Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference 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
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
Goal-setting considerations for persuasive technologies that encourage physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Let's all get up and walk to the North Pole: design and evaluation of a mobile wellness application
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
You are the real experts!: Studying teenagers' motivation in participatory design
Proceedings of the 12th International Conference on Interaction Design and Children
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This study used existing digital technologies as probes to explore teenager's use of exercise-related technology, their usage contexts, and their ideas for the design of ubiquitous technology that would persuade their peers to be more active in their daily lives. The teenagers formed two groups using two different types of step counters as their data collection device. Both groups used the same social website as their data logging tool and for social interaction. The one-week baseline plus six-weeks longitudinal study incorporated innovation workshops for generating user-centred design ideas: analysis of the findings drew out important lessons for the design of future devices. Key among these were: the impact of authority figures in restricting teenagers' use of technologies, teenagers' openness to sharing (privacy is not a concern), that data collection technologies must be ubiquitous but invisible, social interaction via technology is expected and positive messages reinforcing attainments of goals are valued (negative feedback is seen as demotivating).