Overweight and obesity are a global epidemic, with over one billion overweight adults worldwide (300+ million of whom are obese). Obesity is linked to several serious health problems and medical conditions. Medical experts agree that physical activity is critical to maintaining fitness, reducing weight, and improving health, yet many people have difficulty increasing and maintaining physical activity in everyday life. Clinical studies have shown that health benefits can occur from simply increasing the number of steps one takes each day and that social support can motivate people to stay active. In this paper, we describe Houston, a prototype mobile phone application for encouraging activity by sharing step count with friends. We also present four design requirements for technologies that encourage physical activity that we derived from a threeweek long in situ pilot study that was conducted with women who wanted to increase their physical activity.
Location awareness is an important capability for mobile computing. Yet inexpensive, pervasive positioning-a requirement for wide-scale adoption of location-aware computing-has been elusive. We demonstrate a radio beacon-based approach to location, called Place Lab, that can overcome the lack of ubiquity and high-cost found in existing location sensing approaches. Using Place Lab, commodity laptops, PDAs and cell phones estimate their position by listening for the cell IDs of fixed radio beacons, such as wireless access points, and referencing the beacons' positions in a cached database. We present experimental results showing that 802.11 and GSM beacons are sufficiently pervasive in the greater Seattle area to achieve 20-40 meter median accuracy with nearly 100% coverage measured by availability in people's daily lives.
In this paper, we propose design strategies for persuasive technologies that help people who want to change their everyday behaviors. Our strategies use theory and prior work to substantially extend a set of existing design goals. Our extensions specifically account for social characteristics and other tactics that should be supported by persuasive technologies that target long-term discretionary use throughout everyday life. We used these strategies to design and build a system that encourages people to lead a physically active lifestyle. Results from two field studies of the system-a three-week trial and a three-month experiment-have shown that the system was successful at helping people maintain a more physically active lifestyle and validate the usefulness of the strategies.
Abstract-Many people have turned to technological tools to help them be physically active. To better understand how goal-setting, rewards, self-monitoring, and sharing can encourage physical activity, we designed a mobile phone application and deployed it in a four-week field study (n=23). Participants found it beneficial to have secondary and primary weekly goals and to receive nonjudgmental reminders. However, participants had problems with some features that are commonly used in practice and suggested in the literature. For example, trophies and ribbons failed to motivate most participants, which raises questions about how such rewards should be designed. A feature to post updates to a subset of their Facebook NewsFeed created some benefits, but barriers remained for most participants.
Abstract. Each time a user installs an application on their Android phone they are presented with a full screen of information describing what access they will be granting that application. This information is intended to help them make two choices: whether or not they trust that the application will not damage the security of their device and whether or not they are willing to share their information with the application, developer, and partners in question. We performed a series of semi-structured interviews in two cities to determine whether people read and understand these permissions screens, and to better understand how people perceive the implications of these decisions. We find that the permissions displays are generally viewed and read, but not understood by Android users. Alarmingly, we find that people are unaware of the security risks associated with mobile apps and believe that app marketplaces test and reject applications. In sum, users are not currently well prepared to make informed privacy and security decisions around installing applications.
Her research interests include human-computer interaction (specifically user-centered design), and the appropriateness of various evaluation techniques for ubicomp. She is a member of the
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