Parisa Eslambolchilar edited method1.tex  over 10 years ago

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Secondly, children get the reward of seeing their activity data without having to make any initial effort or to remember to switch the recording function or the display on and off; they put on the Fitbit and the ambient display is part of their study environment.   A third difference concerns goal-setting. Formal goal-setting, training and coaching are replaced in Mission Possible by team-generated methods to complete the missions. These result from users’ engagement with the information in the ambient displays of their team vs the other teams. As a result, rather than feeling that they are engaging in a formalised exercise program (e.g. physical education), children are allowed to respond to this information in whatever way they wish. As argued by Thaler and Sunstein \cite{ThalerSunstein08}, behavioural feedback forms part of the choice architecture that nudges behaviour. In this case, thebActive  feedback from the ambient display  nudges users children  to walk more. The only action required of them is that they occasionally bring be little bit more active than a day before; having  the app to LED display right at  the foreground by clicking on front of  the bActive icon (see Figure 1); and this is subtly prompted by classroom allows them to occasionally glance at  the presence performance  of the bActive icon on the phone screen. day.  The fourth difference concerns gender. the structure of the social interaction.  Almost all of the work reviewed in Section 2 the social sharing section  focused onfemale participants. However, as reported in the Houston study female  participants found the pedometer and phone difficult remotely contributing  to wear with many female outfits because there was not always their team's goal. For example, Into, Fish'n'Steps, Houston, Shakra and Chick-Clique individual members of teams have  a convenient place to clip the pedometer. There is physical activity monitoring device, set goals as  an abundance of research in the socio-medical literature relating individual or a team and work toward those goals remotely through a digital medium (no face  to gender face interaction with team members happens). Mission Possible breaks away this individualistic digital bubble phenomenon \footnote{Also called Mindless Technology by Professor Yvonne Roger's keynote speech at INTERACT 2013 \url{http://www.interact2013.org/Keynotes}}  and weight management [Prenelletal08]. Apps have been developed specifically for female users [Consolvoetal06; ToscosFaber06; Toscosetal08], yet few studies have been done allows children through shared Fitbits and display,  to explore the effects on men be more creative, playful and thoughtful  of physical activity behaviour change technologies. bActive is the first app reported in the HCI literature to do so. each other.  Although it differs from other apps UbiComp technologies  in the respects listed, bActive Mission Possible  shares with them the desire to be interesting and fun to use. To this end, bActive Mission Possible  draws on the experiences and lessons of other apps. Learning from Fish’n’Steps and UbiFit Garden, it uses non-literal, light-hearted visual representations of behaviour. systems.  Italso provides trending information (as in Fish’n'Steps, UbiFit Garden, Into, Shakra, and Houston);  gives positive reinforcement (learning from the success of UbiFit Garden and Houston and from the problems experienced by Fish’n'Steps) and, like Fish’n'Steps); similar to  Houston, Chick Clique, UbiFit Garden, Into and Shakra, provides opportunities for users teams  to reflect on theirown  activity. Finally, like the social gaming and social data sharing features of Fish’n’Steps, Houston, Chick-Clique, Shakra and Into, the social norms information within bActive Mission Possible  is designed not only to prompt increased walking, but also to encourage engagement with the feedback i.e. the displays of their own team  and others’ activity levels. \subsection{Design and methodology}