Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts 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
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
One size does not fit all: applying the transtheoretical model to energy feedback technology design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Self-monitoring, self-awareness, and self-determination in cardiac rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design of eco-feedback technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
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There has been considerable research on methods of fostering behavioral change towards a healthy lifestyle. However, enabling this change to be consistent and long-standing remains an open challenge. In this paper, we explore how the design of persuasive technologies supporting a physically active lifestyle can be oriented by psychological theories of behavior change and motivation, specifically the Transtheoretical Model of Behavior Change (TTM) and Self-Determination Theory (SDT). In this study, we explore the relationships between participants' motivation, their current stage of the TTM and how well they perform at different physical exercises related to specific body areas. Our results support previous research carried out in the exercise context and in other domains, and suggest that it would be advantageous for a mobile interface to adopt different persuasive mechanisms for users at different stages of the TTM. Finally, we explore different intervention strategies which could be implemented in each TTM stage to sustain a consistent behavioral change toward a physically active lifestyle.