79 research outputs found

    FITtogether: an 'average' activity tracker

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    In this paper we discuss an app we have implemented for iOS and Android called FITtogether. The app counts users’ steps and enables them to compare these with the average steps of all other users. We have trialed the app over a two week period in the wild on users’ own devices. Our findings suggest that comparison with an average leads to users feeling that they are successful if they are above average, and that by making a personal step count available to others only as part of an average does not lead to anonymity and identity concern

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Pass the Ball: Enforced Turn-Taking in Activity Tracking

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    We have developed a mobile application called Pass The Ball that enables users to track, reflect on, and discuss physical activity with others. We followed an iterative design process, trialling a first version of the app with 20 people and a second version with 31. The trials were conducted in the wild, on users' own devices. The second version of the app enforced a turn-taking system that meant only one member of a group of users could track their activity at any one time. This constrained tracking at the individual level, but more successfully led users to communicate and interact with each other. We discuss the second trial with reference to two concepts: social-relatedness and individual-competence. We discuss six key lessons from the trial, and identify two high-level design implications: attend to "practices" of tracking; and look within and beyond "collaboration" and "competition" in the design of activity trackers

    Implementing Ethics for a Mobile App Deployment

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    This paper discusses the ethical dimensions of a research project in which we deployed a personal tracking app on the Apple App Store and collected data from users with whom we had little or no direct contact. We describe the in-app functionality we created for supporting consent and withdrawal, our approach to privacy, our navigation of a formal ethical review, and navigation of the Apple approval process. We highlight two key issues for deployment-based research. Firstly, that it involves addressing multiple, sometimes conflicting ethical principles and guidelines. Secondly, that research ethics are not readily separable from design, but the two are enmeshed. As such, we argue that in-action and situational perspectives on research ethics are relevant to deployment-based research, even where the technology is relatively mundane. We also argue that it is desirable to produce and share relevant design knowledge and embed in-action and situational approaches in design activities

    Personal Tracking of Screen Time on Digital Devices

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    Numerous studies have tracked people's everyday use of digital devices, but without consideration of how such data might be of personal interest to the user. We have developed a personal tracking application that enables users to automatically monitor their 'screen time' on mobile devices (iOS and Android) and computers (Mac and Windows). The application interface enables users to combine screen time data from multiple devices. We trialled the application for 28+ days with 21 users, collecting log data and interviewing each user. We found that there is interest in personal tracking in this area, but that the study participants were less interested in quantifying their overall screen time than in gaining data about their use of specific devices and applications. We found that personal tracking of device use is desirable for goals including: increasing productivity, disciplining device use, and cutting down on use

    Design Opportunities for Digital Men’s Health: An Exploratory Study Focusing on Football Fandom

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    Many men stop exercising as they age, engage in risky behaviours such as alcohol misuse, are reluctant to admit to mental health problems, and avoid seeking help. Men are generally hard to reach for community health interventions. However, interventions run at football clubs have successfully engaged men and have led to positive health outcomes. Mobile health technology might similarly be designed to engage and encourage men via connections with football. This technology could be used to augment and extend community programs, or be used to target global fan bases. However, it is not clear if and how what attracts men to community interventions can translate to technology. In this paper we report a design study with 18 middle-age male participants exploring what men find important in football, and connections between football, health and technology. We present five design opportunities to guide and prompt further innovation in this area

    Diagnostic Work in Cloud Computing: Discussion Forums, Community and Troubleshooting

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    ABSTRACT As systems scale, systems management often becomes partially reliant on web forums and other social media. This paper examines the use of web forums for diagnostic work in cloud computing. We argue that forums are not simply used to communicate information but that (with users attempting to negotiate and manage the attention of providers, forming coalitions, criticizing others, and framing problems in particular ways) forums are socially organised, value laden venues for information. We conclude that providers should focus not on improving communication, but more broadly on managing community

    An N-of-1 Evaluation Framework for Behaviour Change Applications

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    Mobile behaviour change applications should be evaluated for their effectiveness in promoting the intended behavior changes. In this paper we argue that the 'gold standard' form of effectiveness evaluation, the randomised controlled trial, has shortcomings when applied to mobile applications. We propose that N-of-1 (also known as single case design) based approaches have advantages. There is currently a lack of guidance for researchers and developers on how to take this approach. We present a framework encompassing three phases and two related checklists for performing N-of-1 evaluations. We also present our analysis of using this framework in the development and deployment of an app that encourages people to walk more. Our key findings are that there are challenges in designing engaging apps that automate N-of-1 procedures, and that there are challenges in collecting sufficient data of good quality. Further research should address these challenges

    Practices of parallel media: using mobile devices when watching television

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    We have been studying how people use mobile phones and laptops while watching television. Our results show that these are not necessarily used to access content that is related to what is being watched. However, this is not to say devices are being used in isolation from their surrounds; their use is interwoven with watching television and with interacting with other people. We suggest that designing for ‘the connected home’ is more than an integration project, and should take account of the social fabric of domestic life
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