Wednesday, September 3, 2014

Overview of Annotated Bibliography's

Synthesising some of the key points that each group member had based on the annotated bibliography's they submitted during Week 5.

Theme: Routine & Maintenance of Physical Activity

  • Ambient displays (i.e. using colour and greys to remind people to take their medicine); Study noted that the displays needed to always be there for the routine to work (i.e. did not create a new habit, something about having the objects there that increased punctuality of medicine-taking)
  • Role of self-efficacy, or self-belief in maintaining a sense or routine (not just blindly following something because it is something to do)
  • Different strategies (theory-driven design) for lifestyle behaviour change technologies: technology should be abstract and reflective, unobtrusive, public, aesthetic, use the concept of positive reinforcement, be controllable, be trending/historical (uses past behaviour as it relates to their goals), be comprehensive.
  • Unobtrusive monitoring/tracking technologies: Helping older adults keep track of subtle changes in livelihood they experience (but don't notice) as they get older.
  • Gamification and behaviour change: making applications that are more fun and social; including game elements. Downside: people making it all about the game (e.g. a participant continuing to push a button every time they had taken a pill even when they haven't done so on time just to stay ahead in the game). Not applicable for every type of activity.
  • Using abstract ambient installations for behaviour change: abstract installation registered below the level of conscious thought; people didn't say that they changed their behaviour, but data derived from monitoring their physical movements indicated that they had.
  • Study on existing fitness wearables (Fitbit etc): participants were more interested in getting credit for their activities than actually doing the activity themselves (i.e. representations of their activities as recorded on devices). Also explored the social aspect: most people tended to prefer interacting towards online communities built around strangers who also owned devices (opposed to family members).
  • Quantitative data used to map particular daily activities to varying levels of life satisfaction. Work, sleep, leisure & regularities in daily activities. 
(Consolvo & McDonald, 2009) 'Theory-driven design strategies for technologies that support behavior change in everyday life.'

(Rogers et al. 2010) 'Ambient Influence: Can Twinkly Lights Lure and Abstract Representations Trigger Behavioural Change?'




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