Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
It’s Time to Eat! Using Mobile Games to Promote Healthy Eating
IEEE Pervasive Computing
Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design space of body games: technological, physical, and social design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Persuasive technologies designed to improve the health and fitness of users are becoming increasingly popular. One example is Nintendo's Wii Fit, which has achieved commercial success. Despite this success, many people ultimately abandon this technology. Past work explored reasons for leaving, but retroactively. This study examines the reactions of first-time users of Wii Fit, through a one-time interview pilot study as well as an in-depth, month-long study in which participants used Wii Fit in their homes. We briefly present themes from the pilot study, as well as case studies from two month-long study participants, which shows how opinions and behaviors changed over time.