self tracking and digital health
TRANSCRIPT
In this lecture
• Self tracking – examples
• A brief history of self tracking • Self tracking and – Mobile health – Health behaviour change
• HCI research on self tracking
Tracking Physical AcGvity Tracking light acGvity • Pedometers
Tracking exercise • Run trackers • Cycling trackers • Swimming trackers
Tracking (non) sedentary Gme • Standing Gme
Tracking Mental Wellbeing Tracking mood, stress and anxiety
Symptom tracking to understand and manage disorders • Post traumaGc stress disorder • Bi-‐polar disorder
Tracking Health CondiGons Managing chronic condiGons such as Diabetes, Asthma, and Chronic pain
MedicaGon tracking • Compliance • Keeping records
Much, much more • Sleep • FerGlity • Periods • Bad habits – e.g. smoking cessaGon, snacking
• Achievements – e.g. books read, places visited
• Much, much more
Self tracking technology Self tracking can be done with a range of technologies • Mobile apps • Web apps • Wearables • Smart devices
New technology is not essenGal, it is usually just more convenient than mechanical technology and pen + paper.
Self tracking is not new 1960s The "manpo-‐kei" or "manpo-‐meter"
The first: • To count steps rather
than distance • To be marketed on
health grounds • Origin of 10,000 steps
Today, step counGng is very common
Self tracking is not new Scales • Doctors scales first produced in
1865. • Public "penny scales" in 1885.
– By 1937 the US Department of commerce reported 130,000,000 people using public scales.
• Household scale in mid 20th C. Today weight is a common health measure.
Self tracking is not new So what is new? • Ubiquity of smartphones and devices • New forms of sensor (e.g. locaGon tracking), mulGple sensors • Increasing computaGonal power (e.g. enabling acGvity
recogniGon) • Detailed visual and hapGc feedback • ConnecGvity – IntegraGon of data between applicaGons – Sharing of data with peers – Sharing data with health providers
Digital health Self tracking is related to several areas of digital health, including: • Mobile health -‐ Using mobile devices to collect, analyse and communicate
informaGon
• Health Behaviour change -‐ Encouraging people to make posiGve changes in order to reduce their risks of developing preventable diseases
Mobile Health Olla and Shimskey's Taxonomy of mHealth applicaGons for smartphones More to the area than tracking • DiagnoGcs • EducaGon and
reference • Efficiency • Environmental
monitoring
Health behaviour change Many people can become more healthy and reduce the risk of developing many illnesses and dying early, by changing their behaviours: • Standing more, walking more, taking more exercise • Quifng smoking • Healthy eaGng Self tracking is of importance in health-‐behaviour change. • To change a behaviour it is important to measure it
Health behaviour change However • Not all self tracking is for the purpose of changing behaviour.
• Behaviour change is a long term process, because it requires maintenance to be effecGve. – Aher one year of absGnence 47% of smokers will relapse, aher 5 years
it is 7%. – Trackers are ohen used for shorter periods, just a few weeks or
months before moving to something else. – Trackers can act as 'extrinsic' moGvators, but change is easier to
maintain when people become 'intrinsically' moGvated.
HCI Self tracking and digital health are large, interdisciplinary areas So what is the role of HCI? HCI papers ohen focus on: 1. InnovaGng new systems and applicaGons 2. Improving/exploring interface and interacGon design 3. Understanding real-‐world user pracGces 4. Taking criGcal perspecGves
Activity Sensing in the Wild: A Field Trial of UbiFit Garden Sunny Consolvo1, 2, David W. McDonald2, Tammy Toscos1, Mike Y. Chen1, Jon Froehlich3, Beverly Harrison1, Predrag Klasnja1, 2, Anthony LaMarca1, Louis LeGrand1, Ryan Libby3,
Ian Smith1, & James A. Landay1, 3 1Intel Research Seattle
Seattle, WA 98105 USA [sunny.consolvo, beverly.harrison, anthony.lamarca, louis.l.legrand]
@intel.com, [email protected], [email protected],
2 The Information School DUB Group
University of Washington Seattle, WA 98195 USA
[consolvo, dwmc, klasnja] @u.washington.edu
3 Computer Science & Engineering DUB Group
University of Washington Seattle, WA 98195 USA [landay, jfroehli, libby]
@cs.washington.edu
ABSTRACT Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled applications that use on-body sensing and machine learning to infer people’s activities throughout everyday life. To address the growing rate of sedentary lifestyles, we have developed a system, UbiFit Garden, which uses these technologies and a personal, mobile display to encourage physical activity. We conducted a 3-week field trial in which 12 participants used the system and report findings focusing on their experiences with the sensing and activity inference. We discuss key implications for systems that use on-body sensing and activity inference to encourage physical activity.
Author Keywords persuasive technology, sensing, activity inference, mobile phone, ambient display, fitness, activity-based applications.
ACM Classification Keywords H.5.2 User Interfaces, H.5.m Miscellaneous.
INTRODUCTION Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled new classes of technologies that use on-body sensing and machine learning to automatically infer people’s activities throughout the day. These emerging technologies have seen success with participants in controlled and “living” lab settings [11] and with researchers in situ [18]. The next step is to conduct in situ studies with the target user population. Such studies expose important issues, for example, how the systems are used as part of everyday experiences, where the technology is brittle, and user reactions to activity inference and the presentation of those inferences.
One application domain for on-body sensing and activity inference is addressing the growing rate of sedentary lifestyles. Regular physical activity is critical to everyone’s physical and psychological health, regardless of their being normal weight, overweight, or obese [6,16]. Physical activity reduces risk of premature mortality, coronary heart disease, type II diabetes, colon cancer, and osteoporosis, and has also been shown to improve symptoms associated with mental health conditions such as depression and anxiety. Yet despite the importance of physical activity, many adults in the U.S. do not get enough exercise [1].
Technologies that apply on-body sensing and activity inference to the fitness domain are faced with a challenge regarding which physical activities should be detected. The American College of Sports Medicine (ACSM) recommends that physical activity be regular and include cardiorespiratory training (or “cardio”) where large muscle groups are involved in dynamic activity such as running or cycling; resistance training, that is weight training that builds muscular strength and endurance; and flexibility training where muscles are slowly elongated to improve or maintain range of motion [22]. Technologies that attempt to encourage physical activity should support the range of activities that contribute to a physically active lifestyle, rather than focus on a single activity such as walking.
Our goal in this work is to investigate users’ experiences with a system that we have developed, UbiFit Garden, which uses on-body sensing, activity inference, and a novel personal, mobile display to encourage physical activity. While our future work will focus on how the system affects awareness and sustained behavior change, at this stage, we are exploring how the system affects individuals’ everyday lives, how they interpret and reflect on the data about their physical activities, and how they interact with that data. We conducted a three-week field trial (n=12) with participants who were representative of UbiFit Garden’s target audience. In this paper, we discuss the types of physical activities participants performed, how those activities were recorded and manipulated, and participants’ qualitative reactions to activity inference and manual journaling. We also discuss participants’ general reactions to the system.
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AcGvity sensing in the wild: A field trial of UbiFit Garden Sunny Consolvo et al (CHI2008) This paper • Describes a novel (in 2008) mobile
acGvity tracking system • Presents results from a field trial
of the system • Discusses the use of acGvity
trackers for encouraging physical acGvity
InnovaGon
Jogging with a Quadcopter
Florian ‘Floyd’ Mueller, Matthew Muirhead Exertion Games Lab
RMIT University Melbourne, Australia
{floyd, matt}@exertiongameslab.org ABSTRACT Jogging is a popular exertion activity. The abundance of jogging apps suggests to us that joggers can appreciate the opportunity for technology to support the jogging experience. We want to take this investigation a step further by exploring if, and how, robotic systems can support the jogging experience. We designed and built a flying robotic system, a quadcopter, as a jogging companion and studied its use with 13 individual joggers. By analyzing their experiences, we derived three design dimensions that describe a design space for flying robotic jogging companions: Perceived Control, Focus and Bodily Interaction. Additionally, we articulate a series of design tactics, described by these dimensions, to guide the design of future systems. With this work we hope to inspire and guide designers interested in creating robotic systems to support exertion experiences.
Author Keywords Jogging; running; movement-based play; whole-body interaction; sports; quadcopter; robot; exertion
ACM Classification Keywords H.5.2. [Information Interfaces and Presentation]: User Interfaces - Miscellaneous.
INTRODUCTION Understanding the role of interactive technology to support physical exertion is a thriving field in HCI. By exertion interactions we mean interactions with technology that require intense physical effort from the user [20]. Supporting exertion is important, as exertion activity can facilitate social, mental and physical health benefits.
One popular exertion activity is jogging, i.e. running at a leisurely pace. The abundance of jogging apps, sports watches and wearable sensors (for example embedded in
Figure 1. What is it like to jog with a quadcopter?
shirts and socks [3]) suggests to us that joggers appreciate the opportunity for technology to support their jogging experience. This trend has been recognized and investigated by research [39] while special interest groups (SIGs) at CHI have also been formed to encourage further developments in this area [23, 24].
We believe that the current range of systems to support jogging is only the beginning of a trend. With sensor advancements, improvement in battery performance and miniaturization, more opportunities will emerge for designers to support people’s exertion experiences. Along with technology advancements, there have also been advances in our understanding of the role of bodily aspects from a system’s design perspective, most often under the name of embodiment [10, 36]. We take this investigation a step further and wonder if exertion activities like jogging that are so embodiment-focused might benefit from designs with a similar embodiment focus. We see robots as having the potential for such an embodiment focus, and therefore begin by exploring if, and how, robotic systems can support
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea. Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04…$15.00 http://dx.doi.org/10.1145/2702123.2702472
Jogging with a quadcopter Florian 'Floyd' Mueller et al (CHI2015) This paper: • Explores if and how roboGc
systems can support the jogging experience
• Presents a roboGc quadcopter based system for joggers
• Uses of robots include keeping pace, sefng routes, making a distracGon, and making jogging playful
InnovaGon
TastyBeats: Designing Palatable Representations of Physical Activity Rohit Ashok Khot1, Jeewon Lee1, Deepti Aggarwal2, Larissa Hjorth3, Florian ‘Floyd’ Mueller1
1Exertion Games Lab RMIT University, Australia { rohit, jeewon, floyd }@
exertiongameslab.org
2Microsoft Centre for Social NUI, University of Melbourne, Australia [email protected]
3RMIT University, Australia
Figure 1: TastyBeats is a fountain-based interactive system that creates a fluidic spectacle of
mixing sport drinks based on heart rate data of physical activity.
ABSTRACT In this paper, we introduce palatable representations that besides improving the understanding of physical activity through abstract visualization also provide an appetizing drink to celebrate the experience of being physically active. By designing such palatable representations, our aim is to offer novel opportunities for reflection on one’s physical activities. We present TastyBeats, a fountain-based interactive system that creates a fluidic spectacle of mixing sport drinks based on heart rate data of physical activity, which the user can later consume to replenish the loss of body fluids due to the physical activity. We articulate our experiences in designing the system as well as learning gained through field deployments of the system in participants’ homes for a period of two weeks. We found that our system increased participants’ awareness of physical activity and facilitated a shared social experience, while the prepared drink was treated as a hedonic reward that motivated participants to exercise more. Ultimately, with this work, we aim to inspire and guide design thinking on palatable representations, which we believe opens up
new interaction possibilities to support physical activity experience.
Author Keywords Palatable representation; fluidic interfaces; physical activity; quantified self; personal informatics; Human-Food Interaction (HFI).
ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
INTRODUCTION Activity trackers like pedometers and heart rate monitors are becoming increasingly popular to support physical activity experiences [41]. These devices collect personally relevant data such as bodily responses to physical activity and provide opportunities to reflect on the collected data through self-monitoring [22]. For example, pedometers count the number of steps taken in a day, while heart rate monitors inform about exercise intensity. Research suggests that regular use of these devices can increase user motivation for physical activity [35, 43].
One key aspect of tracking physical activity is visualization, which improves understanding of the data [22, 35]. “Seeing” makes knowledge credible [4] and “greater visibility of information puts an added responsibility to act on” as pointed out by Viseu and Suchman [45]. For example, by visualizing physical activity data, users can gain a better understanding of their physical activity levels and can make this gained knowledge actionable towards
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea. Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04...$15.00. http://dx.doi.org/10.1145/2702123.2702197
TastyBeats: Designing palatable representaGons of physical acGvity Rohit Ashok Khot et al (CHI 2015) This paper • Introduces 'palatable'
representaGons of data as an alternaGve to visualisaGon
• Presents a fountain based system that creates a 'fluidic spectacle' of mixing sports drinks based on heart rate data
• Presents a field study of the system in three households
InnovaGon
Design Requirements for Technologies that Encourage Physical Activity
Sunny Consolvo1, 2
, Katherine Everitt3, Ian Smith
1, & James A. Landay
1, 3
1Intel Research Seattle 1100 NE 45th Street, 6th Floor
Seattle, WA 98105 USA
[sunny.consolvo,ian.e.smith, james.a.landay]@intel.com
2University of Washington The Information School
Box 352840 Seattle, WA 98195-2840 USA [email protected]
3University of Washington Computer Science & Engineering
Box 352350 Seattle, WA 98195-2350 USA
[everitt,landay]@cs.washington.edu
ABSTRACT
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 three-
week long in situ pilot study that was conducted with
women who wanted to increase their physical activity.
Author Keywords
design requirements, fitness, physical activity, pedometer,
mobile phone, obesity, overweight, social support.
ACM Classification Keywords
H.5.2 [User Interfaces]: User-centered design; H.5.3 [Group
and Organization Interfaces]: Evaluation/methodology,
Asynchronous interaction.
INTRODUCTION
To help address the global epidemic of overweight and
obesity, we are investigating how technology could help
encourage people to sustain an increased level of physical
activity, which medical experts agree is critical to maintaining fitness, reducing weight, and improving health.
We are specifically interested in encouraging opportunistic
physical activities. These are where a person incorporates
activities into her normal, everyday life to increase her
overall level of physical activity (e.g., walking instead of
driving to work, taking the stairs, or parking further away
from her destination). We are also interested in encouraging
structured exercise, where a person elevates her heart rate
for an extended period (e.g., going for a run or swim).
In our first investigation, we focus on encouraging people to add opportunistic physical activities to their lives,
without discouraging structured exercise. Studies have
shown that people can achieve health benefits by merely
increasing the number of steps they take each day and that
support from friends and family has consistently been
related to an increase in physical activity [3, 4, 17, 19].
However, with today’s hectic lifestyles, many people have
difficulty fitting exercise into their lives and spending
quality time with their friends. A mobile device such as a
mobile phone can provide relevant information at the right
time and place, and may help encourage opportunistic activities [6]. Based on these findings, we investigate if
technology could encourage physical activity by providing
personal awareness of activity level and mediating physical
activity-related social interaction among friends.
We use daily step count as a measure of physical activity
and a mobile phone-based fitness journal we developed to
track and share progress toward a daily step count goal
within a small group of friends. We realize that
investigating the effect of the technology on sustained
behavior change will require a longitudinal study and thus
have taken a user-centered design approach starting with a three-week long in situ pilot study. We evaluated an early-
stage prototype of the mobile phone application with three
groups of women who wanted to increase their levels of
physical activity, were interested in preventing weight gain,
and in many cases, had a goal of losing some weight. The
results of the pilot study are being used to inform the design
of a new application we are building to enable a
longitudinal study to examine effects on behavior.
In this paper, we focus our discussion on the four key
design requirements for technologies that encourage
physical activity that we derived from our analysis of the
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personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2006, April 22–27, 2006, Montréal, Québec, Canada. Copyright 2006 ACM 1-59593-178-3/06/0004...$5.00.
CHI 2006 Proceedings • Designing for Tangible Interactions April 22-27, 2006 • Montréal, Québec, Canada
457
Design requirements for technologies that encourage physical acGvity Sunny Consolvo et al (CHI2006) This paper • Presents a system for entering
pedometer data onto mobile phones
• Presents a field trial of the system with a social group
• Discuses issues in presenGng and sharing acGvity data using mobile phones
InteracGon design
Balancing Accuracy and Fun: Designing Camera Based Mobile Games for Implicit Heart Rate Monitoring
Teng Han2, Xiang Xiao1, Lanfei Shi2, John Canny3, Jingtao Wang1 1Department of Computer Science,
2Intelligent Systems Program, University of Pittsburgh, Pittsburgh, PA, USA
{teh24@, xiangxiao@cs., las231@, jingtaow@cs.}pitt.edu
3Computer Science Division, University of California at Berkeley, 387 Soda Hall, Berkeley, CA, USA
ABSTRACT Heart rate monitoring is widely used in clinical care, fitness training, and stress management. However, tracking individuals' heart rates faces two major challenges, namely equipment availability and user motivation. In this paper, we present a novel technique, LivePulse Games (LPG), to measure users’ heart rates in real time by having them play games on unmodified mobile phones. With LPG, the heart rate is calculated by detecting changes in transparency of users’ fingertips via the built-in camera of a mobile device. More importantly, LPG integrate users’ camera lens covering actions as an essential control mechanism in game play, and detect heart rates implicitly from intermittent lens covering actions. We explore the design space and trade-offs of LPG through three rounds of iterative design. In a 12-subject user study, we found that LPG are fun to play and can measure heart rates accurately. We also report the insights for balancing measurement speed, accuracy, and entertainment value in LPG.
Author Keywords Heart rate, mobile phone, multi-modal interface, game design, serious game, ECG, quantified self.
ACM Classification Keywords H5.2. Information interfaces and presentation (e.g., HCI): User Interfaces.
General Terms Design, Experimentation, Human Factors.
INTRODUCTION Heart rate is one important vital sign in health care [6, 29]. For healthy people, resting heart rate (RHR) is also an essential physiological marker of physical fitness [7, 30, 38], and expected life span [13]. Heart rate has been used in fitness training [19, 20] and competitive sports for managing work-out intensity and balancing physical exertion. Both continual readings of heart rates [5, 15, 37, 33] and heart rate variability, a.k.a. HRV [27, 29, 32, 33],
can predict a user’s physiological state, including cognitive workload and mental stress levels, in contexts such as computer user interfaces [29, 33], traffic control [29], longitudinal monitoring of emotion and food intake [5], and intelligent tutoring [15]. Therefore, the efficient measurement of heart rate can be of great significance across scenarios involving physical health, mental activities or a combination of both.
Unfortunately, most heart rate measurement methods are either time-consuming 1 , or require special measurement equipment [25] that may not be available to a wide audience. For example, manual pulse counting with fingers may be tedious, and inaccurate. More precise methods include the Electrocardiograph (ECG) [22, 25] and pulse oximeters [25, 35]. These dedicated heart rate monitoring devices share at least three disadvantages. First, the costs of these devices could prevent wide adoption in everyday life. Second, it is not convenient to carry and use the devices “on the go”. Last but not least, existing methods provide little immediate benefits or intrinsic motivation to users and thus may be tedious to track heart rate in a longitudinal setting.
Figure 1. Real-time heart rate measurement via LivePulse
Games (left: City Defender, right: Gold Miner).
To overcome the limitations of existing techniques, we have developed LivePulse Games (LPG, figure 1) to measure users’ heart rates in real time by having them play serious games on unmodified mobile phones. LPG calculate heart rates by detecting the transparency change of fingertips via the built-in camera (i.e. commodity camera
1 In both the preparation phase and the actual measurement stage.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copiesbear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea Copyright 2015 ACM 978-1-4503-3145-6/15/04…$15.00 http://dx.doi.org/10.1145/2702123.2702502
Health Sensors & Monitoring CHI 2015, Crossings, Seoul, Korea
847
Balancing accuracy and fun: Designing Camera Based Mobile Games for Implicit Heart Rate Monitoring Teng Han et al (CHI 2015) This paper • Presents "live pulse games" for
smartphones which measure pulse during play
• The smartphone camera is used as controller and sensor for pulse.
• This allows for longitudinal collecGon of heart rate data
InteracGon design
Pass the Ball: Enforced Turn-Taking in Activity Tracking John Rooksby, Mattias Rost, Alistair Morrison, Matthew Chalmers
School of Computing Science, University of Glasgow, UK.
{firstname.lastname}@glasgow.ac.uk
ABSTRACT We have developed a mobile application called Pass The Ball that enables users to track, reflect on, and discuss physical activity with others. We followed an iterative design process, trialling a first version of the app with 20 people and a second version with 31. The trials were conducted in the wild, on users’ own devices. The second version of the app enforced a turn-taking system that meant only one member of a group of users could track their activity at any one time. This constrained tracking at the individual level, but more successfully led users to communicate and interact with each other. We discuss the second trial with reference to two concepts: social-relatedness and individual-competence. We discuss six key lessons from the trial, and identify two high-level design implications: attend to “practices” of tracking; and look within and beyond “collaboration” and “competition” in the design of activity trackers.
Author Keywords: Activity Tracking; Mobile Health; Game.
ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
INTRODUCTION The potential for smartphone-based activity trackers to support and encourage health related behaviour change has been widely recognised (see [14, 16, 18] for recent overviews). We have noticed that activity trackers are commonly designed as individual trackers that then have social features added to them. Typically, social features enable users to post an achievement such as a recent run or step-count to a social network site such as Facebook. In this paper we explore a social-first approach, reporting on an app we have developed and evaluated that takes interacting with others as prerequisite to tracking an activity. The app, Pass The Ball, is a team game in which players pass a virtual ball to each other. Only one user can have the ball at
any one time, and only this user’s activity can be tracked by the app (the app awards activity points based on a simple motion tracking algorithm). Teams compete against each other to score the most points. This creates a coordination problem, one that requires users to think about and discuss not just their own activity but also that of others.
For this work we adopted a “research through design” approach (see [13, 36]). We have created a mobile application and have studied its use in the wild on people’s own mobile phones. We have gone through this process iteratively (as is best practice in design [36]), producing and trialling the app for two weeks, then refining it and trialling it again for another two weeks. Gaver [13] argues that research through design is not about creating artefacts that embody, confirm or falsify theory, but artefacts that can be “annotated” by theory. In this paper we use two concepts from behaviour change theory as annotation: individual competence and social relatedness. Our work does not embody, confirm or falsify any particular theory, but treats these concepts as a way of discussing the relationship, similarities and differences of Pass The Ball to other activity trackers. Gaver views design not as a science, but as a process in which “we may build on one another’s results, but … also usefully subvert them” (p.946). Our app is subversive in that it prioritises social-relatedness over individual-competence, where the converse is the norm.
BACKGROUND Pedometers have been widely available for a long time (they were introduced, in their modern form as step counters, by Yamasa in the 1960s). Recently, smartphone applications (apps) and networked hardware devices have begun to offer new possibilities for tracking steps and myriad other activities, sparking renewed interest in the relationship between tracking and health related behaviour change. Pedometers have been shown to have a positive effect on health related behaviour [34], and it seems a reasonable expectation that apps and networked hardware devices can have similar if not greater benefits. Studies such as [3, 4] are pointing to and cautiously confirming such benefits. However, with the range of new possibilities comes a large, complex design space; it is only beginning to become clear what the effects and relevancies of different designs are to behaviour change. In this paper we discuss our exploration of this design space.
Over the last few years, researchers and developers have been creating apps and devices that augment tracking with social and game features. Apps such as SpyFeet [30] allow
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04...$15.00 http://dx.doi.org/10.1145/2702123.2702577
Experience Design for Games CHI 2015, Crossings, Seoul, Korea
2417
InteracGon design Pass the ball: Enforced turn taking in acGvity tracking John Rooksby et al (CHI2015) This paper: • Presents a novel pedometer based
game where team members take it in turn to count their steps
• Discusses user trials of two versions of the game
• Discusses the experiences and pracGcaliGes of cooperaGve tracking
Rethinking the Mobile Food Journal: Exploring Opportunities for Lightweight Photo-Based Capture
Felicia Cordeiro1, Elizabeth Bales1,2, Erin Cherry3, James Fogarty1
1 Computer Science & Engineering 2 Human Centered Design & Engineering DUB Group, University of Washington
{felicia0, lizbales, jfogarty}@cs.washington.edu
ABSTRACT Food choices are among the most frequent and important health decisions in everyday life, but remain notoriously difficult to capture. This work examines opportunities for lightweight photo-based capture in mobile food journals. We first report on a survey of 257 people, examining how they define healthy eating, their experiences and challenges with existing food journaling methods, and their ability to interpret nutritional information that can be captured in a food journal. We then report on interviews and a field study with 27 participants using a lightweight, photo-based food journal for between 4 to 8 weeks. We discuss mismatches between motivations and current designs, challenges of current approaches to food journaling, and opportunities for photos as an alternative to the pervasive but often inappropriate emphasis on quantitative tracking in mobile food journals.
Author Keywords Personal Informatics; Self-Tracking; Food Journals; Photos.
ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI).
INTRODUCTION Food choices are among the most frequent and important health decisions in everyday life, yet it remains notoriously difficult to understand our food choices. People eat in many different contexts and have widely varying motivations and constraints on food. Being mindful of the quality and quantity of food choices is a crucial component of a healthy life [35,36], and food journals can be effective for monitoring food intake [8,15]. The implications of food also go beyond health, as food is central to our daily experiences and our relationship with food varies according to personal contexts and goals [14]. But food journals impose high burdens that detract from their potential benefit [11,12]. Effective food journaling is thus a grand challenge for personal informatics.
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3 Computer Science University of Rochester [email protected]
Figure 1. An entry in our lightweight photo-based food journal. No calorie or nutrition information is shown, as the journal instead logs meal enjoyment, location context, and social context.
Automated sensing has proven powerful in some domains of human activity, but remains out of reach for food despite recent advances [1,3,18,27,29,32,38]. It is also unclear whether automation is desirable, as it may undermine in-the-moment awareness created by food journaling [36]. Some existing methods involve taking photos of food as an intermediate step toward collecting underlying nutritional information [18,27,38]. We step further back, asking what people want to capture about food and what value photos themselves might provide in a lightweight food journal.
Our work examines lightweight photo-based capture and reflection, reconsidering the common assumption that a quantitative approach is required. We first present a survey examining how people define healthy eating, experiences and challenges with existing food journals, and how people interpret the healthiness of food presented as either photos or nutrition labels. We then present interviews and field deployments of a lightweight, photo-based mobile food journal. A total of 27 people with varying food goals from two distinct trials use our application to journal for between 4 to 8 weeks. We explore reactions to a design focused on food photos in lieu of nutritional information and examine the value of food photos with regard to their goals. Finally, we discuss our results in the context of rethinking challenges and opportunities in the design of mobile food journals.
InteracGon design Rethinking the mobile food journal: Exploring opportuniGes for lightweight photo-‐based capture. Felicia Cordeiro et al (CHI2015) This paper • Presents a survey of experiences
and challenges in food journaling • Presents a field trial of a photo
based system for journaling • Discusses the pros and cons of
photo based and log based approaches.
Personal Tracking as Lived Informatics John Rooksby, Mattias Rost, Alistair Morrison, Matthew Chalmers
School of Computing Science, University of Glasgow, UK.
{john.rooksby, mattias.rost, alistair.morrison, matthew.chalmers}@glasgow.ac.uk
ABSTRACT This paper characterises the use of activity trackers as ‘lived informatics’. This characterisation is contrasted with other discussions of personal informatics and the quantified self. The paper reports an interview study with activity tracker users. The study found: people do not logically organise, but interweave various activity trackers, sometimes with ostensibly the same functionality; that tracking is often social and collaborative rather than personal; that there are different styles of tracking, including goal driven tracking and documentary tracking; and that tracking information is often used and interpreted with reference to daily or short term goals and decision making. We suggest there will be difficulties in personal informatics if we ignore the way that personal tracking is enmeshed with everyday life and people’s outlook on their future.
Author Keywords Activity Tracking; Data; Qualitative methods
ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
INTRODUCTION Over the past few years there has been a proliferation of mobile apps and consumer devices for tracking personal information, particularly those related to health and wellbeing (for example diet, weight, sleep, walking and exercise). Many apps can be downloaded for free or at low cost. Some physical devices (such as pedometers) cost trivial amounts (see [19]). Yet there is also a market for premium devices (see [11] for a discussion of the FitBit). Mobile phone manufacturers including Apple and Motorola have also begun to make specific provisions for activity tracking by, for example, incorporating always-on
accelerometers into their latest high-end mobile devices. The advent of smart watches, smart glasses and other forms of wearable computing in the consumer domain is also likely to bring further innovation and proliferation in this area. Personal tracking is, however, not new. People have long been able to track and manage activities using diaries and/or personal computers. Tracking can in fact be traced back to at least Roman times (where trackers were used not as personal devices but for measuring the mobility of soldiers). However, with the popularity of smartphones and digital devices with built in accelerometers and location services, the area of personal tracking appears to be one of great investment and growth.
Previous research in this area has predominantly focused on individual, researcher-supplied technologies. From a health research perspective, a tracker is either an instrument with which to measure activity, or an intervention to be applied across a cohort of people. Standard devices are used, and often treated as invisible lenses on activity (e.g. [19, 21]). In health research, consumer trackers are usually used, whereas evaluation in HCI is usually of a novel prototype (e.g. [13, 10]). In HCI the devices themselves are not treated invisibly but, as with health research, evaluation is predominantly of an individual technology and oriented to intervention. There is some research looking at integration of technologies, notably Bentley et al.’s [2] work on health mashups for behaviour change. Yet even here the researchers selected what the study participants should use. The agency of the people using such technologies is too often denied; Maitland et al.’s [12] study of weight loss and Mamykina et al.’s [14] study of diabetes management are rare exceptions. They point out that people choose, use, interweave and abandon various technologies in their own, lived efforts to improve their health. They found people were not changing their behaviour because of a technology, but were using technology because they wanted to change.
What people decide to track using consumer products, what trackers they decide to use, and how they use them over days, weeks, months and potentially lifetimes remains understudied. Studying individual, researcher supplied technology is somewhat at odds with the literature around personal informatics, which suggests that people can and should track various aspects of their lives. It is also somewhat at odds with what we already know about smartphone use. Barkhuus et al. [1] have pointed out that
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CHI 2014, April 26 - May 01 2014, Toronto, ON, Canada. Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-2473-1/14/04���$15.00 http://dx.doi.org/10.1145/2556288.2557039
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Understanding pracGces Personal tracking as lived informaGcs John Rooksby et al (CHI2014) This paper • Presents a study of users of
personal trackers (apps and wearables)
• Draws anenGon to different styles and purposes of tracking
• Draws anenGon to the ways in which people use mulGple trackers and switch over Gme
Snot, Sweat, Pain, Mud, and Snow - Performance and Experience in the Use of Sports Watches
1st Author Name Affiliation Address
e-mail address Optional phone number
2nd Author Name Affiliation Address
e-mail address Optional phone number
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ABSTRACT We have conducted interviews with ten elite and recreational athletes to understand their experiences and engagement with endurance sport and personal and wearable sports technology. In the interviews, athletes emphasized the experiential aspects of doing sports and the notion of feeling was repeatedly used to talk about their activities. The technology played both an instrumental role in measuring performance and feeding bio-data back to them, and an experiential role in supporting and confirming the sport experience. To guide further interaction design research in the sports domain, we suggest two interrelated ways of looking at sports performances and experiences, firstly through the notion of a measured sense of performance, and secondly as a lived-sense of performance.
Author Keywords Sports, experience, heart rate monitors, feeling.
ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
INTRODUCTION Measuring results as accurately as possible is the primary way of assessing performance in sports, and consequently an important driving force in the development of sports technology. Here, we attempt to expand what the notion of performance means in sports, and the implications this has for interaction design research.
Endurance sports such as running, cycling, triathlon, and cross-country skiing is currently growing remarkably. This is seen in increasing participation in races and organized training groups, and the development of new forms of mass races such as ultra-marathons, swim-run races over large
distances, and trail running. Hand in hand with this, a proliferation of mobile technologies dedicated to sports and exercise has emerged, such as watches, sensors, and apps. This technical and commercial development has brought increased attention of HCI to the domain of sports and novel ways of using technology in sports activities, examples include social sharing of heart-rate during cycling [33], interactive shirts for sharing running data [32], and novel feedback mechanisms for golfers [27], skiers [20], and runners [26]. So far, a significant part of the research in interactive sports technologies has been concerned with socio-motivational technologies [2, 22, 23], new forms of play [12, 15], gamification [5], bodily interaction [34], and explorations of technical challenges for wearable sports technologies [3, 4, 20, 37]. However, when it comes to supporting, enhancing or augmenting the sporting activities through deep engagement with the details of their execution, it turns out that less work has been reported. Counter-examples include [11, 18] which led to an innovative training device for advanced psychomotor skills in handball, Stienstra et al.’s. [33] work on sonification of speed skating motion; and Spelmezan’s [32] vibrational feedback for snowboarding instruction.
By drawing on a set of “in-depth interviews” with elite and recreational athletes, we map out key characteristics of athletes’ experiences and engagement in endurance sports, and technologies that support this in various ways such as sports watches and heart-rate monitors. For a large group of engaged athletes, there is a close connection between the experience of the sport and how it is performed, and sports is valued for a lot more than pure measurable performance. Moreover, it is not only goals and results that motivate athletes, but a rich flora of additional factors such as the reward from meeting various challenges, the ability to manage exertion and fatigue, and the sheer fun and enjoyment of running, skiing, and cycling. Reoccurring in our material was the notion of feeling, and the various roles it played in building instrumental and experiential aspects of the athletes’ performances. As put by one of our participants:
“.. and then you run ten kilometers and it feels like… well, did I run or am I going to run? I don’t feel the difference in my legs. That feeling is priceless in a way.” Karl
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Understanding pracGces Snot, Sweat, Pain, Mud and Snow – Performance and Experience in the Use of Sports Watches Jakob Tholander et al (CHI2015) This paper • Presents an interview study with
endurance athletes • Draws anenGon to feelings and
the roles they play in sport • Points out that trackers quanGfy
things that can be felt and therefore help understand feeling and represent feeling
Concealing or Revealing Mobile Medical Devices? Designing for Onstage and Offstage Presentation
Aisling Ann O’Kane UCL Interaction Centre
University College London London, United Kingdom
Yvonne Rogers UCL Interaction Centre
University College London London, United Kingdom
Ann Blandford UCL Interaction Centre
University College London London, United Kingdom [email protected]
ABSTRACT Adults with Type 1 Diabetes have choices regarding the technology they use to self-manage their chronic condition. They can use glucose meters, insulin pumps, smartphone apps, and other technologies to support their everyday care. However, little is known about how their social lives might influence what they adopt or how they use technologies. A multi-method study was conducted to examine contextual factors that influence their technology use. While individual differences play a large role in everyday use, social factors were also found to influence use. For example, people can hide their devices in uncertain social situations or show them off to achieve a purpose. We frame these social behaviours using Goffman’s theatre metaphor of onstage and offstage behaviour, and discuss how this kind of analysis can inform the design of future mobile medical devices for self-management of chronic conditions.
INTRODUCTION Type 1 Diabetes (T1D) is a serious chronic condition that can involve the use of various mobile medical devices to support everyday self-care, and people’s adoption and use of diabetes technologies can differ significantly as devices become individually appropriated [36]. The range of T1D technologies includes glucose meters, continuous glucose meters, insulin pumps, and mobile phone applications. As T1D devices are mobile and need to be used in various contexts, it is important to understand how user experience might influence how devices are used in practice.
T1D is an auto-immune chronic condition that is often associated with childhood onset [27], but people of all ages can be diagnosed with it. It involves the pancreas producing insufficient quantities of insulin, a hormone required for the regulation of blood glucose (BG), but the condition can be managed [21]. For T1D, careful self-management practices
are encouraged by medical practitioners: low BG levels (hypoglycemia, or ‘hypos’) can lead to immediate health concerns, including feeling physically ill or even falling unconscious, while excess levels of BG (hyperglycemia or ‘hypers’) can eventually culminate in complications, such as eye, foot, kidney, and heart disease. Personal management practices include calculating medication doses to inject based on factors such as personal situation (e.g. digested sugars and carbohydrates, exercise, sickness, and stress), temperature/weather, their current BG level, and past experience. Balancing BG levels with ingested glucose and injected insulin can control the condition, significantly reducing the impact on a person’s life.
Most diabetes care involves some form of self-management. This means people with diabetes are “more than passive recipients of medical expertise” [10]. Lutfey and Wishner [22] suggest that the term ‘compliance’ should not be used in efforts to improve self-management practices. Instead, they propose using ‘adherence’, which suggests appropriate autonomy in defining and following self-management plans for diabetes. However, people’s plans are not necessarily the same as the actions they take: actions are contingent on the unfolding context [39], which is relational, dynamic, occasioned, and arising from the on-going activity [9]. This is of particular relevance when looking at the self-management plans of people with T1D, where self-management occurs on a “daily basis within the context of the other goals, priorities, health issues, family demands, and other personal concerns that make up their lives” [10]. Self-management practices vary [37] but there is little research on how mobile T1D technologies are chosen to be used for everyday self-management and how everyday social life might influence practice.
To address this gap, we conducted three user studies that examined how T1D devices are adopted, carried, and used. We used contextual interviews, a diary study, and observation of a T1D group meet-up. In the data analysis reported here, we used Goffman’s theatre metaphor of how people present themselves to others. This conceptual framing provides insight into the nuanced ways adults with TID conceal or reveal the use of mobile self-management devices in social situations, which could benefit the design of future mobile self-management devices for chronic conditions.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. CHI 2015, April 18 - 23, 2015, Seoul, Republic of Korea Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04…$15.00 http://dx.doi.org/10.1145/2702123.2702453
Understanding pracGces Concealing or Revealing Mobile Medical Devices? Designing for Onstage and Offstage PresentaGon. Aisling O'Kane et al (CHI 2015) This paper • Explores the occasions in which
adults with type 1 diabetes conceal or reveal their technologies.
• Discusses how users seek to customise technologies to bener suit social situaGons
A Stage-Based Model of Personal Informatics Systems Ian Li
1, Anind Dey
1, and Jodi Forlizzi
1,2
1Human Computer Interaction Institute, 2School of Design Carnegie Mellon University, Pittsburgh, PA 15213
[email protected], {anind, forlizzi}@cs.cmu.edu
ABSTRACT
People strive to obtain self-knowledge. A class of systems
called personal informatics is appearing that help people
collect and reflect on personal information. However, there
is no comprehensive list of problems that users experience
using these systems, and no guidance for making these
systems more effective. To address this, we conducted
surveys and interviews with people who collect and reflect
on personal information. We derived a stage-based model
of personal informatics systems composed of five stages (preparation, collection, integration, reflection, and action)
and identified barriers in each of the stages. These stages
have four essential properties: barriers cascade to later
stages; they are iterative; they are user-driven and/or
system-driven; and they are uni-faceted or multi-faceted.
From these properties, we recommend that personal
informatics systems should 1) be designed in a holistic
manner across the stages; 2) allow iteration between stages;
3) apply an appropriate balance of automated technology
and user control within each stage to facilitate the user
experience; and 4) explore support for associating multiple
facets of people’s lives to enrich the value of systems.
Author Keywords
Personal informatics, collection, reflection, model, barriers
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
General Terms
Design, Human Factors
INTRODUCTION AND MOTIVATION
The importance of knowing oneself has been known since ancient times. Ancient Greeks who pilgrimaged to the
Temple of Apollo at Delphi to find answers were greeted
with the inscription “Gnothi seauton” or “Know thyself”.
To this day, people still strive to obtain self-knowledge.
One way to obtain self-knowledge is to collect information
about oneself—one’s behaviors, habits, and thoughts—and
reflect on them. Computers can facilitate this activity
because of advances in sensor technologies, ubiquity of
access to information brought by the Internet, and
improvements in visualizations. A class of systems called
personal informatics is appearing that help people collect
and reflect on personal information (e.g., Mint,
http://mint.com, for finance and Nike+, http://nikeplus.com,
for physical activity).
Personal informatics represents an interesting area of study in human-computer interaction. First, these systems help
people better understand their behavior. While many
technologies inform people about the world, personal
informatics systems inform people about themselves.
Second, people participate in both the collection of
behavioral information as well as the exploration and
understanding of the information. This poses demands on
users that need to be explored. Finally, we do not know all
the problems that people may experience with personal
informatics systems. We know that people want to get
information about themselves to reflect on, and that systems that support this activity need to be effective and simple to
use. Identifying problems that people experience in
collecting and making sense of personal information while
using such systems is critical for designing and developing
effective personal informatics.
To date, there is no comprehensive list of problems that
users experience using these systems. Toward this end, we
conducted surveys and interviews with people who collect
and reflect on personal information. From this, we derived a
model of personal informatics systems organized by stages,
which emphasizes the interdependence of the different parts
of personal informatics systems.
We provide three main contributions in this paper: 1) we
identify problems across personal informatics tools, 2) we
introduce and discuss a model that improves the diagnosis,
assessment, and prediction of problems in personal
informatics systems, and 3) we make recommendations
about how to improve existing systems and build new and
effective personal informatics systems.
In the next section, we provide a working definition of
personal informatics and review related literature. We
present the method and findings from our survey, and use
them to introduce a stage-based model of personal informatics systems. We describe the barriers encountered
in each stage and highlight opportunities for intervention
within each stage. We also compare and analyze existing
systems to demonstrate the use of the model for diagnosing
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CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA. Copyright 2010 ACM 978-1-60558-929-9/10/04....$10.00.
CriGcal perspecGves A stage based model of personal informaGcs systems Ian Li et al (CHI2010) This paper • Introduces and defines the field of
"Personal InformaGcs" • IdenGfies common problems
across personal informaGcs systems
• Introduces a model of personal informaGcs for systems designers
Problematising Upstream Technology through Speculative Design: The Case of Quantified Cats and Dogs
Shaun Lawson, Ben Kirman, Conor Linehan, Tom Feltwell, Lisa Hopkins Lincoln Social Computing Research Centre
University of Lincoln, UK {slawson, bkirman, clinehan, tfeltwell,
lhopkins} @ lincoln.ac.uk
ABSTRACT There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of ‘moving upstream’ to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology.
Author Keywords Personal informatics; critical design; design fiction; animal-computer interaction; the Quantified Dog.
ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
INTRODUCTION HCI, as a discipline, is increasingly concerned with the wider social and cultural implications of design practice [5, 6]. Dunne and Raby [14] argue that design as critique, through practices such as speculative design, can be valuable in the problematisation of technologies. They suggest that by “moving upstream and exploring ideas before they become products…designers can look into the
possible consequences of technological applications before they happen” [14]. This paper uses the perspectives of critical and speculative design in order to explore an area of near-future/upstream technology that is of substantial interest to both commercial developers and researchers – the “quantification of everything” via the deployment of technology that quantifies multiple aspects of our lives.
Consumers now have access to a plethora of interactive web and mobile apps, often coupled with sensors, which can facilitate the casual collection, aggregation, visualization and sharing of data about the self. As observed in [48], technology has been available to measure e.g. “sleep, exercise, sex food, mood, location, alertness, productivity and even spiritual wellbeing” for quite some time. Engagement with such self-tracking and monitoring is part of an inter-related set of practices variously labelled as personal informatics and the quantified-self. These labels emphasize that it is the self that is the object under scrutiny, however it is also apparent that consumers will soon have access to technology that can also track, measure, log and interpret the behaviour of not only the self but of the people and things that are important to them and that surround them in their everyday lives; this could, for instance, include their partners and children [35, 43], their elderly relatives [7], homes [12] and pets [16].
The deployment of quantifying technology has widely-claimed, and far-reaching, positive outcomes and benefits both for individuals and society [48, 25]. Indeed, the HCI and ubicomp communities continue to play a leading role in determining the direction of research in this area e.g. as is evidenced through a continuous rolling schedule of workshops such as [24, 31]. Through these workshops, and a growing body of published work, it is evident that there is sustained research interest, generally, in the technical, user-centred and privacy issues raised by the proliferation of personal tracking technology. However, there is limited existing research by the HCI, or indeed any, research community, that takes a more critical perspective on the design of tracking and quantifying technologies, and that, for instance, challenges the positivist assumptions about its longer term implications.
In this paper we present a case study that takes a critical approach towards the understanding of the implications of the increasing prevalence, and unquestioning acceptance, of
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CriGcal perspecGves ProblemaGsing upstream technology through speculaGve design: The case of quanGfied cats and dogs Shaun Lawson et al (CHI2015) This paper • Argues that we too readily accept
ideas around the quanGfied self and 'quanGfied everything'
• They use a design ficGon based approach to explore problems with "upstream technology" for quanGfying cats and dogs.
CriGcal perspecGves How to evaluate technologies for health behaviour change in HCI research Predrag Klasnja et al (CHI2011) This paper • Argues that the role of HCI cannot
be to demonstrate behaviour change, which requires large, long term studies (RCTs)
• Argues that evaluaGon of new technology should be field trials of designs linked to behavioural change strategies
How to Evaluate Technologies for Health Behavior Change in HCI Research
Predrag Klasnja1, Sunny Consolvo3, & Wanda Pratt1,2 1Information School & DUB group
University of Washington Seattle, WA 98195, USA
2Biomedical & Health Informatics University of Washington Seattle, WA 98195, USA
3Intel Labs Seattle Seattle, WA 98105, USA
ABSTRACT New technologies for encouraging physical activity, healthy diet, and other types of health behavior change now frequently appear in the HCI literature. Yet, how such technologies should be evaluated within the context of HCI research remains unclear. In this paper, we argue that the obvious answer to this question—that evaluations should assess whether a technology brought about the intended change in behavior—is too limited. We propose that demonstrating behavior change is often infeasible as well as unnecessary for a meaningful contribution to HCI research, especially when in the early stages of design or when evaluating novel technologies. As an alternative, we suggest that HCI contributions should focus on efficacy evaluations that are tailored to the specific behavior-change intervention strategies (e.g., self-monitoring, conditioning) embodied in the system and studies that help gain a deep understanding of people’s experiences with the technology.
Author Keywords Evaluation methods, behavior change, health informatics, user studies.
ACM Classification Keywords H5.2 Information interfaces and presentation (e.g., HCI): User interfaces (Evaluation/Methodology). J.3 Life and Medical Sciences: Medical information systems.
General Terms Experimentation, measurement.
INTRODUCTION In the last several years, there has been an explosion of HCI research on technologies for supporting health behavior change. HCI researchers have developed systems for encouraging physical activity [2,7,8,24], healthy diet [12,17,23], glycemic control in diabetes [26,39], and self-regulation of emotions [31]. Work in this area is rapidly becoming a staple at many of the field’s preeminent
publishing venues.
This work has the potential to make a meaningful impact on society. The prevalence of chronic diseases such as diabetes, obesity, and coronary heart disease continue to rise and are now responsible for over 70% of U.S. healthcare expenditures [20]. Some of the most important risk factors for these conditions are behavioral, including smoking, physical inactivity, excessive food intake, and diets heavy in trans fats. A successful change in these behaviors is a fundamental aspect of both prevention and effective management of chronic conditions, as well as an important contributor to health and wellbeing more broadly. Due to their low cost, high penetration, and integration in people’s everyday lives, technologies such as mobile phones, web applications, and social networking tools hold great promise for supporting individuals as they strive to adopt and sustain health-promoting behaviors. HCI research can significantly contribute to the design of innovative and effective tools that help people in these efforts.
However, as HCI researchers increasingly engage in the design of systems for health behavior change, an important question arises: how should interventions for health behavior change be evaluated within the context of HCI research? The question is twofold. First, what types of evaluations are appropriate and useful for systems that HCI researchers in this area are developing? And second, how should the research output of this work—primarily in the form of publications—be evaluated? These questions are key, we believe, to moving this area of HCI forward, and their careful consideration should aid both researchers and reviewers working in this area.
In this paper, we argue that the obvious answer to these questions—namely, that the goal of an evaluation of a technology for health behavior change should be to show that the technology brought about the intended change in behavior—is too limited. We argue that behavior change in the traditional clinical sense is not the right metric for evaluating early stage technologies that are developed in the context of HCI research. However, a narrower notion of efficacy, one that tailors outcome measures to the particular intervention strategies a technology employs, can enable HCI researchers to test whether their systems are doing what they are intended to do even at early stages of development. Just as importantly, qualitative studies that
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Summary • In this lecture I have – Given examples of self tracking technology and applicaGons
– Given a brief history of tracking, poinGng out that it is not a new area
• Discussed the relaGonship of tracking with – Mobile health – Health behaviour change
• Illustrated the role of HCI with a selecGon of papers from CHI (the main annual HCI conference)
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encourage physical acGvity. Proceedings of ACM CHI 2006, 457-‐466. 2. Consolvo, S., McDonald, D., Toscos, T., et al (2008) AcGvity sensing in the wild: A field trial of
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Images Apple watch – apple.com MyFitnessPal app – myfitnesspal.com Withings scales – withings.com Moodnotes app – Ustwo.com Diabetes devices -‐ hnp://news.utoronto.ca/meet-‐bant-‐diabetes-‐iphone-‐app Argus app – azumio.com Digital stress – from Simm et al 2014. Manpo-‐Meter – hnp://www.yamasa-‐tokei.co.jp/ Penny scales – from Crawford et al 2015. Mobile health taxonomy – from Olla & Shimskey 2014.