THEORY DRIVEN DESIGN STRATEGIES FOR TECHNOLOGIES THAT SUPPORT BEHAVIOR CHANGE IN EVERYDAY LIFE
Presenter: Mahbubur Rahman
Sunny Consolvo, et al.
CHI 2009
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Introduction
People want to be fit and healthy Physical inactivity and poor eating
habits lead to serious health problems Technologies help people change their
lifestyle to adopt healthy behaviors Persuasive technology
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Research Question Use concepts from behavioral and
social psychological theories
Shape an understanding of how to design technology to support behavior change While supporting fundamental social
needs.
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Research Goals Propose design strategies for
persuasive technologies that specifically account for the
individual’s social world
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Behavior Change Theory Goal-Setting Theory
How individual responds to different types of goals
Goals should be challenging, but realistic
It should be easy to monitor progress
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Behavior Change Theory Trans-Theoretical Model (TTM)
Precontemplation – no intention to change
Contemplation – seriously considering change
Preparation – intend to take action Action – performed desired behaviors Maintenance – consistently performed
the desired behaviors for 6+ months
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Design Strategies (Persuasive Technology)
Abstract and Reflective Unobtrusive Public Aesthetic Positive Controllable Historical Comprehensive
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User StudiesValidate design strategy by iterative studies
1.Survey
2.3-week field study
3.3-months field study
Three study conditions:
1.Full system
2.No garden
3.No MSP
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Key Results Abstract & Reflective
Wall paper of the phone is an abstraction of reflection. Thought about activities and commitment more than
usual Unobtrusive and Public
No user refrained from using it in public Participants sometimes took of MSP to avoid
distraction
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Key Results Aesthetic
Garden display was motivating and attractive Receiving flowers and butterflies means goal
achieved Positive
Flowers are positive representation of activity Gentle reminder without punishment
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Key Results Controllable
Essential that participants can actively control the data Correct mistakes of MSP
Trending / Historical Trend over three months
Comprehensive 1853 activities performed in 3-month study 35-40% of them automatically inferred by MSP
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Summary This work explores design strategies for
persuasive technology Two specific contributions
Proposed a set of design strategies for behavior change
Implemented design strategies to motivate physical activity
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