Designing Ambient Narrative-Based Interfaces to Reflect and Motivate Physical Activity
Author(s) -
Elizabeth L. Murnane,
Xin Jiang,
Anna Kong,
Michelle Park,
Weili Shi,
Connor Soohoo,
Luke Vink,
Iris Xia,
Xin Yu,
John Yang-Sammataro,
Grace Young,
Jenny Zhi,
Paula M. L. Moya,
James A. Landay
Publication year - 2020
Publication title -
pubmed central
Language(s) - English
Resource type - Conference proceedings
ISBN - 978-1-4503-6708-0
DOI - 10.1145/3313831.3376478
Subject(s) - narrative , harm , computer science , human–computer interaction , interface (matter) , process (computing) , physical activity , data science , psychology , internet privacy , social psychology , philosophy , linguistics , medicine , bubble , maximum bubble pressure method , parallel computing , physical medicine and rehabilitation , operating system
Numerous technologies now exist for promoting more active lifestyles. However, while quantitative data representations (e.g., charts, graphs, and statistical reports) typify most health tools, growing evidence suggests such feedback can not only fail to motivate behavior but may also harm self-integrity and fuel negative mindsets about exercise. Our research seeks to devise alternative, more qualitative schemes for encoding personal information. In particular, this paper explores the design of data-driven narratives, given the intuitive and persuasive power of stories. We present WhoIsZuki, a smartphone application that visualizes physical activities and goals as components of a multi-chapter quest, where the main character's progress is tied to the user's. We report on our design process involving online surveys, in-lab studies, and in-the-wild deployments, aimed at refining the interface and the narrative and gaining a deep understanding of people's experiences with this type of feedback. From these insights, we contribute recommendations to guide future development of narrative-based applications for motivating healthy behavior.
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