Abstract:
This paper reports findings from a study of Labanotation, an
already established movement notation, as a design tool for
movement-based interaction where movements of the human
body are direct input to technology. Using Labanotation, we
transcribed movements performed by players of two different
EyetoyTM games. Our analysis identified a range of advantages
and disadvantages of the potential use of Labanotation in design.
Its major disadvantage is the effort required to learn how to use it.
But it supports a representation of movement that can be easily
linked into the context and point of interaction. This provides a
valuable foundation for design of movement-based interaction.