Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
Affective computing
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
Personal and Ubiquitous Computing
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The invisible person: advanced interaction using an embedded interface
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Affective sensors, privacy, and ethical contracts
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Affect: from information to interaction
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Designing familiar open surfaces
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
International Journal of Human-Computer Studies
In situ informants exploring an emotional mobile messaging system in their everyday practice
International Journal of Human-Computer Studies
Accountabilities of presence: reframing location-based systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mirroring bodily experiences over time
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Mind the body!: designing a mobile stress management application encouraging personal reflection
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Temporal relations in affective health
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Experiential artifacts as a design method for somaesthetic service development
Proceedings of the 2011 ACM symposium on The role of design in UbiComp research & practice
Computer Methods and Programs in Biomedicine
Artificial neural network classification models for stress in reading
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part IV
Proceedings of the conference on Wireless Health
Hybrid genetic algorithms for stress recognition in reading
EvoBIO'13 Proceedings of the 11th European conference on Evolutionary Computation, Machine Learning and Data Mining in Bioinformatics
Designing mobile health technology for bipolar disorder: a field trial of the monarca system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visualizing and managing stress through colors and images
Proceedings of the 4th International SenseCam & Pervasive Imaging Conference
Optimal time segments for stress detection
MLDM'13 Proceedings of the 9th international conference on Machine Learning and Data Mining in Pattern Recognition
Kalico: a smartphone application for health-smart menu selection within a budget
ICSH'13 Proceedings of the 2013 international conference on Smart Health
Modeling stress recognition in typical virtual environments
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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There exists today a paucity of tools and devices that empower people to take control over their everyday behaviors and balance their stress levels. To overcome this deficit, we are creating a mobile service, Affective Health, where we aim to provide a holistic approach towards health by enabling users to make a connection between their daily activities and their own memories and subjective experiences. This construction is based upon values detected from certain bodily reactions that are then visualized on a mobile phone. Accomplishing this entailed figuring out how to provide real-time feedback without making the individual even more stressed, while also making certain that the representation empowered rather than controlled them. Useful design feedback was derived from testing two different visualizations on the mobile in a Wizard of Oz study. In short, we found that a successful design needs to: feel alive, allow for interpretative openness, include short-term history, and be updated in real-time. We also found that the interaction did not increase our participants stress reactions.