Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Learning and reasoning about interruption
Proceedings of the 5th international conference on Multimodal interfaces
Computers and Industrial Engineering
BusyBody: creating and fielding personalized models of the cost of interruption
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Experiments with a robotic computer: body, affect and cognition interactions
Proceedings of the ACM/IEEE international conference on Human-robot interaction
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
i-m-breath: the effect of multimedia biofeedback on learning abdominal breath
MMM'11 Proceedings of the 17th international conference on Advances in multimedia modeling - Volume Part I
Designing a robot through prototyping in the wild
Proceedings of the 6th international conference on Human-robot interaction
BreathTray: augmenting respiration self-regulation without cognitive deficit
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Kinected browser: depth camera interaction for the web
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
Design and evaluation of persuasive technology to encourage healthier typing behaviors
Proceedings of the 6th International Conference on Persuasive Technology: Persuasive Technology and Design: Enhancing Sustainability and Health
Exploring new potentials in preventing unhealthy computer habits
CHI '13 Extended Abstracts on Human Factors in Computing Systems
WalkMinder: encouraging an active lifestyle using mobile phone interruptions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Toward a persuasive mobile application to reduce sedentary behavior
Personal and Ubiquitous Computing
CAMMInA: a mobile ambient information system to motivate elders to exercise
Personal and Ubiquitous Computing
Pervasive and Mobile Computing
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Repetitive strain injuries and ergonomics concerns have become increasingly significant health issues as a growing number of individuals frequently use computers for long periods of time. Currently, limited software mechanisms exist for managing ergonomics; the most well-known are "break-reminder" packages that schedule and recommend typing breaks. Yet despite the proven benefits of taking breaks, such packages are rarely adopted due to the over-head of introducing periodic interruptions into a user's workflow. In this paper, we describe SuperBreak, a break-reminder package that provides hands-free interactions during breaks, with the goal of encouraging users to take more breaks and enhancing the benefits of those breaks. In a field study of 26 knowledge workers, 85% preferred SuperBreak over a traditional break-reminder system, and on average participants took a higher percentage of the interactive breaks suggested to them. Our results highlight the value of interactivity for improving the adoption and retention of ergonomic break practices.