
Human-Computer Interaction (HCI) has long studied the design of technology for older adults. A critical turn problematizing how older adults were being framed gained momentum in the 2010s. The literature comprising this critical turn offered insights for what researchers should avoid in their work as well as high level future directions. Past work was critiqued for positioning older adults as incapable technology users, the same as one another, and chronically ill and in need of care. In this monograph, we summarize some of the research that followed and responded to the critiques that began this critical turn. We focus our review on three spaces: technology use, intersectionality, and care. We describe how researchers have fruitfully drawn upon other disciplines including feminist and critical studies, gerontology, social computing, and disability studies to further break down myths, generate knowledge, and open new research spaces. We include our view of the gaps that remain and what should come next.
Participation in organized sport has many physical, mental, and social benefits, but there are a variety of obstacles in joining and continued participation including access to adequate coaching, equipment, and training facilities. These obstacles lead to inequitable access to high-quality and engaging training, which is a critical problem because adequate training is the main gateway to learning and participating in a sport. Increasingly, technology is used to augment sports training by improving its effectiveness, accessibility, and/or making it more engaging. However, the vast and disparate number of fields contributing to these advancements make it difficult to comprehensively understand technology’s current and potential impact on sport training. This review synthesizes work across fields, including human-computer interaction, computer science, sport science, engineering, psychology, and health sciences, into a classification of research and findings regarding interactive sport training technology organized around four characterizing dimensions: (1) Why augment sport? (the goal); (2) Which sport skill is being supported? (the target); (3) Which training method is used? (the method); (4) How is training augmented (the form). From this synthesis, we identify gaps in training technology research and propose a framework that can provide a common base for the design and creation of future interactive technologies for sport training.
Over recent years, there has been an increase in the coming together of interactive technology and water, leading to the emergence of WaterHCI, a distinct subfield of human-computer interaction (HCI). However, there is little work that aims to paint a comprehensive picture of the work around WaterHCI experiences so far, limiting the opportunity to identify directions for future research. This monograph aims to address this through an articulation of prior WaterHCI works structured using two frameworks that aim to offer a better understanding of the design of aquatic experiences through four key user experiences across six different degrees of contact with water. This articulation allows us to highlight underexplored areas that could guide WaterHCI researchers in identifying what to research next in order to bring the field forward as a whole. Ultimately, our work aims to help so that more people can profit from the many benefits that combining interactive technology and water affords.