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Parisa Eslambolchilar edited method1.tex
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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, the
bActive 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 on
female 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. It
also 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 their
own 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}