LIMBER

Limber refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. Presented here are two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.

Introduction

Repetitive stress injuries (RSIs) are a host of debilitating conditions affecting the musculoskeletal and nervous systems, caused largely by repetitive tasks or maintaining awkward body positions for extended periods. Knowledge workers are prone to such injuries due to prolonged sitting and the physical nature of their work tasks (e.g. repetitive typing). However, RSI can be prevented through strengthening exercises and good posture [1]. The main goals of the Limber project are to produce wearable, sensor-enabled enclosures that monitor body parts susceptible to RSI in knowledge workers, and feed this data into a game-like experience residing on work computers, to incentivize regular bodily activity and proper posture. An emphasis was also placed on the DIY nature of the design, employing simple construction with off-the-shelf materials and components together with open-source code, so that the system could be reproduced and tailored by an individual, thereby ‘helping themselves’. After a brief consideration of related work, this paper discusses two prototypes exploring these possibilities, targeting improved physical activity and posture in the wrist, back, and neck. The development process involved material and form explorations, electronics development, software programming, and user evaluations.

 

Related Work

Previous examples of wearable devices that encourage therapeutic activity through pleasurable feedback include rehabilitation gloves enabling stroke patients to control virtual reality experiences [2], and sensor-driven physiotherapy games for individuals with motor disabilities[3]. Such research tends to focus on acute conditions with significant impairments, while Limber explores the “casual” use of wearable devices for prevention of common office RSIs and postural issues.

Prototype 1: Design

Our first prototype consisted of two wearable components: a pair of arm-mounted enclosures that monitored the amount of wrist flexion, and a torso-mounted enclosure which gathered postural data from the neck and back, both sending sensor data wirelessly to the user’s work computer. Sewing patterns for these enclosures were established early in our design process to ensure ease of reproducibility. The arm enclosures were created from a single piece of elastic fabric, enabling them to be slipped onto a variety of arm diameters. Four commercial stretch sensors, sewn into the fabric directly over the wrist, were used to measure the range and directionality of wrist movement, while an Arduino microprocessor [4] (connected to the sensors via channels of conductive thread) relayed this data to the base station via an XBee radio [5].

The torso enclosure was fashioned from a store-bought “hoodie”, with accelerometers attached to the shoulder blades and accelerometer-gyroscopes positioned over the spine and the neck. Data from the sensors was processed by an onboard Arduino, and transferred to the user’s computer via USB, where simple calculations were applied to detect postural and mobility issues. We prototyped a variety of interactive experiences on the user’s desktop that responded to the sensor data, exploring both positive and negative reinforcements as incentives -- for example, playing increasingly faster drumbeats the longer the user’s wrists remained inactive (negative); transforming the user’s wrist movements into sine-wave music (positive); displaying encouraging and humorous messages on-screen to reward good posture and regular neck movement (positive).

Prototype 1: Evaluation

During a design evaluation of the prototype (a 4-hour testing session with seven researchers from our team as participants), the main concerns expressed were the fragility of wearable enclosures, insufficient responsiveness of the wrist-based stretch sensors, difficulty in mapping movements to variations in sound, and the intrusive nature of the drumbeat feedback. The majority of the testers also felt that an experience involving positive reinforcement, with game-like mechanics and rewards, would provide the most effective incentives.

Prototype 2: Design

For our second prototype, we focused on developing a game-like interactive experience built on an enhanced Limber wearable assembly. The “game” was integrated into the user’s desktop environment and ran in the background while they worked, providing encouraging messages as popups (accompanied by alert sounds) to reward wrist/ neck movements and proper posture, and reminder messages when inactivity or bad posture was sensed. The software also featured a scoring system to reward good behavior (Limber points), and gently punish bad behavior (Unlimber points). An interface displayed the user’s ongoing score, as well as a log of their bodily activity for tracking progress.

The wrist enclosures were redesigned to increase durability while maintaining adjustability, employing a thick felt fabric with velcro-laden straps and loop tensioners to fasten them around arms of various sizes. To improve the responsiveness of the sensor component, we decided to use a single stretch sensor, the end of which was attached to the user’s middle finger via an adjustable tensioner -- the increased tension yielded more accurate readings.

PROTOTYPE 2: EVALUATION

We performed our design evaluation for the second prototype with a group of 4 <blinded>university employees with computer-based occupations. We briefed each tester on use of the system, installed the software on their work computers, then allowed them to interact with the prototype at their desks for 30 minutes, ending each session with a structured interview to ascertain their experiences. A researcher on our team also performed testing over 5 days. All of the testers reported that the Limber system improved their awareness of bad bodily posture and habits (slouching, sustained inactivity) while engaged in work tasks. However, many of the testers also mentioned some discomfort while wearing the enclosures during the session -- the hoodie became too warm , and the tensioner attached to the middle finger became sweaty or abrasive. Some aspects of the system also became distracting to users during work tasks -- the alert sounds accompanying the popup dialogs were sometimes obtrusive, and most users did not habituate easily to the sensation of the arm enclosures. There was also concern that the aesthetic design of the enclosures might place them at odds with the formal dress code of some office settings. Users generally found the scoring system to be an effective incentive for increased movement and better posture, and were excited at the prospect of a more social experience where individuals or even entire office departments could compete with each other for Limber Points.

Future Work

Key areas for future development include further material and form explorations to improve comfort; more modular design of the wearable components to facilitate integration by users into their own office attire; connectivity between Limber systems to enable social play and competition; a game experience less disruptive to users’ daily flow of work; sensor-enabled enclosures for other body parts that play a role in office-related injury.

Conclusion

We have presented the preliminary design and evaluation of a sensor-enabled wearable system for knowledge workers, using body data to drive a game experience that rewards mobility and good posture. Our experiences so far suggest that simple wearable DIY sensor assemblies can be integrated into office work environments to promote injury prevention in an unobtrusive manner, but that comfort, fashion and work protocol remain critical design concerns.

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Limber Prototype
Limber Prototype in Use
Repetitive Movements
Wrist Sensors
Backmounted Sensors
Limber in use at a desk
Limber wrist sensors - version 2
Tuesday, February 7, 2012 - 8:00pm
Lab Member: 
Derek Reilly
Suzanne Stein
Emma Westecott
Paula Gardner

Art and Interactive Projections: ScreenPlay

ScrrenPlay was developed by Professor Elaine Biddiss, core faculty in the Institute of Biomaterials and Biomedical Engineering (IBBME) and Scientist at the Bloorview Research Institute, together with a group of design students from OCAD University led by Professor Geoffrey Shea. The installation consists of a pressure-sensitive floor comprised of 100 tiles. Calibrated from the microcontroller switches in the tiles, information is fed to a computer which then applies corresponding images to a glass wall from a ceiling-mounted projector. Anyone standing or sitting on the tiles can create elaborate, moving landscapes from the three rotating design motifs: flowers and bubbles, a forest blooming from a geometric grid, and abstract vines and patterns.

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Image of a person being pushed in a wheel chair in front of a blue background
Saturday, February 23, 2013 - 4:30pm
Lab Member: 
Adam Oliver
Alan Lau
Dave Dowhaniuk
Jenifer Harrison
Josh Nelson
Ken Leung
Lucian Timofte
Luodan Xu
Maggie Chiu
Yee Chan
Monserrat Rivera
Stewart Shum

Portage: Cell Phone Xylophone

Cell Phone Xylophone was originally developed as part of PORTAGE, an artist and designer driven research project, led by Geoffrey Shea and Paula Gardner in the Mobile Experience Lab. It allows participants using a simple cell phone to control and play a networked, mechanical instrument.

Viewers simply dial a toll free number and are then prompted to enter key presses. The patterns they enter correspond to arpeggios and loop several times. Their phone connects to a VOIP service which delivers their key presses to an Asterisk server which relays them to the control machine wired up to the xylophones custom controller board. This version was presented at MobileFest in Sao Paolo, Brazil.

Exhibitions

MobileFest, Museum of Sound and Image, Sao Paolo, Brazil, 2008

Interactive Arts, ACM Multimedia, Science World, Vancouver, British Columbia, 2008
 

Publications

Geoffrey Shea, Portage: Locative Streetscape Art, International Multimedia Conference, Proceeding of the 16th ACM International Conference on Multimedia, Vancouver, 1131-1132, 2008

Geoffrey Shea and Paula Gardner. PORTAGE: A Locative Streetscape Theatre, at Bauhaus-Universität, Weimar, Germany, 2007

Paula Gardner, Geoffrey Shea, Patricio., Davila, P. PORTAGE: Locative Media at the Intersection of Art, Design and Social Practice, University of Siegen, Germany, 2007

Geoffrey Shea, Sound as a Basis for Locative Media Experience, Interacting with Immersive Worlds Conference at Brock University, June 2007

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Xylo Banner
Sunday, February 24, 2013 - 4:30pm
Lab Member: 
Paula Gardner
Geoffrey Shea
Ken Leung
Peter Todd
Leighanne Pahapill
Patricio Davila
Jennie Ziemiannin
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