Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Harnessing social dynamics through persuasive technology to promote healthier lifestyle
Computers in Human Behavior
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This paper discusses the use of social goal setting as a strategy to achieve persuasion through technology. This approach was applied in the design of ActiveShare a system developed to motivate people with sedentary lifestyles to increase their physical activity. In this system, users obtain and share their goals through challenges, which are posted on a social networking website. The paper describes the iterative design process followed, including concept tests, a focus group, and a field test with a fully functional prototype. Preliminary results are promising, although we found no significant increase on physical activity during the one week test. Suggested improvements to the design and plans for a follow up study are outlined.