, as the aggregated breathing data made it difficult to discern and address individual performances. This points to the importance of designing intercorporeal biofeedback in ways that help with identification. However, the teacher in ExoPranayama was seen to be able to employ the actuated environment to instruct and provide collective feedback to the class.

Teachers and students in these projects oriented and referred to this shared frame of reference to build meaning and action. Teachers could instruct movement, demonstrating what to do with the technology so the students imitated.

Some of these works also created a lingering perceptual imprint that worked as a benchmark. For example, in Motion Echo, teachers first demonstrated the effects of the body-weight shift on the augmented snowboard. When students attempted to perform it, they could compare their own weight representations to that of the teachers. In Go-with-the-Flow, the lingering effect extended to distributed settings, and students training individually in their home were able to act on instructions and goals that they had jointly explored with the physiotherapist in the collocated session.

6.2 Fluid Meaning Allocation

The second characteristic of the strong concept concerns fluid meaning allocation, by which we mean the way teachers and students make the shared frame of reference meaningful and actionable in context through ascribing meaning to particular courses of action, and adapting these meanings as needed.

In this process, the role of the teacher is central. Teachers endow the shared frame of reference with contextual meaning, helping students making sense of it in a way that aligns with both the desired performance and students’ individual capabilities. Teachers also make the shared frame of reference actionable for students. This meaning-allocation process has been observed in previous work on movement teaching and learning [7, 21].

The empirical examples in this paper show how teachers allocated meaning and courses of action to the TTPs’ feedback, through demonstrating and explaining the connection between the performance and the biofeedback actuation. For example, the PT in BL Strength demonstrating the Mountain Climbers in Figure 3(d), saying remember to not curve or stretch the back while demonstrating an incorrect positioning of the back and the BodyLights’ projection. We also sometimes saw teachers do this without referring to the body movement, instead providing cues on what to do with the technology directly. Examples include the instructor in Super Trouper explaining how to do crunches (Figure 5) by saying blow, or the instructor for Mountain Climbers in BL Strength (Figure 3(d)) saying keep the light as stable as you can.

Through such explanations and demonstrations, teachers associate the shared frame of reference with a range of desirable and undesirable movements. These meanings are often prescriptive, related to the movement norms of a practice [22]. Interview data revealed that teachers from both practices perceived that using TTPs economized instruction, since establishing the relationship between a correct performance and TTP feedback made their instructions linger during the student's performance. BL Strength's PT captured this quality well: “[with BodyLights] I can see that students acquire [aspects of] the basic technique fast […]. I don't need to repeat the information, like the movement trajectory or posture, every time for each repetition, set, or even session […] I just [trust] the light to take care of it. I give students [more nuanced cues], but I don't repeat the basics”.

Fluid meaning allocation also concerns how the allocated meanings are adapted to best suit particular contexts. This is crucial as movement learning goals and needs change depending on particular practice's goals and values [5, 99, 102]. For example, in Super Trouper's rolla-bolla example (Figure 7), the instruction to blow did not really specify a particular pace or length of exhalation, as the main aim was to make the child to engage the core muscles and, through that, manage balancing. In comparison, BodyLights's Mountain Climbers projection (Figure 3) was linked to both posture and stability, revealing concrete correct and incorrect postures with great precision. Performance correctness was more important in BL Strength.

The meanings ascribed to the biofeedback were also adapted to the individual students and their bodies and capabilities, allowing instruction to address individual needs and goals [14, 21]. Teachers would concretize or change the meanings and actions they ascribed to the technology, by e.g., emphasizing previously instructed cues, as in the Super Trouper example with the rolla-bolla (Figure 7) when the instructor repeats the instruction blow. Teachers also linked the biofeedback's actuation to more specific aspects of the performance, as in the Mountain Climber example of BL Strength (Figure 8) where the PT brought attention to pace. Finally, teachers were able to adapt the initially allocated meanings: in the same Mountain Climber example (Figure 8(c)), the PT used a physical prop, a sticky note, to give P2 an even more actionable cue to improve his posture and stability.

Teachers can do these fluid meaning allocations due to their expertise in assessing the students’ needs in real time [21], and their perpetual reflection in and on action [39, 103]. Teachers and students negotiate meanings and courses of action to the shared frame of reference, and reach a mutual understanding of the self, the other, and the practice's norms—which is what intercorporeal engagements aim at doing [40, 85, 86] in movement teaching and learning.

6.2.1 Fluid Meaning Allocation in Related Work.

Fluid meaning allocation is also present in other work. For example, in Motion Echo, teachers used verbal cues, demonstrations, and gestures to map specific actions or movement qualities to specific biofeedback's representations, showing students how braking added weight added on the back of the foot and triggered LED lights, or that a subtle weight shift in the front of the foot increased the red hues in that area.

In most of these works, feedback was used to establish performative norms, by associating it to a range of desirable and undesirable performances. An exception is Go-with-the-Flow, where the wearable was used to explore movement capabilities without normative judgements. In this work, the physiotherapists were particularly careful when telling chronic pain patients if their performance was incorrect, as such information could trigger anxiety about pain for the target group of [109]. Comparing Enlightened Yoga, Super Trouper, and BL Strength further emphasizes this point. All three projects used similar technologies (Laser TTP, BodyLights) but deployed them differently depending on the context. In Enlightened Yoga, teachers emphasized the pleasure of moving gracefully. In BodyLights, teachers gave the technology more prescriptive meaning, foregrounding movement accuracy and norms. By contrast, in Super Trouper, instructors used the Laser TTP to foster movement exploration and playfulness.

Finally, in all these works teachers adapted the meaning and courses of action they ascribed to the feedback. This was often negotiated and updated in practice to address individual differences, capabilities and needs. For example, in Go-with-the-Flow, physiotherapists commented that the technology enabled setting contextual goals to individual patients. The instructors in ExoPranayama adapted instructions and feedback on the spot, often based on the information they obtained from biofeedback. With the Movement TTP in Super Trouper, teachers cued slowing down to focus the children's movement and balance, challenging them to try to keep the TTP green as much as possible. Teachers adapted this requirement to the individual child. For those with better motor control, teachers often reminded them to keep the TTP green whenever it turned red. With motor-challenged children, teachers instead merely cheered them on whenever they managed to keep it green even briefly.

6.3 Guided Attention and Action

The third characteristic of intercorporeal biofeedback concerns the multiple and changing perceptual relations [94] between people and technology, and how these were used by teachers to guide students’ attention and action. As with other biofeedback technologies, the attention of a person interacting with biofeedback dynamically fluctuates [93, 94]. A quote from one BL Strength student captures this quality: “[my attention to BodyLights’ projection] is like appearing and disappearing, it goes [in] and out” (P15).

Through being fluent and immediate, intercorporeal biofeedback has the capacity to be incorporated into the bodily experience [48], becoming an extension through which people perceive and act. Our empirical studies illustrate how both teachers and students went about their tasks (e.g., instructing, performing, assessing) while using the TTPs (Figures 3 to 8). Some participants were not only seen to be able to act and perceive through the TTPs, but they consciously experienced such incorporation. This is best captured by a BL Strength participant's quote of training with BodyLights: “I felt I used [the projection] but I was not only focusing on it […], at the same time I was focusing more on my body” (P14).

The shared frame of reference can be geared towards guiding people's attention, and/or to their inner, felt sensations, helping them hone a first-person perspective of their body movement. Intercorporeal biofeedback can be experienced, to some extent, as in an intimate correspondence [51] with the person whose movement qualities are being augmented, being merged into their perceptual-bodily selves [55, 94, 132]. BL Strength participants experienced this correspondence particularly often, as one reflected: “it's like a mirror […] it's a way in which I can see my body: it's reflecting my movements, how tired I am, how straight I am, how fast I move.” We see this as an important quality, in that it can allow people to act with technology without negatively altering their movements or practice.

Yet, intercorporeal biofeedback can also disrupt our felt sensations through acts of defamiliarization [48]. Through decoupling acts of first- and third-person perspectives on the body [49], a person checks what they sense proprioceptively against what the augmentations reveal of their performance. In our empirics, participants’ felt experience and the information the TTPs provided did not always align. A participant in BL Strength reflected: “without [BodyLights], I thought I had a good alignment in my arms and back, but with it, I saw a small twist, and [realized] I was putting too much effort on one arm in comparison to the other” (P12). The capability of creating defamiliarization is also an important quality, as this can bring attention to performance aspects and errors that are otherwise elusive.

Intercorporeal biofeedback can be also experienced as a quasi-other [132], as an external object in the world [116] that draws our explicit attention to it and makes it the focal object of awareness and action [55, 132]. In the empirics, an explicit attentional focus on the shared frame of reference was sometimes desired and fostered. The teachers replaced verbal cues with actionable cues that brought the attention and action solely to the TTPs, as in the Super Trouper examples with the Blower TTP (Figures 4 and 7) and the verbal cue to blow; or in BL Strength's Mountain Climber example (Figure 6) and the PT's instruction to control. An explicit focus on technology feedback was particularly useful for students who found it more difficult to act upon bodily cues, as with the children in the Super Trouper project. It was also more commonly used with beginner and intermediate students in BL Strength.

Explicit focus can also be used for distraction. While distraction risks disconnecting us from our body and our world [55, 132], it is sometimes sought in movement learning, for example, to distract people from pain or extend performance time. In our empirics, distraction helped children in Super Trouper to concentrate on the task at hand and control their movement and ease unpleasant sensations, and made children engage with the exercise longer (e.g., crunches with Blower TTP Figure 6, where having to blow was made a goal in itself).

Intercorporeal biofeedback can also be used by teachers to guide the students’ attention to specific body areas or movement qualities. In BL Strength, when instructing Mountain Climbers (Figure 3), the PT used verbal cues, gestures, demonstrations, and the biofeedback's behavior to bring to the foci of attention particular postural aspects (e.g., arched or curved back) and movement qualities (e.g., stability), and exemplifying desired and undesired postures. This aligns with the notion of change from motion training [49], of subdividing bodily experiences into specific areas as a way to deepen people's appreciations of their sensorimotor processes and of the practice's norms.

The use of intercorporeal biofeedback to provide very actionable instructions, as in the rolla-bolla example, helps to address challenges in articulating instructions that stem from asymmetries in movement literacy and perceptual capabilities [58, 101]. In our empirics, teachers from both practices perceived that demonstrating exercises and particular movements with the TTPs allowed them to simplify and clarify their communication. They mentioned that their explanations of the relation between a desired/undesired performance and its impact on the shared frame of reference was able to cover what otherwise would have needed several verbal cues. As the strength training PT reflected: “I connect the projection to what is a correct technique for each student, and explain it to them, and [without BodyLights] I would need to give more cues, like “try to adjust your pelvis”.

Hence, it can be argued that intercorporeal biofeedback helps to create and sustain co-operative forms of intercorporeality, namely the turn-taking processes through which teachers and students build relevant and situated meanings and action [40]. Yet, it is important to notice that, as with any technology, intercorporeal biofeedback artefacts are not neutral [132]. That is, biofeedback will encourage certain sensorimotor appreciations and responses, but might risk obfuscating others [48]. In our empirics, the teachers were key to addressing performance aspects that were not captured by the biofeedback. For example, in Super Trouper, the instructor explained how to perform a crunch with the Blower TTP (Figure 4), which included raising their heads. This was not something that the Blower TTP could augment, so the instructor brought it to their attention by using other interactional resources: he bodily demonstrated it, touched his own head with his hand, and said that we first raise the head. The fluid meaning allocation that characterizes intercorporeal biofeedback allows teachers and students to decide and negotiate in practice when to attune to and act with the biofeedback. Yet, it also allows them to decide when its use should recede to the background [77].

6.3.1 Guided Attention and Action in Related Work.

The use of biofeedback to guide attention and action is also present in the other works. In all of them, the biofeedback brought people's attention to the movement quality being augmented. For instance, in Go-with-the-Flow, physiotherapists used the sonification to help patients raise awareness and reflect on their bending capabilities. This approach sometimes disrupted the felt sensations through acts of defamiliarization: moving with the wearable sonification often challenged the patients’ own perception of their capabilities, as they became aware that they could bend their back more than they expected.

In all the works, the technology exhibited intimate correspondence: it formed an extension of the participants’ bodies, impacting their perceptions, movements, and capabilities as they engaged in their practice. However, in some examples, teachers also made technology an explicit focus of attention. For instance, the Movement TTP in Super Trouper helped children attend to their movement pace in balancing exercises, such as walking on a tightwire. This also helped them slow down, which resulted in a better balance.

Explicit interaction can create problems. In Motion Echo, the cues referring to the biofeedback resulted in students looking down towards their feet, which in turn limited the student's abilities to focus on other instructions and feedback. This further points to the importance of designing biofeedback augmentations with care for the practice's movements and body orientations, as discussed in previous work on the TTPs [77, 104, 121, 124, 127].

In all these works, teachers used the biofeedback to hone, direct, and focus the students’ attention and action. Their instructions often fluctuated between drawing the students’ attention to the body and to the biofeedback. For instance, in Enlightened Yoga, the teacher interlaced cues about the body (e.g., “lift your hips…”) with explanations about the subsequent biofeedback response (“…and the light is going to go all the way up the ceiling”) [121]. In Motion Echo, teachers explained how adding weight on the ball of the foot to control the board's direction would result in turning the LED lights red around that body area.

Finally, these works also used biofeedback to sustain the students’ attention to particular movement qualities. For instance, the teachers in ExoPranayama drew students’ attention to the different changes in the technology's shape while breathing, so as to keep the students’ attention on different breathing qualities such as pace, rhythm and synchronicity.

6.4 Interwoven Interactional Resource

Finally, intercorporeal biofeedback is an interwoven interactional resource. It is integrated with the pool of other interactional resources that teachers and students already use, and through which intercorporeality is constituted [86]. These include verbal explanations and commands, body demonstrations, gestures, mobilizations, other material elements, and so forth [58, 86].

This quality is illustrated in all the examples of our empirics (Figures 3 to 7): teachers and students use verbal cues, act with the technology, and point to it. They build meaning and action by the juxtaposition and simultaneous use of all these multimodal resources. For example, in the Mountain Climber example from BL Strength (Figure 3), the PT instructs the exercise by employing bodily demonstrations, gestures, and verbal explanations, all while using BodyLights. Hence, intercorporeal biofeedback extends the ecology of interactional resources already present in the practice with a distinct material contribution: a perceptually shared augmentation of relevant movement qualities that people render meaningful and that help guide their attention and movement.

As our examples also show, in the context of an unfolding movement learning experience, the technology can be used, ignored when not relevant [40], and then used again. For example, the instructor in Super Trouper explaining how to perform a crunch with the Blower TTP (Figure 4) first cued to raise the head by providing only bodily and verbal cues; and later cued core engagement by using the TTP.

Like other multimodal resources, intercorporeal biofeedback supports intercorporeal engagements between teachers and students. Yet, as with other resources, it alone does not sustain intercorporeality: it requires other resources to be meaningful and actionable. In our empirics, successful integration of technology with other multimodal resources required iterative exploration during their design process [77, 124, 127]. This exploration impacted not just the design of the TTPs as such but would for example serve to identify best body locations and uses of the TTPs for particular exercises, just as to identify (and in some cases modification) the exercises that benefitted most from the introduction of technology. In addition, technology needed tweaking when in use. This included hardware adjustments to mitigate bodily differences (e.g., the BL Strength PT in Figure 7, mechanically positioning P2’s BodyLights); and in the case of some of the circus TTPs, through software adjustments such as changes in sensing sensitivity [77].

6.4.1 Interwoven Interactional Resource in Related Work.

The related works also use technology as an interactional resource for teachers and students to jointly build meaning and action. Participants in ExoPranayama, Enlightened Yoga, Motion Echo and Go-with-the-Flow also used technology in different processes (e.g., instruction, correction, performance) alongside other existing interactional resources, such as verbal instructions, gestures, mobilizations, and so forth.

Some works engaged in embodied design sessions to explore what aspects of the exercises the technology could help articulate and communicate. For instance, in ExoPranayama and Enlightened Yoga, designers and teachers designed a whole class with the biofeedback technology prior to the training with real participants. The exercises featuring in each class were selected, among others, for how well they capitalized on the biofeedback. In ExoPranayama, breathing yoga exercises were favored and the class design adapted the physical layout of the class (how instructors and practitioners positioned themselves) to accommodate the technology. Such adjustments point to the importance of exploring how intercorporeal biofeedback might best support particular contexts during the design process.

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7 DISCUSSION

The previous section articulated intercorporeal biofeedback as a strong concept, grounded in our empirics and relevant theories, and showed how it is also reflected in design exemplars both within our own work and that of others.

In this section, we discuss the findings from four perspectives. We reflect on what the technological characteristics in our own and others’ works are, that give rise to the particular interactive qualities that characterize intercorporeal biofeedback. We situate our contributions in technology-supported movement learning in HCI and related areas. Finally, we reflect on how we have articulated the strong concept as situated in a practice, and how this could potentially further work on strong concepts within HCI. Finally, we discuss limitations and future work.

7.1 Technology Characteristics of Intercorporeal Biofeedback

Several technological characteristics are shared among our work and others featuring intercorporeal biofeedback artefacts (i.e., Enlightened Yoga [121], ExoPranayama [89] Motion Echo [98], and Go-with-the-Flow [109]). We do not claim that these are the only characteristics that render an artefact a useful intercorporeal biofeedback technology. However, these characteristics do depict a particular type of technology that can support the sought interactive qualities: a shared frame of reference, fluid meaning allocation, guided attention, and action, and using technology as an interwoven interactional resource.

First, intercorporeal biofeedback artefacts benefit from being designed to augment such movement qualities or physiological processes that are relevant to the movement practice. In some cases, these are aspects that are prone to errors as in BL Strength; or physiological processes that are central to a practice, such as breathing in ExoPranayama. When given meanings, these augmentations guide attention and help establish new bodily-perceptual relationships with and through the technology. In design, it is hence important to explore the most meaningful couplings of sensing and actuation. In our work, the practice culture and the participant's values were important factors to decide what couplings to design and pursue.

Second, intercorporeal biofeedback artefacts present perceptually shared feedback to enable a shared frame of reference. All the examples revisited provide either visual or auditory feedback, which people can perceive simultaneously. Vibration or force-feedback are more difficult to work with, as these actuation forms are not immediately shareable.

Third, intercorporeal biofeedback artefacts benefit from immediacy: our example technologies synchronize movement and actuation and are perceptually present as long as a person interacts with them. This enables teachers and students to orient to it and use it as an interactional resource when they deem it relevant.

Finally, an open-ended [12, 47] actuation form is an important characteristic of intercorporeal biofeedback technologies. When technology does not prescribe the normative meaning of the feedback, it becomes possible to assign meaning to it contextually, as part of the teaching and learning process. Open-ended feedback is open to appropriation and changes.

7.2 Contribution

7.2.1 Contributing to Technologies for Movement Learning.

Early in this article, we argued that technology-supported movement learning in HCI is strongly driven by positivistic understandings of movement and that as a result the area's predominant design approach is to develop technologies that can identify, quantify, describe, and formalize movement in computational models. While this has enabled designers and researchers to pursue goals such as engagement [81], autonomy [129], or accessibility [2], it has also yielded a strong focus on development of technological capabilities and in individual learning experiences. Most work in the area has not addressed designing for social and situated movement learning contexts, even though these are central to most movement teaching and learning practices.

Intercorporeal feedback provides an intermediate-level knowledge contribution toward that end. Rather than focusing on technological properties, it focuses on the interaction between teachers and students as object of design, foregrounding the role of technology as an interactional resource among many to support the intercorporeal engagements between teachers and students, to help them jointly build meaning and action.

Articulating a strong concept this way brings forward a vision for technology: not as replacements for human expertise (e.g., [11, 13, 17, 18, 27, 129, 134]), but as mediators of the social dimension of movement teaching and learning. The intercorporeal biofeedback artefacts we have reviewed have been used for providing instructions, augmented feedback, and assessments. They build on and leverage human expertise to render them useful. This approach circumvents some of the key design challenges for movement technologies: intercorporeal biofeedback artefacts can cater to how we humans adjust our movements to the situated and social context and practices [48] and respect key interactional and sociophysical aspects of movement learning. Other movement-centric technologies often lack these qualities [96, 121, 125]. Rather than targeting specific, narrow movement learning goals and performance standards, intercorporeal biofeedback artefacts can address situated, fluctuating goals as well as individual capabilities and needs [86, 125]. In contrast to other technology approaches in the area [125, 138], intercorporeal biofeedback artefacts address individual needs and can be useful in a broader range of exercises than just the one or two for which they are designed [8, 79, 125]. This quality underpins their capacity to be integrated and used successfully in practices with diverse exercises and people, something also lacking in prior work [127].

Open-ended technologies for movement learning have so far been primarily concerned with the creation of ultimate particulars [113]—that is, specific technological examples that address a specific problem in a practice. While the characteristics of these technologies, or insights from the user studies, might be inspiring to some, such work is not geared towards supporting future generative or evaluative design research in the area. Intercorporeal biofeedback contributes to previously suggested open-ended technologies for movement learning (e.g., [30, 43, 44, 89, 95, 98, 109, 112]) through an explanation of why these technologies work well in situated contexts and practices. For the same reason, the concept identifies desirable properties of such technologies inspiring future work and supporting qualitative and formative evaluation for future designs. Further, this article also contributes to that body of work with the in-depth study and results of how the open-ended functionality is made meaningful and actionable through intercorporeal engagements between teachers and students.

7.2.2 Contributing to Design Research on Biofeedback.

Although our main contribution is situated within the area of technology-supported movement learning, intercorporeal biofeedback relates to, and extends, several intermediate-level knowledge forms that have focused on biofeedback in other movement-centric domains.

Biofeedback Loops is a concept articulated upon a variety of artworks [6163] that build on biofeedback medical technologies and methods to explore psycho-physiological self-efficacy [48]. In biofeedback loops, physiological parameters (heart rate, sweat) are monitored and used to modulate abstract representations (visuals and sounds) previously developed by the artist. Through these representations, the physiological parameter is fed back to the person, so they can consciously control it.

Interactional biofeedback is similar to biofeedback loops in that the basic idea is to let technology augment movement qualities, to enable users to act on them consciously in a process of learning by doing and sensing [48]. Secondly, both concepts foreground the synchronicity and immediacy between the biofeedback representation and the physiological parameter that elicits it, to ensure that the person can make sense of it and affect it in real time. However, Biofeedback Loops is strongly anchored in aesthetic and artistic values, featuring rich, complex, and abstract actuations. Our strong concept differs from biofeedback loops with its focus on movement learning which requires an actuation form that enables a swift understanding by different people involved, a form that is selected for its relevance in the practice; and that is perceptually shared through the same medium by both teachers and students alike.

We also note resemblances between Interactional Biofeedback and Somaesthetic Appreciation Design [51], a strong concept for the bodily engagement with systems with the aim of turning the persons’ attention inward. Somaesthetic Appreciation Design foregrounds a subtle guidance, in which the system guides the persons’ attention inwards, without explicitly grabbing it; and intimate correspondence, reinforce or mirror felt-body experiences through the biofeedback, in a way that the technology feels like an extension of the body. Examples in our strong concept sometimes present an intimate correspondence and subtle guidance, but these are not the only bodily-perceptual relationships that emerge. Other bodily-perceptual relationships are also important and emerge when using the biofeedback as an interactional resource. In particular, teachers guide attention and action, sometimes explicitly towards the biofeedback representation, or the movement impact on the environment.

Regarding guiding attention, our concept aligns with the concept of Present-at-Body [93] for artistic bodily practices, which emphasizes a dynamic interplay between focusing on the body and the biofeedback technology, in which the person's attention fluctuates between the two in a fluent manner. Intercorporeal biofeedback also presents this fluctuating attention, but unlike present-at-body, it is not only a property of the technology itself, but also of how teachers use it to draw people's attention and action.

A main difference between interactional biofeedback and these biofeedback-related design concepts, is that they all foreground and favor a strong first-person, felt perspective, in which an individual reflectively uses them to develop a deep and nuanced sensory appreciation of bodily experiences. Intercorporeal biofeedback also concerns sensorial development, but equally motoric actions (e.g., specific movements, exercises); it concerns the design and use of biofeedback technologies to help people in teaching and learning sensorimotor capabilities and competencies in existing practices with the desired form of bodily enculturation. Secondly, it turns to the social dimension, looking at biofeedback as a resource not for a single individual to make sense of their experience, but for two or more to jointly build meaning and action.

In that regard, other design articulations are relevant to ground ours, for example the concept of Kinesthetic Empathy [23]. Building on research on mirror neurons, this concept broadly refers to the phenomenon of experiencing and relating to other's movements, to stop being mere spectators of the movement, to bodily experience it. It speaks of second-person perspectives and intercorporeal modes of being. Through the emphasis on achieving a shared frame of reference, kinesthetic empathy is present also in intercorporeal feedback, and allows participants to better understand each other's actions, and to jointly build meaning and action.

Finally, while not explicitly targeting biofeedback technologies, the strong concept of Interdependent Wearables [56] is relevant to ours, as both foreground to the design of wearables to enable a shared attention to the same phenomena and raise mutual awareness. Interdependent Wearables is a concept developed for playful interactions, and centers on interdependent functionality among several devices in the collocated space, in a way that encourages interaction. Intercorporeal Biofeedback shows that similar effects can be achieved even with just single, shared, devices, and that such shared attention has a use in movement learning practices. Furthermore, all our empirical examples and most of the related ones in the horizontal grounding (except ExoPranayama) feature wearable solutions. We argue that the choice of wearables in movement practices is motivated by advances in their sensing and actuating technology (in terms of both accuracy and sensitivity) and its components’ size [20, 70], which allow these devices to accurately track and recognize different bodily parameters and provide timely feedback to users [20, 84, 100]. These also bring the promise of an unobtrusive and smooth integration in existing everyday practices of use [20].

7.2.3 Contributing to Work on Strong Concepts.

Working closely with a domain, tailoring designs to its particularities, and ensuring an ecological fit with its social situated practices, ethics and aesthetics are all considered desirable within HCI [29]. These qualities are articulated in design programs such as practice-based design [69]. Successful work in this vein tends to result in bespoke solutions – that is, ultimate particulars [113]. The domain of technology-supported movement learning has frequently been approached from this perspective and in the previous sections, we have brought forth multiple design exemplars that align well with it. However, producing intermediate knowledge that builds upon such design exemplars and that can be generative of design is difficult when working with social and situated perspectives, as this knowledge needs to be strongly grounded both in aspects of the technology, and of the domain of practice.

Articulating such design knowledge in the form of strong concepts—rather than as e.g., design guidelines, methods, and processes—presents a promising approach, due to the way strong concepts foreground the dynamic gestalt. It is in this dynamic gestalt that we can find precise articulations of how the technology is able to fit into the practice, providing knowledge articulations that are generative of design in similar but not identical practices.

Articulating strong concepts for a particular application domain is not common among previous work presenting strong concepts. In most of these works, the concepts often lie much closer to the capabilities of particular technologies and strive for high levels of generalizability in terms of use. This includes, for instance, design knowledge articulations on somaesthetic experiences [51], interdependent wearables [56], and robotics [19]. Our work shows that strong concepts offer a workable approach towards articulating design knowledge that bridges the capabilities of the technology and the particularities of a design domain; and that they do so through the articulation of salient aspects of the dynamic gestalt of the designs. As shown in this paper, this approach requires grounding the articulation both theoretically and empirically in aspects of the practice and requires an extensive analysis of empirical data to bridge between technology and practice.

7.3 Limitations and Future Work

Limitations of this work revolve around the nature of our investigations. We have not performed a controlled comparative study featuring the same TTPs in different movement learning practices. The practices we report on target very different populations and training goals, and feature very different teaching and learning styles and dynamics, which makes it difficult to do a comparison. That can be seen already from the number of instances of instruction, performing, and correction that we identified in each practice, and that form our empirical base (see Table 3). In BL Strength, each student trained three sessions with BodyLights. In Super Trouper, a particular TTP was used in two or at most three sessions. There were also teaching differences between the projects, for example: the circus teachers offered instructions to the whole group, and then followed up with individual guidance and correction. Children in Super Trouper trained different exercises with different TTPs, but not every child tried each exercise or got individual guidance. In contrast, the BL Strength workout sessions were individual and the PT always offered feedback and corrections. Within BL Strength, differences in the counts stem from the students’ different skill levels, e.g., for beginners, the PT repeated demonstrations with BodyLights in every session, for more advanced students, only during the first one. Finally, the cameras in Super Trouper could not capture all the action, as the circus training hall was large. In contrast, the BL Strength camera captured everything, as the PT and the students were fairly stationary in a more confined space. All these differences can help explain unbalances in the counts of Table 3.

Further, not all the TTPs were tried in both practices. These differences between these projects anchor the generative capacity of the strong concept across different practices, participants, and technologies. However, future work is needed to determine whether each individual TTP can be included in other practices. Prior work brings indications towards this direction [123].

The work in this article has not elucidated issues of how intercorporeal biofeedback artefacts would affect learning over longer timeframes. This is a challenge shared with the area of technology-supported movement learning [84, 128]: most design work centers on the in-the-moment contexts of learning, and the role and impact of the technology over longer periods remains unanswered. Future work is needed to address how the technologies that the strong concept generates can support the development of sensorimotor competencies in such timeframes.

The empirical base from which we have articulated the strong concept stemmed from projects focused on collocated practices; yet, some of the reviewed work (i.e., Go-with-the-Flow [109]) have pointed towards the potential of using intercorporeal biofeedback artefacts to train movement also in other types of settings. In [109], the authors explored a semi-distributed setting, in which patients practiced on their own with recurring meetings with a physiotherapist. The wearable was experienced in the at-home studies as having a co-supervisory role, akin as to how our participants experienced our TTPs in the collocated setting. This example shows that while the technology was rendered meaningful and actionable during the collocated, intercorporeal engagements between the patients and the physiotherapists in clinic, it had potential to support individual practice at home once the biofeedback has been allocated with meanings and courses of action.

It would be interesting to explore the potential of intercorporeal biofeedback for fully distributed settings in which teachers and students are never physically together. Aggarwal et al. [1] elicited a series of insights and challenges on video-mediated face-to-face physiotherapy sessions, which related to how people build meaning and action on instructional cues, performance, and feedback in a setting where both teachers and students depend strongly on visuals. Intercorporeal biofeedback artefacts could potentially help teachers and students in video-mediated intercorporeal engagements, by virtue of the same characteristics they have in collocated settings, but future work is needed to explore such potential.

Finally, a limitation of our work is that we have approached learning in terms of the development of particular sensorimotor capabilities and competencies. However, there are other dimensions that are important and play a part in sensorimotor development and that our work has not touched upon, e.g., affect [97], psychological barriers to movement [71], and politics [90, 120]. It would be interesting to explore how intercorporeal biofeedback artefacts can address other dimensions of movement learning.

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8 CONCLUSION

We have articulated intercorporeal biofeedback for movement learning, a strong concept for design. Our strong concept presents a way of designing and using biofeedback technology that leverages the social dimension of movement teaching and learning. Intercorporeal biofeedback artefacts extend the ecology of interactional resources already present in practice with open-ended augmentations of relevant movement qualities that people use during teaching and learning. Intercorporeal biofeedback explains how and why open-ended technologies for movement learning work well to account for how we humans adjust our movements to situated contexts and practices, thus supporting the qualitative and formative evaluation of future open-ended designs.

We have presented four interactive qualities that characterize intercorporeal biofeedback as a strong concept. First, intercorporeal biofeedback offers a shared frame of reference for movement, enabled by shared feedback. Second, because of this frame, intercorporeal biofeedback lets people engage in fluid meaning allocation, ascribing different meanings and courses of actions throughout movement learning sessions. Third, intercorporeal biofeedback enables guided attention and action, by mediating the attentional focus of teachers and students. Finally, intercorporeal biofeedback is an interwoven interactional resource, used alongside other resources (such as verbal explanations or physical demonstrations) for meaning making and action building.

To validate the strong concept, we have grounded it in both empirics and relevant theories and related concepts concerning biofeedback. We have also discussed how it applies to design exemplars from other research groups. This approach follows the methodological steps to validate knowledge articulations as strong concepts [51, 52].

Intercorporeal biofeedback addresses some core challenges in movement learning. In particular, using intercorporeal biofeedback provides a grounding for creating versatile technology, and helps to at least partially overcome the inherent asymmetry between teachers and students regarding physical literacy, competence, and perceptual capabilities [32, 40]. Our work can thus provide guidance on how to design for social and situated movement learning. More broadly, intercorporeal biofeedback contributes conceptually to current research on body technologies to promote body awareness and physical literacy (e.g., [48, 63, 71, 74, 92, 93]) and methodologically to the articulation of strong concepts.

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ACKNOWLEDGMENTS

Thanks to all the participant teachers and students in our studies. Thanks to Hui Zhu for her help early in the analysis of this work.

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Supplemental Material

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  1. Intercorporeal Biofeedback for Movement Learning

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        cover image ACM Transactions on Computer-Human Interaction
        ACM Transactions on Computer-Human Interaction  Volume 30, Issue 3
        June 2023
        544 pages
        ISSN:1073-0516
        EISSN:1557-7325
        DOI:10.1145/3604411
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        Publication History

        • Published: 10 June 2023
        • Online AM: 30 January 2023
        • Accepted: 16 December 2022
        • Revised: 30 June 2022
        • Received: 17 September 2021
        Published in tochi Volume 30, Issue 3

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