Jon’s research interests and experiences are embodied within the following model of athlete-product interactions. Further explanation about the different elements of the model, details of relevant research projects that have been completed along with selected publications can be found by following the links.

The model has two dimensions, a ‘subjective’ and an ‘objective’ dimension. The objective dimension contains measurable quantities and illustrates how the physical properties of a product (when used in a specific way by a particular athlete) result in performance outcomes, perhaps influenced by external factors such as the environment in which it is being used etc. The ‘subjective’ dimension pertains to the athlete, who is defined by their individual characteristics, sensitivities, needs, expectations, experiences, influences etc. The athlete interacts with the product resulting in some form of affective response which can be captured. This could be in the form of a perception, change in behaviour or physiological reaction. The central square, where the two dimensions cross, represents how the athlete interacts with the product, including how they use it (kinetics and kinematics) and the sensory feedback they receive. Depending on who they are and the nature of the interaction, then their response could be different.

The model can be used for a number of purposes but there are two primary applications:

  • Affective Engineering – To relate the affective response of an individual athlete to the physical properties and design of the product
  • Product Customisation – To customise the design of a product to optimise performance and satisfaction for an individual athlete

Measurement science, test methods and data analytics span the entire model as technologies are required to measure product properties, athlete characteristics, interactions, responses and performance outcomes using appropriate test methods whilst advanced analytical techniques are needed to interpret the data generated.