3,444 research outputs found

    4 design themes for skateboarding

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    Interactive technology can support exertion activities, with many examples focusing on improving athletic performance. We see an opportunity for technology to also support extreme sports such as skateboarding, which often focus primarily on the experience of doing tricks rather than on athletic performance. However, there is little knowledge on how to design for such experiences. In response, we designed 12 basic skateboarding prototypes inspired by skateboarding theory. Using an autoethnographical approach, we skated with each of these and reflected on our experiences in order to derive four design themes: location of feedback in relation to the skater’s body, timing of feedback in relation to peaks in emotions after attempts, aspects of the trick emphasized by feedback, and aesthetic fittingness of feedback. We hope our work will guide designers of interactive systems for skateboarding and extreme sports in general, and will therefore further our understanding of how to design for the active human body

    Machines of possibility

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    In the course of this talk, I want to try and address one main question: what is architecture? Implicit within this are also some reflections on what or who is an architectural historian or commentator? And what is an architecture school

    Dissecting action sports studies: Past, present, and beyond

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    The term “action sports” broadly refers to a wide range of mostly individualized activities such as BMX, kite-surfing, skateboarding, surfing, and snowboarding that differed – at least in their early phases of development – from traditional rule-bound, competitive, regulated Western “achievement” sport cultures ( Booth and Thorpe, 2007 ; Kusz, 2007a ; Wheaton 2004, 2010 ). Various categorizations have been used to describe these activities, including extreme, lifestyle, and alternative sports. In this chapter, however, the term action sports is used as it is currently the preferred term among committed participants and industry members in North America and Australasia (many of whom reject the overly commercialized “extreme” moniker imposed upon them by transnational media and mainstream sponsors during the mid- and late 1990s). Many action sports gained popularity during the new leisure trends of the 1960s and 1970s and increasingly attracted alternative youth, who appropriated these activities and infused them with a set of hedonistic and carefree philosophies and subcultural styles ( Booth and Thorpe, 2007 ; Thorpe and Wheaton, 2011a ; Wheaton, 2010 )

    Tracing postrepresentational visions of the city: representing the unrepresentable Skateworlds of Tyneside

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    In any visualisation of the city more is left unseen than made visible. Contemporary visualisations of the city are increasingly influenced by quantification, and thus anything which cannot be quantified is hidden. In contrast, we explore the use of ‘lo-fi’, doodled, participatory maps made by skateboarders in Tyneside, England, as a means to represent their cityscape. Drawing on established work an skateboarding and recent developments in cartography, we argue that skateboarders understand the city from a postrepresentational perspective. Such a framing presents a series of challenges to map their worlds which we explore through a processual account of our mapmaking practice. In this process we chart how skateboarders’ mappings became part of a more significant interplay of performance, identity, visualisation, and exhibition. The paper makes contributions to the emerging field of postrepresentational cartography and argues that its processual focus provides useful tools to understand how visions of the city are produced

    Moving concrete: development, deployment and consumption of skateboarding in the city

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    Space, often absent from kinesiological analyses, has significant impacts on how communities operationalize health (Fusco, 2007). The spatial dialogue between bodies and intentional movement directs how bodies are invited, or disinvited, to be physically active (Loukaitou-Sideris & Ehrenfeucht, 2011). As communities re-imagine public spaces in the name of neoliberal health (Ayo, 2012; Fusco, 2007), the challenge becomes distinguishing which forms of physical activity and movement are or are not accepted in those spaces. Thus, as bodies claim space, some bodies are ignored, regulated, or removed, while others are celebrated and designed for (Soja, 1980). Skateboarding offers a unique look at how bodies are navigating the challenging landscape of the postmodern. Particularly, skateboarding claims public space, whether or not that space was intended for its use, placing skateboarding in conversation with the municipality and community in multiple ways. Utilizing the integration of social science frameworks (Lefebvrian Triad, edgework, publicness, and biographies) that focus on spatial relations, this project examined the regulation of human movement by municipalities through the critical reading of Seattle’s Citywide Skatepark Plan (Skatepark Advisory Taskforce, 2007) and Portland’s Skatepark System Plan (Portland Parks & Recreation, 2008). Identifying seven key themes, a description of how cities develop, deploy, and consume skateboarding and related sports (e.g., BMX, inline) and the spaces they occupy is presented. The analyses introduce five major assertions that describe how municipalities manage physical movement through “the city” in the name of the common good. These assertions serve to shape how communities define legal bodies and movement through cityscapes and what this means for the skateboarder and skateboarding. Specifically, the introduction of a Skating Commons and ideas of complacent resistance are explored as challenges facing the municipality and skateboarding in the creation of sociospatial networks within “the city.” The application of these assertions in the “lived” experiences of “the city” has the potential to impact how individuals understand, value, and engage in physical activity and movement

    Who I Am: The Meaning of Early Adolescents’ Most Valued Activities and Relationships, and Implications for Self-Concept Research

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    Self-concept research in early adolescence typically measures young people’s self-perceptions of competence in specific, adult-defined domains. However, studies have rarely explored young people’s own views of valued self-concept factors and their meanings. For two major self domains, the active and the social self, this mixed-methods study identified factors valued most by 526 young people from socioeconomically diverse backgrounds in Ireland (10-12 years), and explored the meanings associated with these in a stratified subsample (n = 99). Findings indicate that self-concept scales for early adolescence omit active and social self factors and meanings valued by young people, raising questions about content validity of scales in these domains. Findings also suggest scales may under-represent girls’ active and social selves; focus too much on some school-based competencies; and, in omitting intrinsically salient self domains and meanings, may focus more on contingent (extrinsic) rather than true (intrinsic) self-esteem

    Beyond walking and cycling: scoping small-wheel modes

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    Active travel beyond walking and cycling – by small-wheel modes such as inline skating, skateboarding and push scooting, among others – needs more understanding in terms of the design, maintenance and management issues it may present in the future. These modes – especially their use for travel rather than leisure pursuits – are rarely quantified outside of accident statistics and the focus of qualitative study in the governance of public space conflict or the sociology of childhood activities. This paper reports on a scoping study exploring the potential for small-wheel modes among other means of ‘human locomotion’. The study first recruited local transport officers and people using these modes, as well as academic experts. The study found that there are differences between the views of planning officers and users of these modes that need to be investigated further to arrive at solid conclusions and advice for the design, maintenance and management issues needed both now and in a future that allows more variety and choice in human locomotion for active travel. The use of user-generated digital data for data capture, analysis and mapping was also explored

    Exploring perspectives: Vancouver street-style skateboarders in urban public space and beyond

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    This is an ethnographic project that explores the articulation by urban communities of ways of using public space by examining how and why people skateboard in Vancouver. By conducting semi-structured interviews and employing the use of photovoice, this research project discusses the perspectives of skateboarders to discover the motivations behind their interactions with urban space. This project is contextualized by highlighting the historic process of skateboarding in the urban realm, and the design and development of the skatepark as purpose-built public space intended for skateboarding. The purpose and meaning of the skatepark and other urban spaces is identified by participants using verbal (semi-structured interviews) and visual (photovoice) methods, and analyzed using a place-attachment framework. This study discusses the narratives of street-style skateboarders in Vancouver to tell a story about interactions with the urban environment

    The Intrinsic Value of Co-Designing Skateparks

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    The exclusion of skateboarders from skatepark planning, the rejection of skaters from public space and the lack of inclusive co-design methods leads to poorly designed and neglected skateparks. It is hypothesized that local skateboarders are the experts in creating sustainable skatepark design yet they are usually the last group to be consulted on these developments. Indeed, unlike every major city in Canada, Toronto does not even have a permanent indoor skatepark facility in the downtown core. After months of civil activism which prompted a city-wide Skatepark Study Report, The City of Toronto made a financial commitment in 2016 to address the need for an indoor skatepark. This emancipatory research study was created in response to that and uses co-design methods to explore the value of a DIY skatepark. Researchers engaged local skateboarders in conversations and activities around all aspects of skatepark creation. The study aims to show that skaters are the best experts to consult regarding the design, development and ongoing maintenance of skateparks. This co-design framework encourages inclusive, sustainable design principles that incorporate creative and artistic skateable obstacles into skatepark design
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