Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> V. CONCLUSION AND FUTURE WORK <s> This paper offers guidance to conducting a rigorous literature review. We present this in the form of a five-stage process in which we use Grounded Theory as a method. We first probe the guidelines explicated by Webster and Watson, and then we show the added value of Grounded Theory for rigorously analyzing a carefully chosen set of studies; it assures solidly legitimized, in-depth analyses of empirical facts and related insights. This includes, the emergence of new themes, issues and opportunities; interrelationships and dependencies in or beyond a particular area; as well as inconsistencies. If carried out meticulously, reviewing a well-carved out piece of literature by following this guide is likely to lead to more integrated and fruitful theory emergence, something that would enrich many fields in the social sciences. <s> BIB001 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> V. CONCLUSION AND FUTURE WORK <s> While most rehabilitation technologies target situated exercise sessions and associated performance metrics, physiotherapists recommend physical activities that are integrated with everyday functioning. We conducted a 1-2 week home study to explore how people with chronic pain use wearable technology that senses and sonifies movement (i.e., movement mapped to sound in real-time) to do functional activity (e.g., loading the dishwasher). Our results show that real-time movement sonification led to an increased sense of control during challenging everyday tasks. Sonification calibrated to functional activity facilitated application of pain management techniques such as pacing. When calibrated to individual needs, sonification enabled serendipitous discovery of physical capabilities otherwise obscured by a focus on pain or a dysfunctional proprioceptive system. A physiotherapist was invited to comment on the implications of our findings. We conclude by discussing opportunities provided by wearable sensing technology to enable better functioning, the ultimate goal of physical rehabilitation. <s> BIB002 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> V. CONCLUSION AND FUTURE WORK <s> Serious games can improve the physical rehabilitation of patients with different conditions. By monitoring exercises and offering feedback, serious games promote the correct execution of exercises outside the clinic. Nevertheless, existing serious games are limited to specific exercises, which reduces their practical impact. This paper describes the design of three exercise-agnostic games, that can be used for a multitude of rehabilitation scenarios. The developed games are displayed on a smartphone and are controlled by a wearable device, containing inertial and electromyography sensors. Results from a preliminary evaluation with 10 users are discussed, together with plans for future work. <s> BIB003
In this paper, we presented a literature review following the grounded theory literature review approach BIB001 . We analyzed 57 papers published in scientific conferences and journals from 1999 to 2018 with the aim of understanding how current HCI research tackles wearable technology in the sports domain. Our analysis shows that HCI research in this field is, in many respects, in its infancy: Despite its allegedly interest in the "human aspects" of interaction, here HCI is still driven by technical aspects of design, while overlooking the impact of technology on the user experience. We identified six directions for moving the HCI research on wearables for sports forward: 1) While current research is dominated by the metaphor of the wrist watch and by delivering concurrent feedback, times might be ripe to map the dimensions involved in the design of wearable for sports (role, function, and sports type) to the types of feedback that can be provided; 2) we believe that research should move beyond proposing devices addressed to "average" "individual" athletes by targeting different sportspeople and exploring collaborative tasks; 3) future research should also consider the complex constellation of cognitive, emotional, and social aspects of the sports experience; 4) another intriguing line of research could be to explore how technological artifacts may change the sports experience by enabling radical new practices; 5) likewise, interconnecting wearable devices to the wider IoT ecosystem may enable new services and interaction modalities; and 6) finally, more rigorous methodological approaches are needed both for the analysis of the users' needs and for the evaluation of the technological artifacts developed. There are many opportunities for future work. While at this stage we preferred to circumscribe our corpus to the sports domain for better pointing out its key issues and opportunities, HCI would benefit from widening the coverage of this review to other distinct, but related areas in the future. For instance, even though designed for different goals, contexts, and practices (i.e., health), wearable devices for physical rehabilitation are tightly related to sports activities. Singh et al. BIB002 , for example, developed a wearable system that senses and sonifies movements supporting physical rehabilitation and pain management. While Vasconcelos et al. BIB003 proposed three exercise-agnostic games controlled by a wearable device, which can be used for a multitude of rehabilitation scenarios. These and other works in this vein could introduce new themes and give a supplementary perspective on how wearables are used while doing physical activity.