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ACM Transactions on Computer-Human Interaction (TOCHI)
A toolkit for managing user attention in peripheral displays
Proceedings of the 17th annual ACM symposium on User interface software and technology
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
A taxonomy of ambient information systems: four patterns of design
Proceedings of the working conference on Advanced visual interfaces
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SuperBreak: using interactivity to enhance ergonomic typing breaks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Assistive robotics and an ecology of elders living independently in their homes
Human-Computer Interaction
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Habits make smartphone use more pervasive
Personal and Ubiquitous Computing
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
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Several strategies have been identified for designing effective persuasive technology that encourages people to adopt healthy lifestyle habits. However, to implement these strategies for motivating elders to exercise, we need to take into account the elders' particular characteristics, their needs, and the problems they face to exercise. This paper presents the results of a case study conducted to identify the factors that influence elders to maintain a regular exercise routine. These results enabled us to inform the design of an ambient information system, which by requiring minimal attention and cognitive effort from elders, makes them aware of relevant information that motivates them to exercise. To reach this end, the system implements the following strategies for persuading: abstraction, historical information and reflection, triggers for exercising, and positive and playful reinforcement. A system usability evaluation enabled us to validate these strategies for motivating elders.