IEEE Pervasive Computing
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
PmEB: a mobile phone application for monitoring caloric balance
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Personal and Ubiquitous Computing - Memory and Sharing of Experiences
MyExperience: a system for in situ tracing and capturing of user feedback on mobile phones
Proceedings of the 5th international conference on Mobile systems, applications and services
Mobile Networks and Applications
Shakra: tracking and sharing daily activity levels with unaugmented mobile phones
Mobile Networks and Applications
Usability evaluation considered harmful (some of the time)
Proceedings of the SIGCHI Conference 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
BALANCE: towards a usable pervasive wellness application with accurate activity inference
Proceedings of the 10th workshop on Mobile Computing Systems and Applications
Prefab: implementing advanced behaviors using pixel-based reverse engineering of interface structure
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Why it's worth the hassle: the value of in-situ studies when designing Ubicomp
UbiComp '07 Proceedings of the 9th 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
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
From Mice to Men - 24 Years of Evaluation in CHI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile Diary for Wellness Management—Results on Usage and Usability in Two User Studies
IEEE Transactions on Information Technology in Biomedicine
Prescriptive persuasion and open-ended social awareness: expanding the design space of mobile health
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Understanding heart rate sharing: towards unpacking physiosocial space
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ShutEye: encouraging awareness of healthy sleep recommendations with a mobile, peripheral display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theories, methods and case studies of longitudinal HCI research
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Turning the classic snake mobile game into a location---based exergame that encourages walking
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Motivational technologies: a theoretical framework for designing preventive health applications
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Lullaby: a capture & access system for understanding the sleep environment
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Viewing and controlling personal sensor data: what do users want?
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Supporting self-experimentation of behavior change strategies
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Understanding challenges and opportunities of preventive blood pressure self-monitoring at home
Proceedings of the 31st European Conference on Cognitive Ergonomics
ACM Transactions on Computer-Human Interaction (TOCHI)
International Journal of Human-Computer Studies
International Journal of Mobile Human Computer Interaction
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New technologies for encouraging physical activity, healthy diet, and other types of health behavior change now frequently appear in the HCI literature. Yet, how such technologies should be evaluated within the context of HCI research remains unclear. In this paper, we argue that the obvious answer to this question - that evaluations should assess whether a technology brought about the intended change in behavior - is too limited. We propose that demonstrating behavior change is often infeasible as well as unnecessary for a meaningful contribution to HCI research, especially when in the early stages of design or when evaluating novel technologies. As an alternative, we suggest that HCI contributions should focus on efficacy evaluations that are tailored to the specific behavior-change intervention strategies (e.g., self-monitoring, conditioning) embodied in the system and studies that help gain a deep understanding of people's experiences with the technology.