Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Visual Code Widgets for Marker-Based Interaction
ICDCSW '05 Proceedings of the Fifth International Workshop on Smart Appliances and Wearable Computing - Volume 05
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reflecting human behavior to motivate desirable lifestyle
Proceedings of the 7th ACM conference on Designing interactive systems
Proceedings of the 7th ACM conference on Designing interactive systems
A Case Study on an Ambient Display as a Persuasive Medium for Exercise Awareness
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Composition kernel: a multi-core processor virtualization layer for rich functional smart products
SEUS'10 Proceedings of the 8th IFIP WG 10.2 international conference on Software technologies for embedded and ubiquitous systems
Proactive ambient social media for supporting human decision making
UIC'11 Proceedings of the 8th international conference on Ubiquitous intelligence and computing
Beyond the channel: A literature review on ambient displays for learning
Computers & Education
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In recent years, the deteriorations of living habits like immobilization or unhealthy diet are becoming serious social problems in many developed countries. Even if we know the importance, it is difficult to change our undesirable habits and to maintain a desirable lifestyle. This study demonstrates a concept called ambient lifestyle feedback systems to be used to motivate people to change their undesirable habits to improve their lifestyle. In the concept, aesthetic and empathetic expressions reflect the feedback of the user's current behavior to the user. When keeping desirable habits, the user is offered with a feedback expression designed to boost his positive emotion. When turning to undesirable habits, the feedback expression is changed to increase the user's negative emotions. In this paper, we present brief overviews of four case studies of ambient lifestyle feedback systems, and discuss several findings that we while designing and evaluating the case studies. Future directions will also be discussed.