Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
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
Future Play '07 Proceedings of the 2007 conference on Future Play
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward technologies that support family reflections on health
Proceedings of the ACM 2009 international conference on Supporting group work
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Let's play!: mobile health games for adults
Proceedings of the 12th ACM international conference on Ubiquitous computing
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: applications and services - Volume Part IV
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
Hi-index | 0.00 |
Eating out has recently become part of our lifestyle. However, when eating out in restaurants, many people find it difficult to make meal choices consistent with their health goals. Bad eating choices and habits are in part responsible for the alarming increase in the prevalence of chronic diseases such as obesity, diabetes, and high blood pressure, which burden the health care system. Therefore, there is a need for an intervention that educates the public on how to make healthy choices while eating away from home. In this paper, we propose a goal-based slow-casual game approach that addresses this need. This approach acknowledges different groups of users with varying health goals and adopts slow technology to promote learning and reflection. We model two recognized determinants of well-being into dietary interventions and provide feedback accordingly. To demonstrate the suitability of our approach for long-term sustained learning, reflection, and attitude and/or behavior change, we develop and evaluate LunchTime--a goal-based slow-casual game that educates players on how to make healthier meal choices. The result from the evaluation shows that LunchTime facilitates learning and reflection and promotes positive dietary attitude change.