C4.13.2Full-body versus hand social scaledesignresearch

Full-body moves are harder to volunteer than hand moves in the same room

Aliases: full-body visibility · living-room performance · large-move embarrassment · Kinect dance

What it is

Moves a full-body skeleton needs—side step, squat, turn, arms wide—read as performance to anyone watching. A hand swipe or pinch can be kept in front of the torso; bystanders often treat it as invisible. Once the channel rises from hand to body, social cost rises with amplitude and with floor occupied. Jumping at a television in the living room, and pinching a finger in that same living room, are not the same grade of awkward. General public social acceptability is a wider issue. Here the comparison is narrower: same room, same people, full-body items are harder to volunteer than hand items.

Why it happens

Bystanders judge “what is that person doing” from the size of visible motion and whether it looks like ordinary life. Full-body moves subtend a large visual angle and are harder to explain as a scratch or a clothing adjust. They also occupy a patch of floor that passers-by must walk around. Skeleton systems, wanting joints visible, often ask people to leave furniture and stand frontal—the “about to dance” pose. Hand moves can be done seated, elbow on an armrest, still looking like rest. So equally reliable recognition still gets socially filtered for full-body items: not cannot, will not, in this room. Games and fitness frame performance as content and the filter loosens. The same move used to change the channel tightens it.

Studying it

Under four social conditions—bystander, none, family, stranger—offer function-equivalent full-body and hand items and let people choose. Measures: fraction choosing full-body, spontaneous shrinking of amplitude, post-hoc embarrassment ratings. Laboratory one-way glass changes behaviour; a real living room or open desk is more credible. Do not only ask “would you accept this” on a questionnaire; watch which path people take when someone is actually there. A control that reframes the full-body move as a game task shows whether the filter moves with the frame.

Where it stops holding

Alone behind a locked door, or when everyone present is in the same exercise, the full-body social penalty drops. Culture and setting add and subtract—that is the wider social-acceptability axis, and one living-room observation cannot replace it. When a disabled user has full-body motion as the only reachable path, social cost must not veto the channel; change the environment (private space) or bystander expectations. In a headset you do not see your own full body, but people in the room do; self-view and bystander-view split.

Applying it

  • Default living-room and desk vocabularies to the hand. Leave full-body for explicit sport, games, or calibration, and let people turn it off.
  • When functions are equivalent, offer a hand path. Do not make “side-step to confirm” the only confirm.
  • Decide whether a full-body item may stay in everyday commands by watching voluntary choice with bystanders present, not by laboratory recognition rate with nobody watching.

Related

  • Same group: C4.13.1 Skeleton keypoint accuracy falls with occlusion and distance · C4.13.3 Body variation and prostheses mismatch skeleton models
  • Adjacent: C4.32 Social acceptability · C4.30 Bystanders and third parties
  • Search: full-body gesture · social acceptability · living-room Kinect

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https://hci.top/en/handbook/C4.13.2