Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Waterbot: exploring feedback and persuasive techniques at the sink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
UP health: ubiquitously persuasive health promotion with an instant messaging system
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Mobile Networks and Applications
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
A Systematic Framework for Designing and Evaluating Persuasive Systems
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Journal of Biomedical Informatics
Investigating web search strategies and forum use to support diet and weight loss
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Future mobile health systems: designing personal mobile applications to assist self diagnosis
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2
Proceedings of the 4th International Conference on Persuasive Technology
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Persuasive mobile exercise companion for teenagers with weight management issues
ACM SIGACCESS Accessibility and Computing
Physical activity motivating games: you can play, mate!
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Why it's worth the hassle: the value of in-situ studies when designing Ubicomp
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Using formal specification techniques for advanced counseling systems in health care
USAB'07 Proceedings of the 3rd Human-computer interaction and usability engineering of the Austrian computer society conference on HCI and usability for medicine and health care
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Health sense: a gedanken experiment on persuasive wearable technology for health awareness
Proceedings of the 1st ACM International Health Informatics Symposium
Empowering citizens for well-being and chronic disease management with wellness diary
IEEE Transactions on Information Technology in Biomedicine - Special section on affective and pervasive computing for healthcare
A wearable augmented reality system to improve the quality of life of sedentary people
Proceedings of the 3rd Mexican Workshop on Human Computer Interaction
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Everywhere run: a virtual personal trainer for supporting people in their running activity
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
RunWithUs: a social sports application in the ubiquitous Oulu environment
Proceedings of the 10th International Conference on Mobile and Ubiquitous Multimedia
DietCam: Automatic dietary assessment with mobile camera phones
Pervasive and Mobile Computing
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Twitter me: using micro-blogging to motivate teenagers to exercise
DESRIST'10 Proceedings of the 5th international conference on Global Perspectives on Design Science Research
Using persuasive design principles in motivational feeling towards children dental anxiety (CDA)
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Moving on from weiser's vision of calm computing: engaging ubicomp experiences
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Waiting for learning: designing interactive educational materials for patient waiting areas
Proceedings of the 11th International Conference on Interaction Design and Children
Motivational technologies: a theoretical framework for designing preventive health applications
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Mobile games and design requirements to increase teenagers' physical activity
Pervasive and Mobile Computing
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Nudging the Trolley in the Supermarket: How to Deliver the Right Information to Shoppers
International Journal of Mobile Human Computer Interaction
Understanding exergame users' physical activity, motivation and behavior over time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
WalkMinder: encouraging an active lifestyle using mobile phone interruptions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Assessing the User Experience Design as a Persuasive Methodology in a Real World Sport Application
Proceedings of International Conference on Advances in Mobile Computing & Multimedia
LunchTime: a slow-casual game for long-term dietary behavior change
Personal and Ubiquitous Computing
Pervasive and Mobile Computing
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We are developing a preventative health cell phone application that helps motivate teenage girls to exercise by exploiting their social desire to stay connected with their peers. We targeted girls because they are more likely to become less active throughout adolescence and are more likely to use dangerous techniques for losing weight. The intent of Chick Clique is to provide information at opportune times in order to modify the behaviors of girls and ultimately lead to improved health habits. Our study investigated how collecting, sharing and comparing personal fitness information impacts activity level and health awareness.