Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Talk to me: foundations for successful individual-group interactions in online communities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fitster: social fitness information visualizer
CHI '06 Extended Abstracts on Human Factors in Computing Systems
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
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
Considerations for technology that support physical activity by older adults
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
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The importance of regular physical activity to overall health has been well established, yet U.S. adults are leading increasingly sedentary lives. Research suggests that lowering perceived barriers to physical activity is a critical part of interventions that encourage physical activity. In this paper, we describe the top five barriers---two of which have not been reported as principle barriers in the literature---that emerged from our systematic qualitative coding of an online forum used to support a three-month healthy lifestyle intervention. Based on our analysis, we identify design considerations for technologies that encourage and support physical activity. Understanding the needs of a population is a critical step in the design process, and this paper offers unique insights for those working in this growing domain.