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Kelly Mackintosh edited Goal setting.tex
over 10 years ago
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Feedback in Chick-Clique was presented to users in the form of text messages, whereas Houston, Fish’n’Steps and UbiFit Garden provided visual feedback to the users when daily goals were achieved. Feedback varied and ranged in complexity from an asterisk annotation in Houston to the development of animated characters in Fish`n’Steps. The motivation behind the development of a character goes beyond the straightforward mechanism of feedback, aiming to cultivate “a strong internal locus of control through care of pet or plants”. In the case of UbiFit Garden the individual’s level of physical activity was reflected in the “liveliness” of a garden environment visualised on the individual’s mobile phone screen.
Other researchers have started to investigate the potential for the use of ambient persuasion, in which visual feedback about physical activity levels is presented
peripherally – e.g. peripherally, such as through an augmented mirror\footnote{A technology that uses a one-way mirror to achieve an intuitive augmented reality environment} \cite{FujinamiRiekki08} or using tablet-based information visualisation methods \cite{fan2012}. In all the technologies reviewed in this paper, feedback either through a visual or a music/haptic display has been present and has shaped a significant part of the choice architecture depending on the negative or positive nature of the feedback. In the other hand, goal-setting is rarely used as a standalone motivational tool. More commonly, it is framed within the context of games \cite{Ahtinenetal10,Berkovskyetal09a,Gasseretal06,Linetal06} or social awareness applications \cite{Consolvoetal06,Toscosetal08} that explicitly introduce aspects of teamwork, competition and social facilitation into the process of behavioural change.