3,077 research outputs found

    Self-tracking modes: reflexive self-monitoring and data practices

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    The concept of ‘self-tracking’ (also referred to as life-logging, the quantified self, personal analytics and personal informatics) has recently begun to emerge in discussions of ways in which people can voluntarily monitor and record specific features of their lives, often using digital technologies. There is evidence that the personal data that are derived from individuals engaging in such reflexive self-monitoring are now beginning to be used by actors, agencies and organisations beyond the personal and privatised realm. Self-tracking rationales and sites are proliferating as part of a ‘function creep’ of the technology and ethos of self-tracking. The detail offered by these data on individuals and the growing commodification and commercial value of digital data have led government, managerial and commercial enterprises to explore ways of appropriating self-tracking for their own purposes. In some contexts people are encouraged, ‘nudged’, obliged or coerced into using digital devices to produce personal data which are then used by others. This paper examines these issues, outlining five modes of self-tracking that have emerged: private, communal, pushed, imposed and exploited. The analysis draws upon theoretical perspectives on concepts of selfhood, citizenship, biopolitics and data practices and assemblages in discussing the wider sociocultural implications of the emergence and development of these modes of self-tracking

    Gamification for Health and Wellbeing : A Systematic Review of the Literature

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    Background: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. Aims: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. Methods: We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. Results: We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviors, but mixed for cognitive outcomes. Conclusions: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviors. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations present in many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention)

    Understanding users' motivation for wearable activity tracker use

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    Personal monitoring devices such as activity and sports trackers are becoming increasingly popular. This could be explained by the increasing versatility of the sensors used in wrist wear trackers, smart wristwatch and smartphones (monitoring with increasing parameters and higher precision) and their associated software applications. However, while there is growing interest, recent research has indicated that the use of such devices and applications does not necessarily sustain in the long term. This thesis presents a study of users’ experiences of some users of these devices. Taking a qualitative inquiry, this thesis presents an understanding of the use of these devices, and the psychological needs they satisfy. Grounded on insights from this qualitative inquiry, we derive ideas for the design of physical and sports trackers with the intention of sustaining long-term engagement.Os dispositivos de monitorização pessoais, tipo activity trackers ou sports trackers estão se tornando cada vez mais populares. Isso pode ser explicado pela crescente versatilidade dos sensores usados em trackers de pulso, relógios de pulso inteligentes e smartphones (monitorização com parâmetros crescentes e maior precisão) e seus aplicativos de software associados. No entanto, embora haja um interesse crescente, pesquisas recentes indicaram que o uso de tais dispositivos e aplicativos não se mantém a longo prazo. Esta tese apresenta um estudo das experiências de alguns utilizadores desses dispositivos. Fazendo uma consulta qualitativa, esta tese apresenta uma compreensão sobre o uso desses dispositivos e as necessidades psicológicas que eles satisfazem. Baseado em ideias desse inquérito qualitativo, derivamos ideias para o design de activity trackers e sports trackers com a intenção de manter o envolvimento a longo prazo

    Self-tracking as communication

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    Explore the relations between personality and gamification

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    Indiana University-Purdue University Indianapolis (IUPUI)Successful gamification motivates users to engage in systems using game-like experiences. However, a one-size-fits-all approach to gamification is often unsuccessful; prior studies suggest that personality serves as a key differentiator in the effectiveness of the approach. To advance the understanding of personality differences and their influence on users’ behavior and motivation in gamification, this dissertation is comprised of three studies that: 1) explore the relationships among individuals’ personality traits and preferences for different gamification features through an online survey; 2) investigate how people with different personality traits respond to the motivational affordances in a gamified application over a period of time through a diary study; and 3) reveal how individuals respond differentially to different kinds of leaderboard experiences based on their leaderboard rankings, the application domain, and the individuals’ personality traits through their responses to 9 dynamic leaderboards. The results from the first study show that extraversion and emotional stability are the two primary personality traits that differentiate users’ preferences for gamification. Among the 10 types of motivational affordances, extraverts are more likely to be motivated by Points, Levels, and Leaderboards. However, the results from the second (diary) study indicate that, after the first week, extraverts’ preferences for Points decreased. The motivation effects of Points and Leaderboards changed over the course of using the gamified application. The results from the third study confirm the findings from the first two studies about extraversion and revealed that ranking and domain differences are also effective factors in users’ experiences of Leaderboards in gamification. Design guidelines for gamification are presented based on the results of each of the three studies. Based on a synthesis of the results from these three studies, this dissertation proposes a conceptual model for gamification design. The model describes not only the impact of personality traits, domain differences, and users’ experience over time, but also illustrates the importance of considering individual differences, application context, and the potential significance of user persistence in gamification design. This research contributes to the HCI and gamification communities by uncovering factors that will affect the way that people respond to gamification systems, considered holistically

    The Exercise Intention-Behavior Gap:Lowering the Barriers through Interaction Design Research

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    Observations on Experience and Flow in Movement-Based Interaction

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    Movement-based interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for ‘brute force’ interaction between user and interface. Often these interfaces mediate between players of a game. Obviously, one of the players may be a virtual human. We embed this interface research in ambient intelligence and entertainment computing research, and the interfaces we consider are not only mediating, but they also ‘add’ intelligence to the interaction. Intelligent movement-based interfaces, being able to know and learn about their users, should also be able to provide means to keep their users engaged in the interaction. Issues that will be discussed in this chapter are ‘flow’ and ‘immersion’ for movement-based interfaces and we look at the possible role of interaction synchrony to measure and support engagement

    Continuous use of fitness apps and shaping factors among college students: a mixed-method investigation

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    Objective: This current study pursued an exploration of the psychological mechanism that determines college students’ continuance intention to use fitness apps. Methods: This current study adopted a mixed methods research that composed two distinct phases. Study 1 was quantitative research that helped to identify determinants of Chinese college students’ continuance intention to use. A self-reported questionnaire was completed by 379 college students to ascertain their user experience. Study 2 was qualitative research. A semi-structured interview was conducted with a sample of 10 college students. Study 2 can be seen as a follow-up study and it pursued an in-depth understanding on how college students use fitness apps in the everyday life and their views towards study 1’s major findings. Results: The results revealed that five factors (confirmed usefulness, confirmed ease of use, satisfaction, fitness achievement and social connection) were found to significantly and positively affect college students’ continuous intention to use fitness apps. Entertainment did not show obvious impact. In the interview, college students reported that even if they don't obtain entertainment from fitness apps, they will still push themselves to use them, because they have a very specific goal when using fitness apps, which is to achieve health and fitness. Conclusion: These findings indicated that successful fitness apps should make users feel convenient to use and indeed improves the fitness user's efficiency. Besides, people are more eager to get the information with strong credibility with the negligible effort. This implies more efforts should be made to design apps that can provide high-quality services. Moreover, if apps designers can pay more attention to protecting the personal information and data, it will inspire more people to use social connection functions
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