Expanding the Design Space of Computer Vision-based Interactive Systems for Group Dance Practice
Soohwan Lee, Seoyeong Hwang, Ian Oakley, Kyungho Lee
TL;DR
This paper addresses the gap in human-computer interaction research for group-dance learning, focusing on amateur cheerleading as a testbed for scalable, vision-based feedback and communication. It adopts a user-centered, multi-phase methodology—formative observations and interviews, an idea-divergence workshop, and validation via technology probes and speed-dating—anchored in RGB single-camera pose estimation and an augmented-mirror interface. The authors expand the design space by introducing two new dimensions, Feedback Timing and Feedback Privacy, and produce 15 storyboards, 5 technology probes, and insights from 9 participants to guide future prototypes. The work demonstrates how group dynamics and feedback structures shape design choices and offers concrete guidance for developing portable, vision-based systems that enhance synchronization, learning, and collaboration in group-dance contexts.
Abstract
Group dance, a sub-genre characterized by intricate motions made by a cohort of performers in tight synchronization, has a longstanding and culturally significant history and, in modern forms such as cheerleading, a broad base of current adherents. However, despite its popularity, learning group dance routines remains challenging. Based on the prior success of interactive systems to support individual dance learning, this paper argues that group dance settings are fertile ground for augmentation by interactive aids. To better understand these design opportunities, this paper presents a sequence of user-centered studies of and with amateur cheerleading troupes, spanning from the formative (interviews, observations) through the generative (an ideation workshop) to concept validation (technology probes and speed dating). The outcomes are a nuanced understanding of the lived practice of group dance learning, a set of interactive concepts to support those practices, and design directions derived from validating the proposed concepts. Through this empirical work, we expand the design space of interactive dance practice systems from the established context of single-user practice (primarily focused on gesture recognition) to a multi-user, group-based scenario focused on feedback and communication.
