Abstract
This paper describes the user experience (UX) design for a smart-mirror-based personalized training system which aims to help people live a healthy life. A number of researchers and companies have developed fitness systems that use a virtual coach which shows the user with actions they should perform. However such systems can be difficult to accurately follow the virtual guide’s motions and there are also limitations in the feedback provided to inform users of their correct body posture. This is because most systems are designed for users to simply watch and follow a character’s motions (poses) from a third person perspective. In our smart mirror-based system, users are able to follow the exercise-postures of a virtual professional trainer shown in a first person viewpoint and receive coaching through a real-time motion correction. This is based on a predefined database of the trainer’s postures gained from motion-capture technology, and it is personalized to the user’s body 3D model acquired through an instant one-time scanning process. In this paper, we report on the UX design of our system, mainly focusing on understandable visualization, intuitive interaction, attractive information representation and easily acceptable user scenarios. Through a series of user studies, we analyze and discuss user friendliness, information comprehension, and user satisfaction as they relate to our design. In addition, we also assess the similarity and effectiveness of the proposed system compared to traditional personalized training (PT) at a gym. Based on the implications, we discuss future research directions for improving the user experience of the smart-mirror-based PT system.
Similar content being viewed by others
References
Anderson F, Grossman T, Matejka J, Fitzmaurice G (2013) Youmove: enhancing movement training with an augmented reality mirror. In: Proceedings of the 26th annual ACM symposium on user interface software and technology, pp 311–320
Beck M, Crié D (2018) I virtually try it... I want it! Virtual fitting room: a tool to increase on-line and off-line exploratory behavior, patronage and purchase intentions. J Retail Consum Serv 40:279–286
Besserer D, Bäurle J, Nikic A, Honold F, Schüssel F, Weber M (2016) Fitmirror: a smart mirror for positive affect in everyday user morning routines. In: Proceedings of the workshop on multimodal analyses enabling artificial agents in human-machine interaction, pp 48–55
Brooke J (1996) Sus: a quick and dirty usability scale. In: Jordan P, Thomas B, Weerdmeester B, McClelland I (eds) Usability evaluation in industry, lecture notes in computer science. Taylor and Francis, London, pp 189–194
CBS This Morning (2018) This smart mirror puts a personal trainer in your reflection. https://www.youtube.com/watch?v=nSmTTZcpVGg. Accessed 2020
Colantonio S, Coppini G, Germanese D, Giorgi D, Magrini M, Marraccini P, Martinelli M, Morales MA, Pascali MA, Raccichini G, Righi M, Salvetti O (2015) A smart mirror to promote a healthy lifestyle. Biosyst Eng 138:33–43
Ehara J, Saito H (2006) Texture overlay for virtual clothing based on pca of silhouettes. In: Proceedings of the 5th IEEE and ACM international symposium on mixed and augmented reality, pp 139–142
Eisert P, Fechteler P, Rurainsky J (2008) 3-d tracking of shoes for virtual mirror applications. In: Proceedings of the IEEE conference on computer vision and pattern recognition, pp 1–6
Fitts PM (1954) The information capacity of the human motor system in controlling the amplitude of movement. J Exp Psychol 47(6):381–391
Hunter College Center for Health Technology (2019) https://nychealthtech.org/mirror-the-newest-trend-in-technology-based-home-fitness/. Accessed 2020
Interface design rules, lecture hci, lecture-2 informatics, University of Edinburgh, 23rd (October 2007). https://www.interaction-design.org/literature. Accessed 2020
Kinect for windows retail clothing scenario (2013) https://www.youtube.com/watch?v=Mr71jrkzWq8. Accessed 2020
Kaiser E, Olwal A, McGee D, Benko H, Corradini A, Li X, Cohen P, Feiner S (2003) Mutual disambiguation of 3d multimodal interaction in augmented and virtual reality. In: Proceedings of the 5th international conference on multimodal interfaces, pp 12–19
Kurtenbach G, Hulteen E (1990) Gestures in human-computer communications. Addison-Wesley Longman Publishing Co. Inc, Reading, pp 309–317
Lee M, Billinghurst M, Baek W, Green R, Woo W (2013) A usability study of multimodal input in an augmented reality environment. Virtual Real 17(4):293–305
Lee GA, Wong J, Park HS, Choi JS, Park CJ, Billinghurst M (2015) User defined gestures for augmented virtual mirrors: a guessability study. In: Proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems, pp 959–964
Lee G A, Park HS, Billinghurst M (2019) Optical-reflection type 3d augmented reality mirrors. In: Proceedings of the 25th ACM symposium on virtual reality software and technology, pp 1–2
Mango Mirror (2018) https://www.mangomirror.com. Accessed 2020
Marquardt Z, Beira JA, Em N, Paiva I, Kox S (2012) Super mirror: a kinect interface for ballet dancers. In: Proceedings of the CHI ’12 extended abstracts on human factors in computing systems, pp 1619–1624
Miotto R, Danieletto M, Scelza JR, Kidd BA, Dudley JT (2018) Reflecting healtH: SMART Mirrors for personalized medicine. NPJ Digit Med 1:62
Mottura S, Greci L, Travaini E, Viganò G, Sacco M (2007) Magicmirror & footglove: a new system for the customized shoe try-on. In: The future of product development, pp 441–450
Ng KC, Weyde T, Larkin O, Neubarth K, Koerselman T, Ong B (2007) 3d augmented mirror: a multimodal interface for string instrument learning and teaching with gesture support. In: Proceedings of the 9th international conference on multimodal interfaces, pp 339–345
Nike+ Training (2012) https://news.nike.com/news/introducing-nike-kinect-training. Accessed 2020
Nintendo Wii Fit (2008) https://www.youtube.com/watch?v=-Taruqvk30E. Accessed 2020
PerfectGym (2018) Iot trends: how will they affect the future of gyms? https://www.perfectgym.com/en/blog/business/iot-trends-how-will-they-affect-future-gyms. Accessed 2020
PhysioRoom (2018) Can poor posture make you more susceptible to injuries? https://www.physioroom.com/info/poor-posture-susceptible-injuries/. Accessed 2020
Piumsomboon T, Clark A, Billinghurst M, Cockburn A (2013) User-defined gestures for augmented reality. In: Proceedings of the CHI ’13 extended abstracts on human factors in computing systems, pp 955–960
Piumsomboon T, Altimira D, Kim H, Clark A, Lee G, Billinghurst M (2014) Grasp-shell vs gesture-speech: a comparison of direct and indirect natural interaction techniques in augmented reality. In: Proceedings of the IEEE international symposium on mixed and augmented reality, pp 73–82
PlayStation®;Move (2010) https://www.youtube.com/watch?v=7Wuvia1-Mw8. Accessed 2020
Poh MZ, McDuff D, Picard R (2011) A medical mirror for non-contact health monitoring. In: Proceedings of ACM SIGGRAPH 2011 emerging technologies
Poupyrev I, Billinghurst M, Weghorst S, Ichikawa T (1996) The go-go interaction technique: non-linear mapping for direct manipulation in vr. In: Proceedings of the 9th annual ACM symposium on user interface software and technology, pp 79–80
Saakes D, Yeo HS, Noh ST, Han G, Woo W (2016) Mirror mirror: an on-body t-shirt design system. In: Proceedings of the 2016 CHI conference on human factors in computing systems, pp 6058–6063
Thompson WR (2016) Worldwide survey of fitness trends for 2017. ACSM’s Health Fitness J 20(6):8–17
Tonal (2018) Intelligent home gym. https://www.tonal.com/ Accessed 2020
Trajkova M, Ferati M (2015) Usability evaluation of kinect-based system for ballet movements. In: Proceedings, Part II, of the 4th international conference on design, user experience, and usability: users and interactions, vol 9187, pp 464–472
Tullis T, Albert B (2013) Measuring the user experience: collecting, analyzing, and presenting usability metrics, 2nd edn. Elsevier Inc, Amsterdam
Vera L, Gimeno J, Coma I, Fernández M (2011) Augmented mirror: interactive augmented reality system based on kinect. In: Human-computer interaction—INTERACT 2011, pp 483–486
Webb J, Ashley J (2012) Beginning kinect programming with the microsoft kinect SDK, 1 edn. Apress
Wobbrock JO, Aung HH, Rothrock B, Myers BA (2005) Maximizing the guessability of symbolic input. In: Proceedings of the CHI ’05 extended abstracts on human factors in computing systems, pp 1869–1872
Wobbrock JO, Morris MR, Wilson AD (2009) User-defined gestures for surface computing. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp 1083–1092
Yong B, Xu Z, Wang X, Cheng L, Li X, Wu X, Zhou Q (2018) Iot-based intelligent fitness system. J Parallel Distrib Comput 118:14–21
Acknowledgements
This work was supported by Institute of Information & Communications Technology Planning & Evaluation (IITP) grant funded by the Korea government (MSIT) (No.15501-14-1016, Instant 3D object based Join & Joy content technology supporting simultaneous participation of users in remote places and enabling realistic experience and No.2017-0-01849, Development of Core Technology for Real-Time Image Composition in Unstructured In-outdoor Environment). We thank all those who helped setting up and running the user study. Special thanks should be given to Dr. Ho Won Kim, Dr. Kyu Sung Jo, Dr. Tae Joon Kim and Mrs. Ki Nam Kim for support of 3D motion tracking and 3D modeling generation.
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher’s note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Park, H.S., Lee, G.A., Seo, BK. et al. User experience design for a smart-mirror-based personalized training system. Multimed Tools Appl 80, 31159–31181 (2021). https://doi.org/10.1007/s11042-020-10148-5
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11042-020-10148-5