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Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work 2012
DOI: 10.1145/2145204.2145279
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Prescriptive persuasion and open-ended social awareness

Abstract: Most mobile technology systems designed to encourage healthy decisions focus on prescriptive persuasion, telling the user either implicitly or explicitly what to do, as the primary means of improving health. However, other technically and socially viable options exist. Drawing on both relevant social theory and previous CSCW research, this paper suggests that open-ended social awareness, making users aware of both others' and their own decisions, may also serve as an effective central design principle for mobi… Show more

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Cited by 82 publications
(77 citation statements)
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“…For instance, social influence -sharing of health-behavior information within the application and on social networks, competition, and provision of social support -is an increasingly common strategy used in wellness applications. Such social features are found both in commercial applications (e.g., Fitbit, Nike+, Jawbone UP) and in research projects (e.g., [8,19,35,47]). Similarly, health is one of the key domains where gamification strategies have been used, and there is a growing number of mobile games designed to promote healthy behaviors (e.g., [38,61,72]).…”
Section: Roadmapmentioning
confidence: 99%
See 3 more Smart Citations
“…For instance, social influence -sharing of health-behavior information within the application and on social networks, competition, and provision of social support -is an increasingly common strategy used in wellness applications. Such social features are found both in commercial applications (e.g., Fitbit, Nike+, Jawbone UP) and in research projects (e.g., [8,19,35,47]). Similarly, health is one of the key domains where gamification strategies have been used, and there is a growing number of mobile games designed to promote healthy behaviors (e.g., [38,61,72]).…”
Section: Roadmapmentioning
confidence: 99%
“…The use of photos has been the more common strategy, employed both by research applications [8,14,63] and commercial ones (e.g., The Eatery 11 and PhotoCalorie 12 ). Rather than enter textual and numeric data about food, this dataentry strategy enables users to use the camera built into their mobile phones to simply take a picture of the food they are about to eat.…”
Section: Tracking Food With Photos and Audiomentioning
confidence: 99%
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“…The first, and perhaps predominant approach is the use of 'persuasive' or 'nudge' interactions that encourage patients to adhere to specific behaviours that contribute to good health (e.g., [2,21]). This theme benefits from a wider contemporary interest in persuasive interaction and 'nudge' in HCI generally.…”
Section: Introductionmentioning
confidence: 99%