Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
International survey on the Dance Dance Revolution game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Quantifying the User Experience: Practical Statistics for User Research
Quantifying the User Experience: Practical Statistics for User Research
Turning the classic snake mobile game into a location---based exergame that encourages walking
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
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In the last years, researchers are experimenting with innovative methodologies to help people in their daily training routines. Our research activity focuses on the study of the effects of the former technologies on people's sport habits. This work describes an experimentation conducted on Everywhere Run! (EWRun), a mobile application part of a bigger platform, that aims at helping people to stay active behaving like a virtual personal trainer. In this work we show some interesting results that arise from recent radical changes we made to the software usability and its graphical design. We observed a considerable increment of the user base and, as a consequence, of the total number of daily trainings. To statistically prove the effectiveness of the redesign, we decided to compare the two versions of the application. The results confirm its effectiveness in terms of usability and brought us to investigate how the new design is affecting user motivation by means of a custom questionnaire and a well known motivation assessment tool. The positive result observed will be the starting point of our forthcoming researches: we aim at further validating the results presented in this work over a longer period of time and over a larger number of real users.