Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Acceptance and usability of a relational agent interface by urban older adults
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile Networks and Applications
MAHI: investigation of social scaffolding for reflective thinking in diabetes management
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
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Persuasiveness of a mobile lifestyle coaching application using social facilitation
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Mobile-izing health workers in rural India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Towards context-sensitive support of vitality in old-age
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Behavior wizard: a method for matching target behaviors with solutions
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Personality and persuasive technology: an exploratory study on health-promoting mobile applications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Generating directions for persuasive technology design with the inspiration card workshop
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Exploring teenagers' motivation to exercise through technology probes
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Determining the determinants of health behaviour change through an online social network
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Research and reality: using mobile messages to promote maternal health in rural India
Proceedings of the 4th ACM/IEEE International Conference on Information and Communication Technologies and Development
A prototype social learning platform for children with diabetes type 1
Proceeding of the 16th International Academic MindTrek Conference
User centric social diabetes game design for children
Proceeding of the 16th International Academic MindTrek Conference
Proceedings of the conference on Wireless Health
Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Co-creating & identity-making in CSCW: revisiting ethics in design research
Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing
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Goal-setting has been shown to be an effective strategy for changing behavior; therefore employing goal-setting in persuasive technologies could be an effective way to encourage behavior change. In our work, we are developing persuasive technologies to encourage individuals to live healthy lifestyles with a focus on being physically active. As part of our investigations, we have explored individuals' reactions to goal-setting, specifically goal sources (i.e., who should set the individual's goal) and goal timeframes (i.e., over what time period should an individual have to achieve the goal). In this paper, we present our findings related to various approaches for implementing goal-setting in a persuasive technology to encourage physical activity.