Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Subjective objectivity: negotiating emotional meaning
Proceedings of the 7th ACM conference on Designing interactive systems
Persuasive system design: state of the art and future directions
Proceedings of the 4th International Conference on Persuasive Technology
Mapping the landscape of sustainable HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing games for learning: insights from conversations with designers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Does it know I'm not maintaining good posture?: an in-home play study of wii fit
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Eyes-free yoga: an exergame using depth cameras for blind & low vision exercise
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Personal informatics in chronic illness management
Proceedings of Graphics Interface 2013
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This paper argues for evaluating the impact of persuasive systems on users beyond metrics that focus on system usage, based on an interview study of 16 Wii Fit users. While exploring their experiences and reasons for abandoning the system, two main themes emerged: the tension between Wii Fit as a fitness tool and a game, and ways participants reacted to the system's feedback about their weight and performance. Some participants used Wii Fit as a "gateway fitness" tool, moving beyond it to other fitness routines. Additionally, some users had significant emotional reactions to the Wii Fitts feedback. We argue that these 'side effects' are crucial considerations for the design and long-term evaluation of persuasive technologies.