Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
The design of a portable kit of wireless sensors for naturalistic data collection
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
Using a live-in laboratory for ubiquitous computing research
PERVASIVE'06 Proceedings of the 4th international conference on Pervasive Computing
A new research challenge: persuasive technology to motivate healthy aging
IEEE Transactions on Information Technology in Biomedicine
Grow and know: understanding record-keeping needs for tracking the development of young children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reflecting human behavior to motivate desirable lifestyle
Proceedings of the 7th ACM conference on Designing interactive systems
Design with Intent: Persuasive Technology in a Wider Context
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Using Aesthetic and Empathetic Expressions to Motivate Desirable Lifestyle
EuroSSC '08 Proceedings of the 3rd European Conference on Smart Sensing and Context
Extracting Key Factors to Design Applications in Ambient Intelligence Environment
WI-IAT '08 Proceedings of the 2008 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology - Volume 03
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making sense of accelerometer measurements in pervasive physical activity applications
CHI '09 Extended Abstracts on Human Factors in Computing Systems
A model for addition of user information to sensor data obtained from living environment
Proceedings of the 3rd ACM International Workshop on Context-Awareness for Self-Managing Systems
Enabling affordable and efficiently deployed location based smart home systems
Technology and Health Care - Smart Environments: Technology to Support Healthcare
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
An individual data extraction model for objects used by a number of people
ISWPC'09 Proceedings of the 4th international conference on Wireless pervasive computing
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Toward a systematic understanding of suggestion tactics in persuasive technologies
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Towards a Personal Health Management Assistant
Journal of Biomedical Informatics
Pediluma: motivating physical activity through contextual information and social influence
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
How to evaluate technologies for health behavior change in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Personality and persuasive technology: an exploratory study on health-promoting mobile applications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Towards a framework to characterize ubiquitous software projects
Information and Software Technology
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
UbiqLog: a generic mobile phone-based life-log framework
Personal and Ubiquitous Computing
A tangible programming tool for creation of context-aware applications
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
Pervasive and Mobile Computing
V2me: Evaluating the first steps in mobile friendship coaching
Journal of Ambient Intelligence and Smart Environments
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Ubiquitous computing technologies create new opportunities for preventive healthcare researchers to deploy behavior modification strategies outside of clinical settings. In this paper, we describe how strategies for motivating behavior change might be embedded within usage patterns of a typical electronic device. This interaction model differs substantially from prior approaches to behavioral modification such as CD-ROMs: sensor-enabled technology can drive interventions that are timelier, tailored, subtle, and even fun. To explore these ideas, we developed a prototype system namedViTo. On one level, ViTo functions as a universal remote control for a home entertainment system. The interface of this device, however, is designed in such a way that it may unobtrusively promote a reduction in the user's television viewing while encouraging an increase in the frequency and quantity of non-sedentary activities. The design of ViTo demonstrates how a variety of behavioral science strategies for motivating behavior change can be carefully woven into the operation of a common consumer electronic device. Results of an exploratory evaluation of a single participant using the system in an instrumented home facility are presented.