Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The who and the what of usage of two cancer online communities
Computers in Human Behavior
MAHI: investigation of social scaffolding for reflective thinking in diabetes management
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
EatWell: sharing nutrition-related memories in a low-income community
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Proceedings of the 4th International Conference on Persuasive Technology
Proceedings of the fourth international conference on Communities and technologies
Investigating social software as persuasive technology
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
Facebook for health: opportunities and challenges for driving behavior change
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Eliciting evaluative comments from users in web 2.0 scenarios
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
Motivating participation in social computing applications: a user modeling perspective
User Modeling and User-Adapted Interaction
Designing wellness interventions and applications
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Wellness interventions and HCI: theory, practice, and technology
ACM SIGHIT Record
Designing to support prescribed home exercises: understanding the needs of physiotherapy patients
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Major life changes and behavioral markers in social media: case of childbirth
Proceedings of the 2013 conference on Computer supported cooperative work
Designing motivational features for sustainable urban mobility
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Moon Phrases": a social media faciliated tool for emotional reflection and wellness
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Toward a persuasive mobile application to reduce sedentary behavior
Personal and Ubiquitous Computing
A foundation for the study of behavior change support systems
Personal and Ubiquitous Computing
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What are the benefits and drawbacks of integrating health and wellness interventions into existing online social network websites? In this paper, we report on a case study of deploying the Three Good Things positive psychology exercise as a Facebook application. Our experience shows that embedding a wellness intervention in an existing social website is a viable option. In particular, we find adherence rates on par with or better than many other Internet-based wellness interventions. We also gained insights about users’ privacy and audience concerns that inform the design of social network-based wellness applications. Participants did not want all of their entries to be shared with all their Facebook friends, both because they did not want others to know some things and because they did not want to clutter others’ newsfeeds. Users found it compelling, however, to interact with their friends around some “Good Things” they had posted.