Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Implementation and Evaluation of the Personal Wellness Coach
ICDCSW '05 Proceedings of the Fifth International Workshop on Smart Appliances and Wearable Computing - Volume 05
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DJogger: a mobile dynamic music device
CHI '06 Extended Abstracts on Human Factors in Computing Systems
AVIVA: a health and fitness monitor for young women
CHI '06 Extended Abstracts on Human Factors in Computing Systems
A responsive and persuasive audio device to stimulate exercise and fitness in children
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
MPTrain: a mobile, music and physiology-based personal trainer
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Lifetrak: music in tune with your life
Proceedings of the 1st ACM international workshop on Human-centered multimedia
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
UP health: ubiquitously persuasive health promotion with an instant messaging system
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Context to Make You More Aware
ICDCSW '07 Proceedings of the 27th International Conference on Distributed Computing Systems Workshops
Understanding persuasive software functionality in practice: a field trial of polar FT60
Proceedings of the 4th International Conference on Persuasive Technology
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
A mobile health and fitness companion demonstrator
EACL '09 Proceedings of the 12th Conference of the European Chapter of the Association for Computational Linguistics: Demonstrations Session
Inspire, guide, and entertain: designing a mobile assistant for runners
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
HealthAware: tackling obesity with health aware smart phone systems
ROBIO'09 Proceedings of the 2009 international conference on Robotics and biomimetics
Virtual hooping: teaching a phone about hula-hooping for fitness, fun and rehabilitation
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
MoviPill: improving medication compliance for elders using a mobile persuasive social game
Proceedings of the 12th ACM international conference on Ubiquitous computing
Jogging over a distance between Europe and Australia
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Multimodal and mobile conversational Health and Fitness Companions
Computer Speech and Language
Health sense: a gedanken experiment on persuasive wearable technology for health awareness
Proceedings of the 1st ACM International Health Informatics Symposium
Everywhere run: a virtual personal trainer for supporting people in their running activity
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
DietCam: Automatic dietary assessment with mobile camera phones
Pervasive and Mobile Computing
GrabApple: the design of a casual exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
"I'd never get out of this !?$%# office": redesigning time management for the enterprise
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ShutEye: encouraging awareness of healthy sleep recommendations with a mobile, peripheral display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
PaceGuard: improving running cadence by real-time auditory feedback
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion
Context-aware mobile music recommendation for daily activities
Proceedings of the 20th ACM international conference on Multimedia
MusicalHeart: a hearty way of listening to music
Proceedings of the 10th ACM Conference on Embedded Network Sensor Systems
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
Pervasive and unobtrusive emotion sensing for human mental health
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Assessing the User Experience Design as a Persuasive Methodology in a Real World Sport Application
Proceedings of International Conference on Advances in Mobile Computing & Multimedia
GangKlang: designing walking experiences
Proceedings of the 8th Audio Mostly Conference
International Journal of Human-Computer Studies
Hi-index | 0.00 |
We present TripleBeat, a mobile phone based system that assists runners in achieving predefined exercise goals via musical feedback and two persuasive techniques: a glanceable interface for increased personal awareness and a virtual competition. TripleBeat is based on a previous system named MPTrain. First, we describe TripleBeat's hardware and software, emphasizing how it differs from its predecessor MPTrain. Then, we present the results of a runner study with 10 runners. The study compared the runners efficacy and enjoyment in achieving predefined workout goals when running with MPTrain and TripleBeat. The conclusions from the study include: (1) significantly higher efficacy and enjoyment with TripleBeat, and (2) a unanimous preference for TripleBeat over MPTrain. The glanceable interface and the virtual competition are the two main reasons for the improvements in the running experience. We believe that systems like TripleBeat will play an important role in enhancing the exercise experience and in assisting users towards more active lifestyles.