12
A S li w a p n W h T a s F I th m in p d m A S p A H M P o d a o p tfr D C A D . F Rohit Asho 1 Exertion {rohi Figure 1: W ABSTRACT Sports fans are ike Twitter to while watching a intense subje passionately. W nostalgic mome We present, Fa highlights an Twitter along w a first case stud sport, Cricket. W Fantibles durin India and Bang he form of f making, ad-h nteractions. W possibilities to design thinki memorabilia. Author Keywo Sports souven physical visuali ACM Classific H.5.m. Informa Miscellaneous. Permission to make or classroom use is distributed for profi and the full citation owned by others tha permitted. To copy o lists, requires prrom Permissions@DIS 2016, June 04 - Copyright is held by ACM 978-1-4503-4 DOI: http://dx.doi.oFantible ok Khot 1 , Jo Games Lab, it, ja, floyd} Watching cricke e increasingly o express emot g sports on TV ective experien We see an op ents by captur antibles, person individual’s c with the unique dy, we investig We report insig ng an ODI C gladesh and off our themes: s hoc interactio We believe our w support social ing on cre ords nirs; cricket; ization. ation Keyword ation interfaces digital or hard copi granted without fe t or commercial ad on the first page. C an the author(s) mu otherwise, or repub ior specific permis acm.org. 08, 2016, Brisbane y the owner/author(s 031-1/16/06…$15. rg/10.1145/2901790 es: Cap osh Andres 1 , RMIT Univ @exertionga t on TV and sim using social m tions and shar . These comme nce of a fan w pportunity to ing them into nalized sports m commentary a eness of each s gate Fantibles ghts from field Cricket match fer reflections self-expression ons and dis work opens up sports viewing eating perso social media ds s and presenta ies of all or part of t ee provided that co dvantage and that co Copyrights for com st be honored. Abs blish, to post on serv sion and/or a fee. e, QLD, Australia s). Publication right 00 0.2901886 pturing 1, 2 , Jennifer versity, Aust ameslab.org multaneously di media platform re their opinio entaries describ watching a spo attend to the a physical form memorabilia th about sports o sports match. A for one popul d deployments series betwe on the design n, layered sen stributed soci p new interactio g experience an onalized spor a; 3D printin ation (e.g., HCI this work for person opies are not made opies bear this noti mponents of this wo tracting with credit vers or to redistribu Request permissio ts licensed to ACM Cricke r Lai 2 , Juerg tralia iscussing it on T ms ns be ort ese m. hat on As lar of en in nse ial on nd rts ng; I): INTRO Rahul match suppor Indian unfoldi team’s every w miss o where togethe the sa emotio The ab viewin where cricket team a succes viewin the spo viewer tickets remini sports readily comme that it tangibl viewin fades a This pa experie during their tw nal or ice ork t is ute ons . et Fan’ s g von Kaene 2 IBM [email protected]b Twitter, create ODUCTION is a big cricket between India rter of his nati team jersey ing, Rahul is s performance. wicket taken b out on the exp everyone is er. Now to fee ame match, h ons about the m bove scenario ng of a cricket Cricket has a t fans show in and relate to t s or failure ng, home view orts related m rs often bring , selfies, video scence and p afterwards. A y available, alt ents or watch t t does not of le sports mem ng might becom away from the aper explores a ence of sport home viewin witter feed. W s Story el 2 , Florian M Research, bm.com, jvk a story that we t fan and today a and Banglad ional team, he (see Figure getting excite He is cheering y his team. Bu perience of ‘be chanting, ch el connected w he starts twee match (see Figu illustrates a ty t match within a devoted fan ncredible passio their team’s pe [19,47]. Ho wing does not memories alive back tangible o clips of the m proudly display At home, suc though fans ca the repeat telec ffer the same morabilia wou me an ephemer fans’ memory an opportunity by attending ng a sport, as e We further beli in 3D ‘Floyd’ Mu Australia k@au.ibm.co 3D print as Fa y he is watchin desh on TV. Be e is all dressed 1.a). As the ed and emotio g for every ‘6’ ut he is also fee eing there in t heering and h ith other co-sp eting his opi ure 1.b). ypical exampl n the Asia-pac n following [8 on towards the erformance as owever, unlike offer easy wa e. For exampl memorabilia match that allo y their passio ch memorabili an go re-read cast of the matc level of affo uld. As such, ral experience t . y to enrich hom to passionate expressed by t ieve that an in ueller 1 om antibles. ng a cricket eing a true d up in the match is onal on his scored and eling sad to the crowd’ having fun pectators of inions and le of home cific region 8,45]. Such eir favorite their own e stadium ays to keep le, stadium like match ow them to on towards ia are not the twitter ch, we find ordance as the home that slowly me viewing e moments the fans in ndividual’s Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia 883

Fantibles: Capturing Cricket Fan’s Story in 3Dexertiongameslab.org/wp-content/uploads/2016/06/fantibles_dis2016.pdfk Khot1, Jo Games Lab, t, ja, floyd} atching cricke increasingly

Embed Size (px)

Citation preview

ASliwapnWhTasFIthminpdm

ASp

AHM

PodaoptofrDCAD.

FRohit Asho

1Exertion {rohi

Figure 1: W

ABSTRACT Sports fans areike Twitter to

while watchinga intense subjepassionately. Wnostalgic momeWe present, Fahighlights an Twitter along wa first case studsport, Cricket. WFantibles durinIndia and Banghe form of f

making, ad-hnteractions. W

possibilities to design thinkimemorabilia.

Author KeywoSports souvenphysical visuali

ACM ClassificH.5.m. InformaMiscellaneous.

Permission to make or classroom use is distributed for profiand the full citation owned by others thapermitted. To copy oo lists, requires pri

from Permissions@aDIS 2016, June 04 - Copyright is held byACM 978-1-4503-4DOI: http://dx.doi.or

Fantibleok Khot1, JoGames Lab,it, ja, floyd}

Watching cricke

e increasingly o express emotg sports on TVective experienWe see an opents by captur

antibles, personindividual’s c

with the uniquedy, we investigWe report insigng an ODI Cgladesh and offfour themes: shoc interactio

We believe our wsupport social ing on cre

ords nirs; cricket; ization.

ation Keywordation interfaces

digital or hard copigranted without fe

t or commercial adon the first page. C

an the author(s) muotherwise, or repubior specific permisacm.org. 08, 2016, Brisbane

y the owner/author(s031-1/16/06…$15.rg/10.1145/2901790

es: Caposh Andres1

, RMIT Univ@exertionga

t on TV and sim

using social mtions and shar. These commence of a fan wpportunity to ing them into nalized sports mcommentary aeness of each sgate Fantibles ghts from field

Cricket match fer reflections self-expressionons and diswork opens upsports viewing

eating perso

social media

ds s and presenta

ies of all or part of tee provided that codvantage and that coCopyrights for comst be honored. Abs

blish, to post on servsion and/or a fee.

e, QLD, Australia s). Publication right00 0.2901886

pturing1, 2, Jenniferversity, Austameslab.org

multaneously di

media platformre their opinioentaries describwatching a spo

attend to thea physical formmemorabilia thabout sports osports match. Afor one popul

d deployments series betwe

on the design n, layered senstributed socip new interactiog experience an

onalized spor

a; 3D printin

ation (e.g., HCI

this work for personopies are not made opies bear this noti

mponents of this wotracting with creditvers or to redistribuRequest permissio

ts licensed to ACM

Cricker Lai2, Juergtralia

iscussing it on T

ms ns be ort ese m. hat on As lar of en in

nse ial on nd rts

ng;

I):

INTRORahul match supporIndian unfolditeam’severy wmiss owhere togethethe saemotio

The abviewinwhere cricketteam asuccesviewinthe spoviewerticketsreminisports readilycommethat it tangiblviewinfades a

This paexperieduring their tw

nalor

iceorkt isuteons

.

et Fan’sg von Kaene

[email protected]

Twitter, create

ODUCTION is a big cricketbetween India

rter of his natiteam jersey

ing, Rahul is s performance. wicket taken bout on the exp

everyone is er. Now to feeame match, hons about the m

bove scenario ng of a cricket

Cricket has at fans show inand relate to ts or failure

ng, home vieworts related mrs often bring , selfies, videoscence and pafterwards. A

y available, altents or watch tt does not ofle sports mem

ng might becomaway from the

aper explores aence of sport

home viewinwitter feed. W

s Story el2, Florian

M Research, bm.com, jvk

a story that we

t fan and todaya and Bangladional team, he

(see Figure getting exciteHe is cheeringy his team. Bu

perience of ‘bechanting, ch

el connected whe starts tweematch (see Figu

illustrates a tyt match withina devoted fan

ncredible passiotheir team’s pe

[19,47]. Howing does not memories alive

back tangible o clips of the mproudly displayAt home, sucthough fans cathe repeat telecffer the same morabilia woume an ephemerfans’ memory

an opportunityby attending

ng a sport, as eWe further beli

in 3D ‘Floyd’ MuAustralia

[email protected]

3D print as Fa

y he is watchindesh on TV. Bee is all dressed

1.a). As the ed and emotiog for every ‘6’ut he is also feeeing there in t

heering and hith other co-speting his opiure 1.b).

ypical exampln the Asia-pacn following [8on towards theerformance as

owever, unlikeoffer easy wa

e. For examplmemorabilia

match that alloy their passioch memorabilian go re-read cast of the matc

level of affould. As such, ral experience t.

y to enrich homto passionate

expressed by tieve that an in

ueller1

om

antibles.

ng a cricket eing a true d up in the

match is onal on his

scored and eling sad to the crowd’

having fun pectators of inions and

le of home cific region 8,45]. Such eir favorite

their own e stadium

ays to keep le, stadium like match

ow them to on towards ia are not the twitter

ch, we find ordance as

the home that slowly

me viewing e moments the fans in ndividual’s

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

883

sinoAmaMppF

FinfpeTfse

F

t

IvrrhrpsmtwAwccd

Oa

sports commenn a tangible fo

of the sports Additionally, thmemorabilia, aand to reflect Motivated by printing technpersonalized mFigure 2).

Fantibles standnfluenced by

fan’s reactionsprinted parts. excitement levThe second parfrom the sportinsuch, the Sportexpressed in Fa

Figure 2: Fantibduring the Ind

the Fantibles re

In this paper, wviewing of onreceived little areport insights how the designrelationship wparticipants duseries between match was 8 hweeting while

After each matwere personalicricket match.conducted semdata about their

Our work makeand study the

ntaries on Twittorm could prov

from the phe constructedallowing indiv

on their methis idea and

nologies, we memorabilia, wh

d for fan madenot only the s

s to it. FantibThe first parels of a sportsrt is Sportoms ng event in a ctoms provides tantoms.

bles created frodia vs. Bangladeesembles the col

we exemplify te popular spoattention in infrom an “in thn of Fantibles

with the spouring an InterIndia and Ban

ours. Participae watching thetch, they receiized to their t At the end

mi-structured inr experiences w

es the followinconcept of Fa

ter if captured vide a subjectivperspective ofd artifact couldviduals to shoemory of the d recent advan

put forward hich we call Fa

e collectibles, sporting event bles has two rt is Fantomss fan during athat describes

chronological cthe context for

om the individuesh Cricket serilor of the winni

the idea of Faort, Cricket, wteraction desig

he wild” study s could affect rts. We recrrnational threengladesh. The ants continued e match for alived 3D printetweets and th

d of three manterviews to obwith Fantibles.

ng contributionantibles to enh

and summarizve understandinf a sports fad also serve asw their passiosporting even

ncements in 3a concept

antibles (refer

whose design but also by th

interlocking 3s that illustrata sporting evens the crucial dacircular form. Ar the excitemen

als’ Twitter daties. The color ofng team’s jerse

antibles with Twhich has so fgn and HCI. Wthat investigatan individual

ruited 6 stude match crickduration of eatheir practice l three matche

ed Fantibles the correspondinatch series, wbtain qualitativ

s: 1) We explohance the hom

ed ng an. s a on nt. 3D of to

is he

3D tes nt. ata As nts

ta f

ey.

TV far

We tes l’s dy ket ch of es. hat ng we ve

ore me

viewincontribsports home. [23] bdiffereFantomillustrathe gaminsightthemessports.

RELATAs thismedia works role of

InteracexperiIn sporfacilitaprovidCompaprovidanimatSlamTof a malso inadditioscore uapps hreplays

Recentin spowirelesallows FlinthametadaSportsSspectatTV, winteracsports highligfans aninspirainvolvecreatioknowle

ImportSports memorFor extoken witnes

ng experience obutes to the und

memorabilia, 2) We contribu

by illustratingent sets of infoms carry indiviates the correlame in a novel ts gained froms to guide desi

TED WORK s work delves and memorabaccordingly. W

f technology in

ctive systemsence rts, technologyates means to es different wanies like Hae enhanced Tted overlays o

Tracker [41] promatch using sconcreasingly maonal informatioupdates, replayhave been buis and statistica

t works have sorts. For examss motion-sens

spectators to am et al. [13] cata from the spSense [51] is tors’ emotions

while Ludvigsective banner th

fan in stadight the potentind to enhance tation from thee active partici

on of memoredge has not be

tance of Sportmemorabilia h

ries’ associatedxample, many for their memsed in the stad

of Cricket fanderstanding of

social mediaute to the field

g an approacormation togethidual meaning,ation of user extangible way.

m the study, wigners for exte

into three relatbilia - we haveWe start by d

n today’s sports

s enhancing th

y is often rateddeepen the in

ways to betteawk-Eye [21],TV viewing eon live broadovides fans wiores and statisaking use of on about the ys and close-upilt that suppor

al analysis [1].

started to recogmple, Tomitscsor wristband t

be judges ofcreated an andrpectators of a lanother system

s during a spoen and Veerahat displays nium. In summial of interactivthe sports viewese works, weipation from thrabilia, whicheen explored y

ts Memorabilihave a long hid with iconic s

sports fans kmories associatdium. Other po

s. To this end,f the relationsha and sports vd of physical vich of represeher. While Spo, interlocking txcitement with3) Finally, ba

we propose a sending Fantibl

ted topics - spe categorized thdescribing the s.

he sports view

d as a game chnvolvement in er understand , and SportVexperience usicast of sportith a visual rep

stics. Sports stalarger displayongoing matcp shots [7] whrt live video

gnize the specth et al. [44] that detects apf the performaroid app that colive marathon m that revealsort event in reasawmy [31] noise and movmary, numerove technology

wing experiencee present Fanhe home spectah to the besyet.

a story of revivi

sports events [1keep match tited with the mpular sports m

, this work ip between viewing at isualization enting two ortoms and the models

h respect to ased on the set of four les to other

orts, social he existing influential

wing

hanger as it sports and the sport.

Vision [42] ing virtual ing events. resentation adiums are

ys to show ch such as hile mobile streaming,

tators’ role created a

pplause and ance, while ollects rich event. The

s television eal time on created an

vements of ous works to support

e. Drawing ntibles that ators in the st of our

ing ‘golden 11, 19, 20]. ickets as a match they

memorabilia

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

884

items include team jerseys, signed picture frames, sports equipment, trophies and also things that fans associate with the sporting event such as match tickets and captured photographs from the event [20]. These memorabilia enable fans to remember enduring battles between the teams and how their support and cheering contributed to the winning outcome.

However, despite the demand of sports memorabilia [7,14], the current exploration on designing sports memorabilia is limited [49]. These memorabilia as found in sports heritage museums and endorsed merchandise offer a rather arbitrary view on the sports. For instance, most sports memorabilia embody a generic design that attain to objective facts and moments of historical significance such as victories, broken records and personal milestones [15,30,40]. However, their design does not fully capture the subjective experiences and emotional rollercoasters of witnessing a sports match. As a result, they miss out on being a true representative of the sporting event as it unfolded in time [30]. Connerton [6] further argues that momentous events like iconic sports matches are experienced and remembered differently by each individual fan. He calls such an experience ‘private nostalgia’ that originates from the personal memory of the event and is different from the ‘collective nostalgia’ of the event. Unfortunately, existing works around sports nostalgia rarely emphasize and discuss the private nostalgia of a fan, which we think is a missed opportunity. Frow [15] and Snyder [40] also fear that the commoditization of collective sports memory as observed in current memorabilia, incurs a danger of only the collective views becoming the dominant narrative of the social history of sports, which in turn could lead to loss of individual memories of the sporting event. The aim of this work is therefore to capture and support the private nostalgia in the design of sports memorabilia, which thankfully with today’s technologies we are beginning to explore.

Use of social media during sports events The rise of social media allows fans to not only follow their favorite players and sports on social media but also to participate in conversation with like-minded fans [22, 36,38]. Twitter, for example, is often used as a backchannel to share and observe commentary and opinion about an ongoing TV sporting event [22], where the first screen is the television broadcast of the event while the second screen is a smartphone or a laptop used to monitor and express opinions about the event. In the past, the interaction between fan and athletes was mostly one-sided, where only the few fortunate fans getting an opportunity to interact with favorite athletes through the cursory of autograph signing [38]. Athletes and sports management authorities have also acknowledged the role of social media to create positive exposure among fans [38]. For example, Philadelphia Wings of the National Lacrosse League put players’ Twitter handles on the backs of their jerseys [36]. Kim et al. [28] has done a comprehensive analysis of the tweets during the 2014 FIFA world cup in order to identify

interesting patterns and linguistic features that prompted emotional response among sports fans on social media. Some works have also looked at creating novel visualizations to represent tweet data of the sports fans onscreen. For example, Kamvar and Harris [24] used different color particles to imitate emotions of fans on a common plane, while Kempter et al. [26] proposed an EmotionWatch, to display different categories of emotions. The majority of the existing explorations on visualizing individual’s tweets are mainly onscreen, except for the work called Emoto [10], which got us thinking towards a tangible souvenir and its potential to support visualization of tweets. Emoto is a public art display that showcases tweet sentiments during the 2012 Olympic games.

Research opportunity Existing works highlight the importance of social media as a platform for fans to express their emotions and to feel closer to other fans and the game itself. If the role of social media is to support the dreams of fans to get closer to the sport, players and fans alike, the role of a souvenir is to preserve such special moments for the future. Thus, the overlap of social media and memorabilia can offer new opportunities of recreating memories by translating social media interactions and moments into a tangible form. Incorporating personal data into memorabilia can add a new layer of personality by expanding its context to social dimensions, and potentially could also serve as a visualization platform to get an abstract summary of the game. This research takes into account the current popularity of digital fabrication coupled with the existing knowledge of affordances of physical visualization [23, 27, 43], which makes fabrication of physical artifacts more accessible. By situating digital fabrication within the context of TV sports viewing experiences, this research also opens up an exciting new design space.

DESIGNING FANTIBLES Fantibles is a personalized sports memorabilia that embodies the subjective passionate experience of sports viewing in a tangible form. Fantibles capitalizes on the trajectory of the individual’s tweets and the progression of the sports event in real time to create a unique 3D printed souvenir. As such, Fantibles utilizes two data sets: sports statistics and social media streams. The sports statistics include the essential information (or highlights) of a given sporting event, while the social media stream incorporates spectator engagement levels during the event. These two data sets are transformed into separate 3D printed models: Sportoms and Fantoms that interlock with each other. Before describing these models, we first explain the rationale behind some of our design decisions.

Choosing Cricket We choose Cricket because of its wide popularity in the Asia Pacific region with a huge fan base on social media platforms [8,45]. For instance, a recent survey [45] indicated that 89% of Twitter users in India are cricket fans. In the current prototype, we opted for the One Day

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

885

Iahoso

Cbtubthamphthcfwbthcc‘csain

CTsssctthdcthceceSn

GAnmopscfr

International (Oaround the studhours and has overs. Explainiscope of this paof Cricket that

Cricket is a gambetween two teurns to bat in

bowls. The firshe bowling tea

achieve this tamultiple overs player, while bhis bat in the fhe field then

crosses the boufield before thewith ‘6 runs’. Pbatting team frhat are difficu

crossing the bocan also get thwicket’ by fo

catching the bscored in 4’s aand exciting pncorporated th

Capturing UseThe idea of usesports. Loy refsuggests that sports "lends contest" [30]. Tension and in hought of dif

during a Crickcapture user’s he game using

could have hinexperience. Hecapturing useemotional outbSince tweets arnot heavily load

Giving physicaAfter selectingnext challengemeaningful visof and emotioprocess involvselecting gamecoding, prototyfor 3D printingrepresentation

ODI) version ody time. An O100 overs in toing the entire raper, instead wwe incorporate

me played on aeams, each witn order to scort team to bat, sam to achieve

arget when thewith each ov

atting, can scofield. If the bal

the player geundary line aerie boundary linePlayers from t

rom scoring ruult to hit and oundary line. Ahe player out,ollowing the pall before it tand 6’s as welparts of the Chem in our desi

er Excitement er excitement fers to sports athe feature otension and

The uncertaintiturn exciteme

fferent ways oket match. Forheart rate or g

g wearable dedered the priva

ence, we opteder excitementbursts on Twire publicly visded with privac

al shape to dag the data setse was to turnsualization thatons around a ed careful exae statistics anyping and testig. Since we eof sports and

of cricket as iODI match rouotal where eacrules of Crickewe only narrateed in the design

a large field with 11 players. Ere runs, whilescores runs ande. The other teey bat. A cricer having 6 ba

ore runs by hittll crosses the bets ‘4 runs’; ially (i.e., withe), then the plathe bowling tens by bowlingby preventin

Additionally, th, which is calpredefined settouches the fiell as taken wic

Cricket game. gn.

has always beas "intrinsicallyf "problematiexcitement t

ies in the sportent among theof capturing r instance, onegalvanic skin

evices. Howeveacy and natura

d for a less obt, through aitter during a sible by defaulcy related issue

ata s: cricket data n these two dt communicate

sporting eveamination of dnd integratinging the viabiliembarked to ctweets data, t

t was schedulughly lasts forch team plays 5et are beyond the the key aspecn of Fantibles.

ith a bat and baEach team tak

e the other tead sets a target feam then triescket match is all deliveries. ting the ball wiboundary line And if the ba

hout touching thayer is reward

eam can stop thg good deliverig the ball frohe bowling tealled as taking t of rules (e.geld). These ruckets are cruciHence we hav

en central to thy appealing" anc outcomes" to the sportinting event creae spectators. Wuser excitemee option was response duriner, such a setu

al sports viewinstructive wayan individual

Cricket matclt, their usagees.

and tweets, thdata sets into es the dynamient. The desigdata sources f

g personal datty of the desig

create a tangibthere was also

ed r 8 50 he cts

all kes am for to of A

ith of all he ed he ies om am

a g.,

uns ial ve

he nd in ng ate We ent to ng up ng of l’s ch.

is

he a

ics gn for ta, gn ble o a

tensionconveythe eabecausprocesmultiplwas ma

As a reonto omodelsThe firone demodelsembedtogetherelation3D prishown two mof Indwon thgreen. models

SPORTThe nrepresethe key

n in terms oyed in a tangibarlier design sse of the invoses. Additionale sets of infoaking the mod

Figure 3: Ear

esult, instead oone model, ws, building uporst model repreescribes the fs individually

dded data sucher reveal adnship betweeninted using thein Figure 2. F

models were pridian Cricket tehe match then

Below we ds.

TOMS name Sportoments sports datay moments of

f how much ble form. Figu

sketches. We olved lengthy ally, these dermation into oel complex to i

rlier design sket

of trying to fit we decided to

on earlier woresents the sporfan’s emotionsy provide i

h as sports anddditional infon the two. Adde color of the wor example, if inted in Whiteeam’s jersey),n the models wdescribe the f

ms stands fora in a tangible a sporting eve

information ure 3 illustratediscarded themodeling an

esigns were reone model, whinterpret.

tches for Fantib

all pieces of increate two in

rk by Nissen erts data while s through tweinformation a

d tweets but wormation suchditionally, the mwinning team’

f India won the e and Blue col whereas if Bwere printed ifinal design o

r Sports Atomform. Here, w

ent that cause

should be es some of se designs

nd printing epresenting hich in turn

bles

nformation nterlocking et al. [35]. the second

eets. These about the

when joined h as the models are ’s jersey as match, the

lors (colors Bangladesh in red and

of the two

ms, which we focus on

excitement

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

886

atwcrgWclaaabe8

Tthdhorcbmin1aod

FTdsdthm

W5

among spectatoweets. With

competition beruns scored ingiven time. WeWheel [12] mchronological oarge amount o

as a timeline around a centrbars summarizeeach bar repres8 minutes of ga

Figure 4: Fanparts - Sportom

t

The spike withhe match and

describes the phas two cylindother. The outeruns scored bycylinder (widthbowling team match. Every ncrement in th

1mm. This challows for easyof the runs dominance of o

FANTOMS The name Fandata from fanssummarizes vaduring the live heir tweets. In

manually in the

We parse all th5 overs of a cri

ors and thus mSportoms, wetween the two4’s and 6’s

e borrow inspimodel to reprorder because oof information.and consists oal cylinder as e 100 overs of

sents the time dameplay).

ntibles consists oms that summathat represents

h a small hole dd the clockwiprogress of theders of differener bigger cyliny the batting h: 3mm) descr

during the c‘4’, ‘6’ or

he height of thronological m

y comparison band wickets,

one team over t

ntoms stands fos (their tweets)aried levels obroadcast of a

n the current pe following wa

e tweets postedicket match an

may result in ge utilize the playing teamsand the wickeiration from a resent this inof its simplicity As such, the of 20 bars dishown in Fig

f an ODI crickduration of 5 o

of two interlockarizes sports dat

user excitemen

denotes the staise reading o match in 5 ovnt widths plac

nder (width: 4mteam while th

ribes the wickecorresponding ‘wicket’ woulthe correspondmapping of t

between the twwhich also

the other.

for Fan Atoms ) in a tangibleof excitement a sporting evenprototype, the ay.

d by an individnd then categor

generating ampdata about th

s in terms of thets taken at an

popular Wagonformation in y in representinSportoms servstributed even

gure 4. These 2ket match whevers (on averag

king 3D printedta, and Fantomnt.

arting 5 overs of the Sportomvers. Each spikced next to eamm) denotes thhe inner smallets taken by th5 overs of thld result in a

ding cylinder bthe informatioo teams in term

highlights th

as it represene form. Fantom

of sports fant, analyzed froanalysis is don

dual across everize these twee

ple he he ny on

a ng

ves nly 20 ere ge

s

of ms ke ch he ler he he an by on ms he

nts ms ans om ne

ery ets

into ththe usethen was ‘lowconsidmanuaoutbur‘wow!excitemsignifieexcitememotioconsid- irrespparts o

The Fathis mevery each pinstancexcitemlength excitemdenoteovers. overs w1mm. Tcontainunlike petals, tweets.can eaexcitem

STUDYWe couse ofsystemsubjectdesignseries, had thr24th ofhours o

We reparticipThe paIndia Vshare tparticipavailaboverloaof partFantomparticipdaily p

hree levels of er has not twee

we consider thew’. However, ier it as a rise i

ally parse eachrsts such as oc’ or the use ment level. Thes ‘medium’ ments can corrons. In the cuer positive andpective of the

of the sports vie

antoms embodmodel describe

interval of 5 opetal describece, a petal of 0ment, while a

describes thment. Additione the frequency

Therefore, eacwill raise the The Fantoms ining a small Sportoms, Farather the pet

. By placing thasily identify ment with resp

YING FANTIBLonducted a quaf Fantibles in

m among partictive data and ts. We selectedplayed betwe

ree matches thf June 2015, eof TV viewing

ecruited six ppation across darticipants werVs. Bangladeshtheir experiencpants who coubility of 3D pad prompted thticipants: printms required 2pants per matcprinting for ea

excitement: loeted during a geir excitement if the user hasin the exciteme

h tweets to idenccurrence of wof emoticons

he absence of level of excitrespond to bo

urrent design od negative mom

polarity - theewing experien

dies a floral pats the changesovers (Refer Fes the user 0mm length dpetal of ‘10m

he ‘medium’ nally, the heighy of tweets durch subsequent height of the

is read clockwibubble on on

antoms do not tals are createdhe Fantoms on

the score aect to the sport

LES IN THE Walitative field

everyday concipants in ordeto gather ideas

d a major One-een India and hat were playeeach match accg.

participants bydifferent maili

re selected baseh Cricket serieces on Twitter.uld watch all thrinting resourc

the study to beting the Sporto20 minutes toch, Fantibles reach match. Sin

ow, medium angiven interval

level during ts posted a tweeent level of thentify emotionawords such asthat illustrateexcitement in

tement. Note oth positive anof Fantoms, wments separateese emotions ance.

ttern where eas in user exciFigure 4). Theexcitement le

describes a ‘lowmm’ length an

and ‘high’ ht of each petalring the given ptweet within t

e correspondinise starting fromne of its end.

have a fixedd based on thetop of the Spo

and the chroting event.

WILD study, to inventext. We deper to collect a s and strategieday InternationBangladesh.

ed on the 18thcounting for m

y circulating ing lists (Refered on their intes and their wil. Additionallyhree matches. Tces and the me done with a oms required ano print. As suequired aroundnce the matche

nd high. If of 5 overs, that period et, then we e user. We al outbursts s ‘OMG!’, e a rise in n the tweet

that these nd negative we did not ely because are integral

ach petal of tement for e length of evels. For w’ level of nd ‘20mm’

level of l is used to period of 5 the given 5

ng petal by m the petal

However, number of

e pattern of ortoms, one onology of

estigate the ployed our rich set of

es to future nal Cricket The series

h, 21st and more than 8

a call for r Table 1). erest in the llingness to y, we chose The limited

manual task small pool n hour and uch, for 6

d 8 hours of es were on

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

887

ethm

WtwCaidinf@(twtm

F

WoCaowthchehPit

every other dayhe Fantibles t

match.

Name* A

Heather Samira Nelson Shahid Rahul Dev

Table 1: P

We designed weets from t

Cricket series accounts. We dentify user exn to the system

from the mat@ICCLive acc(refer Figure 5weets and uechniques wit

models.

Figure 5: Screenhandle and the3D model of F

data an

We asked eachof tweeting durCricket series. all the tweets frof Fantibles. Wwhere we put hat contains a

couple of queshand experiencenvelope was thhome or workpParticipants wetself and bring

y, we had limitto each partic

Age (yrs.) G

20 26 25 28 32 30

FF

Participants’ demchan

a custom wehe official tw(@ICCLive)

manually parsxcitement levem. The systemch statistics count and iden5). We used tutilized the th OpenJSCA

nshot of the sysen select a matcFantibles is thennd users’ own tw

h participant to ring each of thOnce the mat

rom every partWe prepared an

both the modea brief descripstions asking ce with these hen personally

place within 24ere asked to ang them to the

ted time to priipant before t

Gender N

Female Female Male Male Male Male

BBB

mographic detanged).

eb-based systewitter account

and the partsed the participls and the feed

m then creates coming from ntified user exthe Twitter Aconstructive

AD [37] to co

stem: a) Users ech from the Cri created based weets during th

continue theirhe three matchtch was over, ticipant and cre envelope for eels in along wption about thparticipants’ amodels (Refer

y handed to par4 hours after thnswer the quest

interview. At

int and distributhe start of ne

Nationality

Canada Bangladesh Bangladesh Bangladesh

India India

ails (*names

em that extracof the chos

icipants’ twittpant’s tweets d the levels baboth the modethe tweets b

xcitement leveAPI to fetch th

solid geometonstruct the 3

enter their twittcket series. b) Aupon the sports

he match

r regular practies of the choswe accumulateated 3D modeevery participa

with a paper noe models andabout their firr Figure 6). Thrticipants in the

he Cricket matctions on the not the end of th

ute ext

cts en ter to ck els by els he try 3D

ter A s

ice en ed els ant ote

a rst he eir ch. ote he

cricketinterviwith Fmemornotes participfor artranscrderive

REACTThe ovParticipthe Facheckin

First imHeathecontainthe pathey wexcitingthoughthe othof sporthey adefinite

Figure

Samiratangiblcricketown trfour paFantibFacebo

t series, we cews with parti

Fantibles and hries of the Cricwere used apants’ first haround 45 minribed for analyrecurring them

TIONS TO FANverall responspants apprecia

antibles and cong sports data

mpression waer expressed jning Fantibles

ackage and evewere like: ‘whng’.” Shahid alht was it looks gher hand said, “rts memorabiliare very goodely keep them”

e 6: Fantibles wean envelope the

a and Shahid le testimony fot. Samira said rophy for beingarticipants volu

bles on differook and Instagr

conducted opeicipants to undhow Fantibles cket matches.

as probes to and experiencenutes and waysis. We used

mes from the co

NTIBLES se from the paated the novelompared it won TV and twe

as to keep the joy while ope(refer Figure 6

erybody in myhat’s that? Itso expressed sgood, and I wa“I would not peia but these mo

d representatio”.

ere hand-delivee next day of th

were similarlyfor their loyal with a smile, “g the biggest funtarily took arent social mram (Refer Fig

en-ended semiderstand their e

helped them iAdditionally, get more ins

es. Each intervas audio reco

d thematic codollected data.

articipants walty and playfulith their routineets on a mobi

Fantibles ening her first6), “When I toy office lookedt looks really similar feelingsant to keep it”.ersonally bougodels made meons of the ga

ered to each parhe concluded ma

y delighted tofollowing of B“It feels good tfan”. Out of e

and shared phomedia networkgure 7).

i-structured experiences in reviving the written sights into view lasted orded and ding [5] to

as positive. l nature of ne way of le screen.

t envelope ok it out of d over and

cool and s, “My first Nelson on

ght the idea e rethink as ame, I will

rticipant in atch.

o receive a Bangladesh to get your

enthusiasm, tos of their s such as

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

888

ti

FPFopFsf

F

EPmthuthmtwflAmpfc

Figure 7: Partitheir Fantibles oin the picture is

Fantibles becaParticipants deFantibles (Refeof her Fantiblepictures onto Fantibles on hsmall magnets fridge (Figure 8

Figure 8: Partic

Exploring FanParticipants comatch with thehe Fantibles

unfamiliar absthis as a fun

memory aboutweets. Rahul

first for me toiked the abstra

And the interemeaning, the participants sugfor clarity. Focircles to repr

icipants enthusion Instagram, Fs blurred to pre

ame part of theecorated differer to Figure 8)es with a string

it (Figure 8his TV (Figureto Fantibles an

8c).

cipants used thetheir

tibles for infoorrelated their e received Fan

was difficultract design; ho

activity that t the cricket msaid to us wit

o understand wactness of it, westing part is,more I want

ggested improvr example, thresent wickets

iastically postedFacebook and Teserve participa

e home ambierent areas of t. Heather for e

g together and d), while Rae 8b). Dev annd used them

e Fantibles in dhome.

rmation was funderstanding

ntibles. At firslt for them owever, all par

tested their matches as weth a smile, “It what Fantibleswhich challeng, the more I

to keep it.” ving certain pahe use of thins and runs re

d photographs oTwitter. (The teant’s anonymity

ence their home wiexample tied twhung her fami

ahul placed thnd Samira gluto decorate the

ifferent places i

fun g of the Crickst, understandinbecause of

rticipants treatknowledge an

ell as their owwas difficult

s conveys, butged my thinkin

understand thHowever, fiv

arts of the designner and thickespectively w

of xt

y.)

ith wo ily he ed eir

in

ket ng its ed nd wn at

t I ng. he ve gn

ker was

confus“Usinghave b

FantibAll parsumma“Whenhusbanknow wnews worder tentire and eawhat hmatch,a high my tim

FantibundersDev srepresenice repbeen asomethmade tyour hhow m

PhysicFive panot hastructuNelsonwhat mexampspace disk buthe daton my will indigital,

DurabFantibPLA. Ptime environdurableimpresthings was glsome ous a s(MCG)kept it the MC

sing for the pag a different seen easier to in

bles provided articipants likedary of the entirn I miss somend about whawho won and hwebsites, but tto know how commentary p

asy. The Fantibhappened. Fro by looking at scoring match

me, definitely”.

bles made comstand similarly wasenting data in epresentation oabout graphs ahing like this wthrough the maand, you can sany wickets we

cality of Fantibarticipants like

ave to open thures in order tn mentioned tomatters to you. le the entire min the disk. I wut would neveta is in physicadesk and it wil

nteract with il, exploring the

ility of Fantiblbles were madParticipants lik- however nmental sustaie and usablessed with the qhe has bought

lad that Fantibof his preciousslightly aged ) ticket, whichas a souvenir

CG. Heather a

articipants. Deshape like a trnterpret”.

a quick summd the fact that Fre match at a gl

parts of the mt happened in

how. Sometimethese sites offthe game wenpage. I wishedbles give me aom the colorst the thickness h or low scorin

mplex sports d

s impressed a tangible sou

of the match. Tand statistics.

where you can atch. When yosee over time here taken.”

bles supporteed the fact thathe computer anto interact witho us, “With the

With digital, tmatch data wowould probablr look at it agal form now. Ill be there for ait once in awem would have

les was desirede up of a bioked the use othey also rainability. Plastie in everydaquality and fout from the shopbles does not ws souvenirs do. and torn Mel

h he has boughto remind him

and Samira wi

ev instead recoriangle or squ

mary of the maFantibles provlance. Samira mmatch, I usuan the match ines I also check fer too much ont requires read for somethina pretty good vs I know whoI can say whe

ng match, it sav

data simple to

by the newuvenir, “I felt iTo me, Cricket h

I never camesee how many

ou hold them [how runs were

ed frequent ent with Fantiblend navigate thh sports and te physical, youthere is no sucould take 1 orly copy my datgain. But with I can now placages and I am

while. If Fantfelt like work”

ed odegradable maof plastic as it aised the quic made the m

ay context. Rund them quiteps. Dev on the wear and tear For example,

lbourne Crickht five years bam about his firsished if they c

ommended, uare would

atch vides a nice mentioned, lly ask my n order to sports and

of data. In ading of an ng simpler view about o won the

ether it was ves a lot of

w way of it is a very has always

e across to y runs were [models] in e made and

ngagement es, they did hrough file tweet data. u only keep ch limit, for r 2 MB of ta onto the Fantibles,

ce my data also sure I ibles were

”.

aterial like lasts over

uestion of memorabilia Rahul was e alike with

other hand easily like he showed

ket Ground ack. He has st match at could print

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

889

Fantibles in different metals like bronze, silver and gold, similar to medals given in spots tournaments.

Fantibles in winning team color was appreciated All participants appreciated the fact that the Fantibles embodied the color of the winning team. Dev was surprised when he came to know about the colors, “Initially, I did not think of the color choices. I thought they were random but I was positively taken aback by the use of winning colors.” However, Samira and Nelson wanted colors of both the teams reflected on the Fantibles. Nelson said, “ I don’t know if it is possible, but it would be great to have half portion of Fantibles in one team’s color and other half in another. In that way I can then easily see the battle between the two teams.”

Tweets made Fantibles personal and unique All participants appreciated the use of personal data, their tweets during the match in the design, and considered it as a thoughtful addition. Nelson said, “Tweets bring something new to the world of memorabilia and make them more personal”. Dev similarly expressed, “because of the tweets, Fantibles felt more unique and personal to me”.

Fantibles offered reflection on self Using Fantoms and Sportoms in relation to each other, Heather was delighted to learn about the things that excited her in the match most, “Looking at this guy (a thicker circle that denotes runs), it is kind of cool to see, I am more excited for the runs. I never realized that”. On the other hand, Shahid said, “Fantibles helped me in remembering good and bad memories of the match. I like to remember bad memories, I remembered the argument on Twitter I had with friends that whenever we win the match or series, we forget the mistakes we made. We discuss only the victories, but it is good to remember the mistakes and challenges that are still to be overcome.”

Fantibles prompted tweeting After receiving the first set of Fantibles, participants came to realize how their excitements and tweets gets reflected in the floral design pattern of Fantoms. They realized that how they could alter its design by changing their tweeting behavior. As a consequence, four participants enthusiastically expressed their emotions in tweets in subsequent matches. Nelson mentioned, “My first reaction after receiving the first Fantibles, was to tweet more and to see how it would turn out in the design.” He further added, “Although after getting the second and third Fantibles, I was still excited and the design made much more sense”. Heather on the other hand was disappointed for not tweeting more. She wanted her Fantoms with full of peaks.

Interestingly, the increased tweeting during a game did not cause any distraction to the sports viewing, but rather tweeting strengthened their commitment towards Cricket. As Rahul mentioned, “Cricket as you know has a little break in between the overs, which gives me enough time to tweet. In that way, I am letting the world know how I feel

when a bad decision happened on the ground, or somebody hits a ‘6’.”

Tweets were full of emotions Participants’ tweets showcased a variety of emotions from feeling tensed to feeling overjoyed. Surprisingly, most tweets occurred during crunch situations in the Cricket match. For example, some of the interesting tweets during tense situations were, “I am feeling the pressure just by watching the game, I wonder how the players stand it…” “Nerve, nerve, nerve... this match is all taking it…” “:D :D :D :D, Need 6 more big smiles ... [referring to 4 wickets that have fallen and 6 remaining]”. Besides ‘4’, ‘6’ in the match, other situations such as players reaching personal milestones, or breaking records also generated ample tweets. However, not all tweets were directly related to the match. Sometimes participants even discussed other things such as childhood memories. For example, referring to the drink trolley that typically comes during the break, Shahid tweeted, “In my childhood, I used to wonder how big this bottle on the drinks-trolley is.”

Physicality of Fantibles facilitated offline display of emotions All participants appreciated how Fantibles are representatives of their emotions. Rahul said, “The best part is that through these Fantibles, I can take my feelings offline and show it to others even after the match is over.” Shahid, on the other hand, expressed with joy, “Like most fans, I love to express my opinion, anger, disappointments and joy during sports. Previously I was expressing myself vocally and sometimes with the tweets, the only change, I see here is now I have a physical record of it (by looking at Fantibles) and that’s nice.”

Abstractness supported public display of emotions Three participants liked the abstract display of their excitement levels through Fantoms. Samira said, “Sometime I put my frustration in very strong way. Those frustrations, I do not want to be revealed in public. But with these models, I can now showcase these feelings in an abstract level. No one can see my words, all they see is high peaks and I think this much of expression is tolerable in public.”

Abstract design facilitated personal narration to unlock its meaning The abstractness of the Fantibles not only concealed their emotions but also gave participants an opportunity to narrate their subjective experience of the match to interested viewers. Heather was thrilled with how the models depicted her emotions and said, “When my colleague picked up the souvenir in the office, she said it was good for decorating. But she didn’t know how to read it. It made me feel like if the message was encoded only for me and that I am the only one who can unlock its meaning.”

Participants wanted to make Fantibles social Although all participants liked the personal aspect of Fantibles, they all wished if Fantibles could embed social elements such as data from their friends. For most, tweeting

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

890

was a routine activity with which they connect with their remote friends while watching a cricket match. Samira mentioned, “When we post our feelings there, it gives us the feeling of being and watching together.” Heather, on other hand, wished to incorporate the stadium noise or crowd thinking about the match within the design. For her, it would be cool to compare her emotional response with her friends and other people in the stadium. She further added, “It would be really great to take these ideas to the stadium and then record and compare your team and opposition team’s support over the game.” Nelson remembered about the soccer stickers that he used to collect during his childhood, he said, “Fantibles reminds me of completing a soccer album when we friends used to get together and change stickers.” He wanted to extend Fantibles to support similar experience.

DISCUSSION We discuss participants’ responses to Fantibles across four themes as below.

Self-expression Twitter supports individuals’ self-expression by allowing users to create a desirable representation of themselves to other people through their tweets [4]. Within a sports context, Twitter supports an individual’s self-expression and allows them to display their passion towards the sports through their tweets and offer a way to connect with other fans. Rinehart [39] highlights the desire of many sports fans, who want to be ‘players’ themselves, not as to participate in the sport but rather to make their opinion and presence count in the sport event as a whole.

Lowenthal [32] writes, “Individual memories convert public events into idiosyncratic personal experiences”. He further adds that, “we recall only our own experiences at first hand and the past we remember is innately our own”. As such, Fantibles captured an individual’s narrative (commentary) on sports and reinforced its significance and meaning for later usage through transforming it into a tangible souvenir that resonates with the identities of the sports fan. The use of personal tweets acted as a physical signature that made the Fantibles authentic. Fantibles served as a tangible testimony and an official recognition of being a sports fan. As a result, participants developed an emotional attachment with the memorabilia. Their public display in different parts of their home further facilitated exhibition of one’s devotion to sports, creating an alternate representation of self [17]. For instance, Shahid took pride in displaying his Fantibles to his friends and visitors to his home and it allowed him to share good and bad memories of the cricket match he passionately witnessed.

Van den Hoven [48] wrote about the esoteric qualities of the tangibles that hold a special meaning for their owner but can remain obscure for others. In the sports context, a typical cricket ball can be purchased for 20$ but even the picture of the same ball gets sold for massive prices if there is a distinct memory associated with it such as being used in

an iconic match. If you bring home such a cricket ball that represent an iconic event or special memory, others might find it hard to differentiate it from other ordinary cricket balls as they do not hold the same memory. As such, memorabilia relate to memories of personal experiences and require narration from the owner to unveil the story behind them. In other words, the meaning of the sports memorabilia is not in the tangible object but is in the mind of its owner. As Heather experienced, her colleagues wanted to know how to interpret the Fantibles, and required her narration to explain the meaning behind large emotional peaks. This feature provided her with a sense of privacy and control over information that she wants to share with others.

Layered Sense Making The player facts and the sports analytics are a core part of fan’s intellectual engagement with sports. By exploring individual’s social media contribution, we see a potential of going beyond the ‘facts and the data’ about sports and an opportunity to explore other complementary aspects of sports centered on an individual’s subjective experiences. In Fantibles, we focused not only on the ‘facts’ and ‘data’ (‘tell-a-tale”) of a Cricket game but we also put an equal emphasis on individual’s contribution to the game of Cricket as expressed in their tweets. Earlier studies also suggest that people find opinions in shortened forms such as in Twitter easier to understand as opposed to longer writings in news stories and blogs [3]. However, as per the nature of social media, the generated tweets embody a digital format and accessing back key moments from one’s own tweets or reflecting back upon one’s emotional state during the match requires browsing and scrolling through pages of tweets. We note that, although twitter limits a tweet to 140 chars, there is no limit on how many tweets one can send during an ongoing sports event.

The Fantibles through its abstract design offered a quick way for individuals to see an abstract summary of one’s tweets (particularly, emotions). Participants welcomed the tangible aspect of the memorabilia, which takes them away from the screen. According to Kaplan and Kaplan [25], a restorative physical environment clears the mind from unwanted thoughts and provides opportunities for broader reflection by directing attention to only key aspects. A sports memorabilia should, therefore, avoid providing too much information by keeping the data mapping simple and direct. The memorabilia presents the summary of the sports along with tweets in a way that can be perceived at a glance to the fan. Participants also liked the interlocking nature of the Fantibles, which provided them with the opportunity to add more layers if the fan wanted to expand meaning. For example, as a future work on Fantibles, we can add a third layer of data printed on a piece of paper that displays textual sports and tweet data. Users can then utilize this extra layer along with the Fantibles as a navigator to extract further information as shown in Figure 9.

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

891

AIpafadthrthtohthmrain

Mrmaspatethm

DActhcbsom

Figure 9: An ewhere fans cathen use Fant

Ad-hoc InteracIn line with preferred a meand that they cfurther meaningan affordance described the the background

result, althoughhey are not theo make them

hoc interactionhe surroundin

magnets to Frefrigerator so activities. Suchnteractions wit

Material artifacreflect on themmemorabilia aland the need tosports memorabparticipants wappreciated useear, however

environmental hrough selec

materials.

Distributed SoAccording to Mconnection is ohe sense of c

communities barriers. Peostarting discusson Facebook anmentioned in

example of layeran print textual tibles as a navig

ctions earlier studie

emorabilia thatcan interact wig. Sports memof ‘place’ a

endency of mad, which he calh memorabilia e sole focus ofnoticeable, me

ns with individgs. For examp

Fantibles andthat they be

h an approacth Fantibles.

cts also acquirem over time [29

lso highlightedo support emerbilia [49]. Ouranted their Fe of material r it also bri

sustainabilityctive printing

ocial InteractioMcMillan and ne of the four

community. Ecan hold truple interact wsions on publind get a sense

the post-int

red meaning mdata of tweets

gator to extract

es [27, 29, 4t is visible in tith using their

morabilia therefs well as ‘usaterial artifactsls as “humilityare visible in

f attention. Themorabilia shoduals as they ple, two parti

d then put Fecame noticeabch supported

e additional me9, 35]. A recentd the importanrgent behavior r study also refFantibles to a

that can resisings forward , which coul

g and using

ons Chavis [33], skey elements tmotional bond

ue despite thwith their disic forums, retwof being conneterview, how

aking approachand sports and further details.

48], participanthe surroundinhands to deriv

fore should havse’. Miller [3s to disappear y of things”. Asthe surroundin

herefore, in ordould support amove around cipants attachFantibles on ble in everydfrequent ad-h

eaning as peopt study on spornce of narrativin the design

flected that moage well, henstance wear an

the topic d be address

biodegradab

shared emotionthat contributeding among thhe geographicstant friends bweeting, postinected. As Sami

she remain

h

.

nts ng, ve ve 4] in

s a ng, der ad-

in ed a

ay oc

ple rts ve of

ost nce nd of ed

ble

nal to he cal by ng ira ed

connecenjoy eare allintrinsicrowdexperiethe spotherefoon socprovidmemorwatchidiscussa moduto embcan sticcorrela

CONCThis penhancdesignembodprovidunfoldmemorand pfindingFantibhome a

Althourepreseknowlefour coextendwas noprovokexperielookingup nememorhope odesign excitinaudien

REFER1. Aa

anW20WCoDO

2. RoFa

cted with her feach match thl in the sameic spatial andcould further e

ence at home.orts are often aore adding datacial media ore additional wries. Having sing sports togesion even afterular interlockinbed data fromck their Fantom

ate their excitem

LUSION paper presents ce the home ved two separat

dies different de an understed with the srabilia gave inerceive eventgs indicate hbles and value ambience.

ugh we exploreentation, we bedge of persoonceptual desig

d the work to oot to propose fike discussionsence of sporg into tangibleew excitingrabilia throughour work help

that encompng new technnce experiences

RENCES aron Ault, Jam

nd Edward J. CWireless Footba

008 Third InterWeb Application

omputer SocietOI=http://dx.do

obert A. Benneans Are Using

friends througheir team playsroom. We besocial qualitie

enhance the inFor instance,

a collective soa such as her crowd noise fways to relivsuch social mether more enjr the event has ng structure asmultiple sourcms on top of onment levels.

Fantibles as aviewing experite models: Spo

data sets but wtanding of hosport event. Wndividuals oppts on a physhow sports f them by mak

ed only one spobelieve this ponalizing sporgn themes tha

other sports. Oinished final des and critiquert events throe qualities. To t

opportunitiesh the use of peps to drive Dpasses a widenologies that s of passionate

mes V. KrogmeCoyle. 2008. eSall Experience. rnational Confens and Servicesty, 644-649. oi.org/10.1109

ett III. 2014. SpSocial Media t

h Facebook ands through chatselieve that inces of being a pdividual’s sporHeather highl

ocial viewing einteractions wfrom the stadi

ve and celebrmemorabilia cojoyable and coended. We sugs practiced inces. For exampne common Sp

an exploratoryience of sportsortoms and Fa

when interlockeow a fan’s

We found that portunities to sical 3D interfans make mking them a p

ort (Cricket) thpaper contriburts memorabiliat designers canur goal behindesign; rather w around proloough reminiscthis end, this ws for creatinrsonal social m

DIS forward ine world of spsupport the people.

ier, Steven R. DStadium: The M

In Proceedingference on Inters (ICIW '08). IE

9/ICIW.2008.5

ports Fans 2.0:to Get Closer t

d how they s as if they corporating part of the rts viewing lighted that experience,

with friends ium would rate shared ould make ould invite ggest using our design

ple, friends portoms, to

y design to s fans. We antoms that ed together excitement the sports experience rface. Our

meaning of part of the

hrough one utes to the ia through n utilize to d this work

we aimed to onging the cence and work opens ng sports

media. We n terms of ports with qualitative

Dunlop, Mobile gs of the rnet and EEE

7 : How to the

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

892

Game by David M. Sutera (review). Journal of Sport History, 41(2), 369-370.

3. Adam Bermingham and Alan F. Smeaton. 2010. Classifying sentiment in microblogs: is brevity an advantage? In Proceedings of the 19th ACM international conference on Information and knowledge management (CIKM '10). ACM, 1833-1836. DOI=10.1145/1871437.1871741

4. Liam Bullingham and Anna C. Vasconcelos. 2013. ‘The presentation of self in the online world’: Goffman and the study of online identities. Journal of Information Science, 39(1), 101-112.

5. Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative research in psychology, 3(2), 77-101.

6. Paul Connerton 1989. How societies remember. Cambridge: Cambridge University Press.

7. Garry Crawford. 2004. Consuming Sport: Fans, Sport and Culture: The Consumption Spectacle and Surveillance of Contemporary Sports Fans. Routledge.

8. Nicolas Ducheneaut, Robert J. Moore, Lora Oehlberg, James D. Thornton and Eric Nickell. 2008. Social TV: Designing for distributed, sociable television viewing. Intl. Journal of Human–Computer Interaction, 24(2), 136-154.

9. The Economist, 2014. http://www.economist.com/blogs/economist-explains/2014/02/economist-explains-1

10. Emoto 2012. www.emoto2012.org

11. Sheranne Fairley and Sean Gammon 2005. Something lived, something learned: Nostalgia’s expanding role in sport tourism. Sport in Society, 8, 182–197.

12. Fergie’s wagon wheel. http://www.espncricinfo.com/magazine/content/story/597862.html

13. Martin D. Flintham, Raphael Velt, Max L. Wilson, Edward J. Anstead, Steve Benford, Anthony Brown, Timothy Pearce, Dominic Price, and James Sprinks. 2015. Run Spot Run: Capturing and Tagging Footage of a Race by Crowds of Spectators. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, 747-756. DOI=http://dx.doi.org/10.1145/2702123.2702463

14. Forbes. 2013. The Power of Global sports brand merchandising. http://www.forbes.com/sites/marketshare/2013/02/06/the-power-of-global-sports-brand-merchandising/

15. John Frow. 1991. Tourism and the semiotics of nostalgia. October, 57, 123-151.

16. David Geerts and Dirk De Grooff. 2009. Supporting the social uses of television: sociability heuristics for social TV. In Proceedings of the SIGCHI Conference

on Human Factors in Computing Systems (CHI '09). ACM, 595-604. DOI=http://dx.doi.org/10.1145/1518701.1518793

17. Erving Goffman. 1959. The Presentation of Self in Everyday Life. Penguin Books.

18. John M. Goodger and Brian C. Goodger. 1989. Excitement and representation: toward a sociological explanation of the significance of sport in modern society, Quest, 41(3): 25772.

19. Gerald Griggs, Kathryn Leflay and Mark Groves. 2012. "Just watching it again now still gives me goose bumps!”: Examining the mental postcards of sport spectators." Sociology of Sport Journal 29, 89-101.

20. Stephen Hardy, John Loy, and David Booth. 2009. The material culture of sport: Toward a typology. Journal of Sport History, 2009. 36(1): 129-152.

21. Hawkeye. http://www.hawkeyeinnovations.co.uk/.

22. Kevin Hull and Norman P. Lewis 2014. Why twitter displaces broadcast sports media: a model. International Journal of Sport Communication, 7(1), 16-33.

23. Yvonne Jansen, Pierre Dragicevic, Petra Isenberg, Jason Alexander, Abhijit Karnik, Abhijit Karnik, Johan Kildal, Sriram Subramanian, and Kasper Hornbæk. 2015. Opportunities and Challenges for Data Physicalization. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '15), ACM, 3227-3236. DOI=http://dx.doi.org/10.1145/2702123.2702180

24. Sepandar D. Kamvar and Jonathan Harris. 2011. We feel fine and searching the emotional web. In Proceedings of the fourth ACM international conference on Web search and data mining (WSDM '11). ACM, 117-126. DOI=http://dx.doi.org/10.1145/1935826.1935854

25. Rachel Kaplan and Stephen Kaplan. 1989. The Experience of Nature: A Psychological Perspective. Cambridge University Press.

26. Renato Kempter, Valentina Sintsova, Claudiu Musat and Pearl Pu. 2014. Emotionwatch: Visualizing finegrained emotion in event-related tweets. In Proceedings of the 8th International AAAI Conference on Weblogs and Social Media.

27. Rohit Ashok Khot, Larissa Hjorth, and Florian 'Floyd' Mueller. 2014. Understanding physical activity through 3D printed material artifacts. In Proceedings of the 32nd annual ACM conference on Human factors in computing systems (CHI '14). ACM, 3835-3844. http://doi.acm.org/10.1145/2556288.2557144.

28. Jae Won Kim, Dongwoo Kim, Brian Keegan, Joon Hee Kim, Suin Kim, and Alice Oh. 2015. Social Media Dynamics of Global Co-presence During the 2014 FIFA World Cup. In Proceedings of the SIGCHI

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

893

Conference on Human Factors in Computing Systems (CHI '15), ACM, 2623-2632. DOI=http://dx.doi.org/10.1145/2702123.2702317

29. David S. Kirk and Abigail Sellen. 2010. On human remains: Values and practice in the home archiving of cherished objects. ACM Trans. Comput.-Hum. Interact. 17, 3, Article 10 (July 2010), 43 pages. DOI=http://dx.doi.org/10.1145/1806923.1806924

30. J.W. Loy. 1981. An emerging theory of sport spectatorship: Implications for the Olympic games. In Human Kinetics, Olympism 262-294.

31. Martin Ludvigsen and Rune Veerasawmy. 2010. Designing technology for active spectator experiences at sporting events. In Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction (OZCHI '10). ACM, 96-103. DOI=http://dx.doi.org/10.1145/1952222.1952243

32. David Lowenthal. 1985. The past is a foreign country. Cambridge: Cambridge University Press.

33. David W. McMillan and David M. Chavis. 1986. Sense of community: A definition and theory. Journal of community psychology, 14(1), 6-23.

34. Daniel Miller. 2010. Stuff. Polity Press, Cambridge.

35. Bettina Nissen, John Bowers, Peter Wright, Jonathan Hook, and Christopher Newell. 2014. Volvelles, domes and wristbands: embedding digital fabrication within a visitor's trajectory of engagement. In Proceedings of the 2014 conference on Designing interactive systems (DIS '14). ACM, 825-834. DOI=http://dx.doi.org/10.1145/2598510.2598524

36. Steve Olenski. 2012. The lines between social media and sports continue to blur. Retrieved from http://www.forbes.com/sites/marketshare/2012/02/13/the-lines- between-social-media-and-sports-continue-to-blur/

37. OpenJSCAD. http://openjscad.org.

38. Ann Pegoraro. 2010. Look who’s talking—Athletes on Twitter: A case study. International Journal of Sport Communication, 3(4), 501–514.

39. Robert.E. Rinehart. 1998. Players all: performance in contemporary sport. Indiana University Press (1998).

40. Eldon E. Snyder. 1991. Sociology of nostalgia: Sport Halls of Fame and museums in America. Sociology of Sport Journal, 8, 228–238.

41. SlamTracker http://wimbledoninsights.netcommunities.com/ibm-wimbledon/slamtracker-explained/.

42. SportVision http://www.sportvision.com/about.

43. Simon Stusak, Aurelién Tabard, Franziska Sauka, Rohit Ashok Khot, and Andreas Butz. 2014. Activity sculptures: exploring the impact of physical

visualizations on running activity. TVCG 20, 12 (2014), 2201–2210.

44. Martin Tomitsch, Wolfgang Aigner and Thomas Grechenig 2007. A Concept to Support Seamless Spectator Participation in Sports Events Based on Wearable Motion Sensors In Proceedings of the 2nd International Conference on Pervasive Computing and Applications 2007 (ICPCA '07), IEEE Press, 209–214. DOI:10.1109/ ICPCA.2007.4365441

45. The 2015 #YearOnTwitter in India https://blog.twitter.com/2015/the-2015-yearontwitter-in-india-in

46. Robert J. Vallerand, Nikos Ntoumanis, Frederick L. Philippe,Geneviève L. Lavigne, Noémie Carbonneau, Arielle Bonneville,Camille Lagacé-Labonté and Gabrielle Maliha, 2008. On passion and sports fans: A look at football. Journal of sports sciences, 26(12), 1279-1293.

47. Wrey Vamplew. 1998 Facts and artefacts: sports historians and sports museums. Journal of Sport History, 25, 268-282.

48. Elise van den Hoven. 2004. Graspable Cues for Everyday Recollecting, Department of Industrial Design, Eindhoven University of Technology, The Netherlands, ISBN 90-386-1958-8.

49. Diane Watson, Deltcho Valtchanov, Mark Hancock, and Regan Mandryk. 2014. Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14). ACM, 451-452. DOI=http://dx.doi.org/10.1145/2658537.2661322 .

50. Justin D. Weisz, Sara Kiesler, Hui Zhang, Yuqing Ren, Robert E. Kraut, and Joseph A. Konstan. 2007. Watching together: integrating text chat with video. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '07). ACM, 877-886. DOI=http://dx.doi.org/10.1145/1240624.1240756

51. Jian Zhao, Liang Gou, Fei Wang, Michelle Zhou. 2014. PEARL: An Interactive Visual Analytic Tool for Understanding Personal Emotion Style Derived from Social Media. VAST'14: Proceedings of the IEEE Symposium on Visual Analytics Science and Technology, IEEE, 203-212.

52. Siqi Zhao, Lin Zhong, Jehan Wickramasuriya and Venu Vasudevan. 2011. Analyzing twitter for social TV: Sentiment extraction for sports. In Proceedings of the 2nd International Workshop on Future of Television. 11-18.

Everyday Life, Specific Populations DIS 2016, June 4–8, 2016, Brisbane, Australia

894