Parisa Eslambolchilar edited Social sharing and team working .tex  over 10 years ago

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Foster et al. \cite{Fosteretal10} included the social sharing feature in Step Marton, a Facebook app, to create social and competitive context for daily pedometer readings in order to motivate physical activity at the workplace. They studied two versions of the app (social vs. individual) with 10 nurses (1 male) over a period of 21 days and claimed that the total number of steps taken was significantly higher when participants used the social condition ($Z= -2.5, N=10, p=0.013$).   Unlike games such as Fish’n’Steps \cite{Linetal06} where the competition is explicitly introduced, Houston \cite{Consolvoetal06} and Chick-Clique \cite{ToscosFaber06} users do not explicitly compete with one another but can view and comment on the progress of their peers. During a three-week evaluation of Houston with young female friends (N=13) Consolvo et al. claimed that the sharing groups were significantly more likely to meet their goal ($t=2.60, p < 0.05$). They also reported that average daily step counts increased from the baseline week to the two weeks for seven participants in social sharing groups with goal sharing: daily averages exhibited increases from between 5\% to 61\% extra steps (median increase: 30\%); the average daily step count increased from 180 to 4,587 steps/day (median: 2,234). Shakra \cite{Andersonetal07} tracks the daily exercise activities of people, using an Artificial Neural Network (ANN) to classify different activities throughout the day. In a short-term study (10 days) of the prototype that shared activity information amongst groups of friends and or co-workers (an average of three people in three groups), Anderson et al. reported that awareness encouraged reflection on, and increased motivation for, daily activity. In Chick-Clique \cite{ToscosFaber06} the step counts of teenage girls were recorded by pedometers and automatically transmitted to peers' and friends’ PDAs for sharing. Some teenagers participated in this study expressed concern with regards to negative effects of competition i.e. excessive exercise damaging their friendship. However, some said that it helped them to become more comfortable about talking about exercise with their friends.  Although there are many examples in the HCI literature which have included social sharing to promote physical activity behaviour change, the effectiveness of this method is unconvincing. For example, the relatively short but big sample size in the bActive study did not find any evidence to suggest that social norms are an essential component of such an app; instead the study found that the impact of feedback limited to individual performance exhibited no significant difference to that of feedback that also included social data. The relatively short data collection periods and small sample size utilized raise questions about the claims made for Step Marton, Houston and Chick-Clique. Moreover, given the lack of precision both in terms of assessing baseline levels and the limited time period over which Houston study data were collected raises doubts over the efficacy of the conclusions drawn, and the sustainability of the changes observed. As with the Shakra pilot study Anderson et al. only observed some encouragement among ‘buddies’ and, in some cases, strong competition but they did not do and or report any quantitative or qualitative analysis on physical activity measures.