GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Ambient influence: can twinkly lights lure and abstract representations trigger behavioral change?
Proceedings of the 12th ACM international conference on Ubiquitous computing
Pediluma: motivating physical activity through contextual information and social influence
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Activmon: encouraging physical activity through ambient social awareness
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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Regular physical activity is essential for maintaining good health. Unfortunately due to the increasingly sedentary nature of modern life many people are not active enough. Although most have the ability to be more active they lack sufficient motivation. Persuasive technology could help to address this problem. We discuss the use of persuasive ambient displays, specifically wearable ambient displays, to motivate users to be more active. We show that it is critical to carefully consider how best to visualise data with a display in order to realise maximum persuasive effect. We present as a case study our ongoing design and development of ActivMON, a wearable persuasive ambient display.