Human-computer interaction (2nd ed.)
Human-computer interaction (2nd ed.)
Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
Usability Engineering
Acceptance and usability of a relational agent interface by urban older adults
CHI '05 Extended Abstracts on Human Factors in Computing Systems
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
AVIVA: a health and fitness monitor for young women
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Funology: from usability to enjoyment
Funology: from usability to enjoyment
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Interaction Design: Beyond Human Computer Interaction
Interaction Design: Beyond Human Computer Interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shakra: tracking and sharing daily activity levels with unaugmented mobile phones
Mobile Networks and Applications
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Tracking Outdoor Sports --- User Experience Perspective
AmI '08 Proceedings of the European Conference on Ambient Intelligence
Design of mobile wellness applications: identifying cross-cultural factors
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Experiencing the Affective Diary
Personal and Ubiquitous Computing
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Designing social features for mobile and ubiquitous wellness applications
Proceedings of the 8th International Conference on Mobile and Ubiquitous Multimedia
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Exploring teenagers' motivation to exercise through technology probes
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Toward a persuasive mobile application to reduce sedentary behavior
Personal and Ubiquitous Computing
International Journal of Mobile Human Computer Interaction
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Mobile wellness applications can motivate people to exercise more because of their ubiquitous presence and suitable technological possibilities. Wellness applications utilize several factors that can increase physical activity levels of users, e.g., data tracking, social sharing and playfulness. We describe the design and evaluation of a mobile-phone based wellness application addressing social sharing and playfulness. In our user study with 37 participants we focus on presentation of physical activity data as a virtual trip on a map-based game world. The findings reveal design implications that support users to be motivated in doing the physical exercise, including setting departure and destination places and viewing up-to-date progress between them. The virtual trip was considered an understandable, concrete and interesting analogy. The familiarity of the map of the home country as the game world was liked because it added concreteness and understandability to the achievements.