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
“…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%
“…Even without any automatic processing of the data, this type of a visual journal can act as a reminder to eat healthier and exercise and can easily reveal that a person has been slipping on her wellness behaviors or goals. Similarly, users of the wellness application VERA [8] can use their phone's camera to take pictures of any activity that they think effects their health, including what they eat. Users can also annotate these images, creating a free-form journal of their engagement with their health and the way they understand their health goals.…”
Section: Main Advantagesmentioning
confidence: 99%
“…In other cases, participants just got fed up because they performed a physical activity such as cycling or rock climbing and did not get any credit from the pedometer for doing those healthy activities. 8 Though this was a source of frustration for all groups, it was particularly frustrating for those whose step counts were being shared with group members because the step count did not necessarily reflect their day accurately.…”
“…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%
“…Even without any automatic processing of the data, this type of a visual journal can act as a reminder to eat healthier and exercise and can easily reveal that a person has been slipping on her wellness behaviors or goals. Similarly, users of the wellness application VERA [8] can use their phone's camera to take pictures of any activity that they think effects their health, including what they eat. Users can also annotate these images, creating a free-form journal of their engagement with their health and the way they understand their health goals.…”
Section: Main Advantagesmentioning
confidence: 99%
“…In other cases, participants just got fed up because they performed a physical activity such as cycling or rock climbing and did not get any credit from the pedometer for doing those healthy activities. 8 Though this was a source of frustration for all groups, it was particularly frustrating for those whose step counts were being shared with group members because the step count did not necessarily reflect their day accurately.…”
“…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.…”
The world is faced with a growing number of people who live with chronic medical conditions. There have been numerous digital interventions into personal management of these diseases in recent years, yet gaps remain in the HCI literature. In particular, we lack a systematic understanding of user requirements in tools that support independent management while away from external influences. This paper presents a first investigation into low-intervention support for self-management. A mobile application enabled individuals to capture contextual information related to their health in the form of photographs. Through a month-long user study, we identify four management trends amongst our participants and describe their influence on mobile application adoption.
Abstract.Of key importance to avoiding significant health problems such as cardiac disease and stroke is eating nutritious foods and leading an active lifestyle. However, leading a healthy lifestyle remains elusive and obesity continues to increase in North America. We investigate how online social networks (OSN) can change health behaviour by blending theories from health behaviour and participation in OSNs. We designed, prototyped and evaluated an OSN, called VivoSpace, using factors derived from the blend of theoretical models with the intention to change health behaviour. Our results from field studies with 35 participants from two clinical and one non-clinical social network groups revealed that designing these factors into the online social network lead to positive health behaviour change, namely, improved diet for the clinical group. The use of theoretical models in the evaluation provided a means to understand how the design can be improved to see further health behaviour change.
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