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Quantified Self for 
Personal Health 
Presentation by Anne Everars 
4 september 2014 
Promotor: Prof. Erik Duval 
Assessors: Dr. ir. Davy Preuveneers and Ir. José Luis Santos 
Assistents: Ir. Robin De Croon and Dr. Joris Klerkx 
1
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
2
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
3
- Quantified self, self knowledge through numbers. http://quantifiedself.com/ 
- SWAN, Melanie. The quantified self: Fundamental disruption in big data science and biological discovery. Big Data, 2013, 1.2: 85-99. 
- SWAN, Melanie. Sensor mania! the internet of things, wearable computing, objective metrics, and the quantified self 2.0. Journal of 
Sensor and Actuator Networks, 2012, 1.3: 217-253. 4
Personal health 
➲ Focus on a healthy lifestyle 
➲ Focus on self-care strategies 
~ balance exercise behavior and nutritional intake 
! 
! 
! 
http://t0.gstatic.com/images?q=tbn:ANd9GcQhuS-OwHGRuWrGYqxbMr3eME7i54JbgO0JqaYafp-bg0d0Qnln-g 
Overweight & obesity mainly due to: 
- Sedentary lifestyle 
- Overconsumption (of foods) 
National voedings- en gezondheidsplan voor België. 
http://www.health.belgium.be/eportal/Myhealth/Healthylife/Food/index.htm#.Umu0gZROokR. 2005 - 2010. 
5
Research question 
! 
Gain better lifestyle ➲ lose weight 
• Easy adding of elements 
• Motivation via gamification and social network 
How? 
- SIX, Bethany L., et al. Evidence-based development of a mobile telephone food record. Journal of the American Dietetic Association, 
2010, 110.1: 74-79. 
- STEVENS, Susan Hunt. How gamification and behavior science can drive social change one employee at a time. In: Design, User 
Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. Springer Berlin Heidelberg, 2013. 
p. 597-601. 
- HWANG, Kevin O., et al. Social support in an Internet weight loss community. International journal of medical informatics, 2010, 79.1: 
5-13. 6
Target users 
• People with that want/need to lose weight 
• From different age categories and social groups 
7
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
8
Criteria for comparison 
1. Food registration 
2. Activity registration 
3. Setting goals 
4. Gamification & 
rewards 
5. Reports 
6. Login options 
7. Social character 
8. Availability 
(platform, online/ 
offline, languages) 
9. Price 
https://annespersonalhealth.wordpress.com/2013/10/14/criteria-for-comparing-existing-applications/ 
9
Compared applications 
Calories 2 Perfect Diet 
https://annespersonalhealth.wordpress.com/category/review/ 
Tracker 
Weight 
Watchers 
Mobile 
Calorie Counter 
by FatSecret 
10
Calories 2 
Perfect 
Diet 
Tracker 
Weight 
Watchers 
Mobile 
MyFitness 
Pal 
Calorie 
Counter 
Food registration 
Own recipes 
Activity registration 
Setting goals 
Gamification 
Rewards 
Progress tracking 
Login 
Social network 
Friendnetwork 
Available offline 
Platform OS X, iOS 
OS X, 
Windows, 
Linux 
All Mobile 
iOS, 
Android 
Languages Limited English Many English Many 
Price Free Payed Payed Free Free 
11
Conclusion 
• Food and activities always considered together 
• Best : Dutch database 
• Little automation (mostly only barcode scanners) 
• Setting goals & reports = important 
challenges = nice 
! metabolic resting state (e.g. CalorieCounter) 
! pop-ups 
12
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
13
Design criteria 
• Consistency 
• Simplicity 
• Maintaining a caloric diary 
• Setting goals 
• Gamification 
• Social character 
- RUBIN, Jeffrey; CHISNELL, Dana. Handbook of usability testing: howto plan, design, and conduct effective tests. John Wiley & Sons, 
2008. 
- KARAT, John, et al. HUMAN-COMPUTER INTERACTION SERIES VOLUME 8. 2005. 
- HELSEL, Diane L.; JAKICIC, John M.; OTTO, Amy D. Comparison of techniques for self-monitoring eating and exercise behaviors on 
weight loss in a correspondence-based intervention. Journal of the American Dietetic Association, 2007, 107.10: 1807-1810. 
- CHOE, Eun Kyoung, et al. Understanding quantified-selfers' practices in collecting and exploring personal data. In: Proceedings of the 
32nd annual ACM conference on Human factors in computing systems. ACM, 2014. p. 1143-1152. 
14
Platform selection 
➲ iPad! 
• Reasonably mobile and carried along 
• Screen sufficiently large 
• Network connection (+ other sensors) 
CONNELLY, Kay H., et al. Mobile applications that empower people to monitor their personal health. e & i Elektrotechnik und 
Informationstechnik, 2006, 123.4: 124-128. 
15
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
16
First prototype 
https://annespersonalhealth.wordpress.com/2013/11/20/prototype-current-status/ 
17
Evaluation first prototype 
= via EXPERTEVALUATIE 
18
Evaluation - remarks 
19
Evaluation - remarks 
20
Evaluation - remarks 
21
Evaluation - remarks 
22
Evaluation - remarks 
23
And then …. 
24
Second prototype 
25
Second prototype 
26
Second prototype 
27
Second prototype 
28
Second prototype 
29
Evaluation - methodology 
1. Short introduction 
2. Initial questionnaire 
➲ personal questions 
3. Think-aloud user test 
4. SUS-questionnaire 
BROOKE, John. SUS-A quick and dirty usability scale. Usability evaluation in industry, 1996, 189: 194. 
30
Evaluation 
• 7 users 21 - 25 years old 
• 4/7 with overweight 
31
Evaluation - results 
• Adding item(s) seems hard (3/7) 
• Consistency between food diary and activity logbook 
(7/7) 
• Entering data in report view is counterintuitive (2/7) 
• Many users (5/7) liked the option of challenging friends 
inside the application 
• Some users (2/7) would have liked the option to have 
more than one goal; or to not have to focus on weight 
changes. 
32
Evaluation - results 
SUS - score : 81 
http://www.humanfactors.com/images/newsletters/2010/jan/SUS4.jpg 
33
Evaluation - results 
SUS - score : 81 
34
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
35
Database selection 
• (American) English databases 
➲ many available: 
- FatSecret API 
- ItemMaster API 
- Esha API 
- CalorieKing 
- Myfitnesspal 
• Nubel & NEVO 
• Open Food Facts (http://be-en.openfoodfacts.org/) 
36
Design 
37
Design 
https://parse.com/ 38
To the digital prototype 
39
First digital prototype 
Adding item(s) seems hard 
➲ issue with paper prototype? 
➲ Work in progress 
40
First digital prototype 
Entering data in report view is counterintuitive 
41
First digital prototype 
Users want to define more than one goal 
42
Evaluation - methodology 
1. Short introduction 
2. Initial questionnaire 
➲ personal questions 
3. Think-aloud user test 
4. SUS-questionnaire 
43
Evaluation 
• 5 users 21 - 25 years old 
• 3/5 with overweight 
• Focus on usability-issues 
44
Evaluation - results 
45
Evaluation - results 
• Adding item(s) seems hard (4/7) 
• ‘Vooruitgang’ is a better name (3/7) 
• Some users (2/7) forget to indicate a moment when 
adding food items 
• One user would like to have a better progress 
visualization in the images from the food triangle 
• One user indicated that it is not possible to see the 
contribution of a food item 
46
Evaluation - results 
SUS - score : 90,5 
47
Evaluation - results 
SUS - score : 90,5 
48
Second digital prototype 
Users forget to indicate a moment 
! 
! 
! 
! 
49
Second digital prototype 
Progress in food triangle elements 
! 
! 
! 
! 
50
Second digital prototype 
Contribution of an added item? 
! 
! 
! 
! 
51
Second digital prototype 
52
Second digital prototype 
53
Evaluation - methodology 
1. Short introduction 
2. Initial questionnaire 
➲ personal questions 
3. Think-aloud user test 
4. SUS-questionnaire 
Due to lack of time: focus on usability 
54
Evaluation 
• 11 users 21 - 58 years old 
• 7/11 with overweight 
• 9/11 want to lose weight 
55
Evaluation - results 
Relative importance of the features 
! 
! 
! 
! 
56
Evaluation - results 
Score (1= not important, 10= very important) of 
social features 
! 
! 
! 
57
Evaluation - results 
1. Make an account 
2. Add food item 
3. Log off 
4. Add activity 
5. Look at badges 
6. Register weight &BMI 
7. Tips 
8. Change goal 
9. Personal settings 
10.Register waist circumference & ABSI 
11.Challenges 
12.Setting notifications 
13.Caloric monitor 
58
Evaluation - results 
1. Make an account 
2. Add food item 
3. Log off 
4. Add activity 
5. Look at badges 
6. Register weight &BMI 
7. Tips 
8. Change goal 
9. Personal settings 
10.Register waist circumference & ABSI 
11.Challenges 
12.Setting notifications 
13.Caloric monitor 
59
Evaluation - results 
SUS - score :79,5 
60
Evaluation - results 
SUS - score : 79,5 
61
Content 
• About the topic 
• Literature study 
• Design 
• Low-fidelity prototypes 
• High-fidelity prototypes 
• Conclusion 
62
Remember: 
research question 
! 
Gain better lifestyle ➲ lose weight 
• Easy adding of elements 
• Motivation via gamification and social network 
How? 
63
Conclusion 
• Design overall received a good score 
(e.g. SUS scale) 
• Items should be added efficiently & simple 
• Feedback are useful 
➲ visual tools can help 
• Gamification is not perceived as essential 
• Social elements appear less relevant 
64
Questions? 
65

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Vittles - Quantified Self for Personal Health

  • 1. Quantified Self for Personal Health Presentation by Anne Everars 4 september 2014 Promotor: Prof. Erik Duval Assessors: Dr. ir. Davy Preuveneers and Ir. José Luis Santos Assistents: Ir. Robin De Croon and Dr. Joris Klerkx 1
  • 2. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 2
  • 3. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 3
  • 4. - Quantified self, self knowledge through numbers. http://quantifiedself.com/ - SWAN, Melanie. The quantified self: Fundamental disruption in big data science and biological discovery. Big Data, 2013, 1.2: 85-99. - SWAN, Melanie. Sensor mania! the internet of things, wearable computing, objective metrics, and the quantified self 2.0. Journal of Sensor and Actuator Networks, 2012, 1.3: 217-253. 4
  • 5. Personal health ➲ Focus on a healthy lifestyle ➲ Focus on self-care strategies ~ balance exercise behavior and nutritional intake ! ! ! http://t0.gstatic.com/images?q=tbn:ANd9GcQhuS-OwHGRuWrGYqxbMr3eME7i54JbgO0JqaYafp-bg0d0Qnln-g Overweight & obesity mainly due to: - Sedentary lifestyle - Overconsumption (of foods) National voedings- en gezondheidsplan voor België. http://www.health.belgium.be/eportal/Myhealth/Healthylife/Food/index.htm#.Umu0gZROokR. 2005 - 2010. 5
  • 6. Research question ! Gain better lifestyle ➲ lose weight • Easy adding of elements • Motivation via gamification and social network How? - SIX, Bethany L., et al. Evidence-based development of a mobile telephone food record. Journal of the American Dietetic Association, 2010, 110.1: 74-79. - STEVENS, Susan Hunt. How gamification and behavior science can drive social change one employee at a time. In: Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. Springer Berlin Heidelberg, 2013. p. 597-601. - HWANG, Kevin O., et al. Social support in an Internet weight loss community. International journal of medical informatics, 2010, 79.1: 5-13. 6
  • 7. Target users • People with that want/need to lose weight • From different age categories and social groups 7
  • 8. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 8
  • 9. Criteria for comparison 1. Food registration 2. Activity registration 3. Setting goals 4. Gamification & rewards 5. Reports 6. Login options 7. Social character 8. Availability (platform, online/ offline, languages) 9. Price https://annespersonalhealth.wordpress.com/2013/10/14/criteria-for-comparing-existing-applications/ 9
  • 10. Compared applications Calories 2 Perfect Diet https://annespersonalhealth.wordpress.com/category/review/ Tracker Weight Watchers Mobile Calorie Counter by FatSecret 10
  • 11. Calories 2 Perfect Diet Tracker Weight Watchers Mobile MyFitness Pal Calorie Counter Food registration Own recipes Activity registration Setting goals Gamification Rewards Progress tracking Login Social network Friendnetwork Available offline Platform OS X, iOS OS X, Windows, Linux All Mobile iOS, Android Languages Limited English Many English Many Price Free Payed Payed Free Free 11
  • 12. Conclusion • Food and activities always considered together • Best : Dutch database • Little automation (mostly only barcode scanners) • Setting goals & reports = important challenges = nice ! metabolic resting state (e.g. CalorieCounter) ! pop-ups 12
  • 13. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 13
  • 14. Design criteria • Consistency • Simplicity • Maintaining a caloric diary • Setting goals • Gamification • Social character - RUBIN, Jeffrey; CHISNELL, Dana. Handbook of usability testing: howto plan, design, and conduct effective tests. John Wiley & Sons, 2008. - KARAT, John, et al. HUMAN-COMPUTER INTERACTION SERIES VOLUME 8. 2005. - HELSEL, Diane L.; JAKICIC, John M.; OTTO, Amy D. Comparison of techniques for self-monitoring eating and exercise behaviors on weight loss in a correspondence-based intervention. Journal of the American Dietetic Association, 2007, 107.10: 1807-1810. - CHOE, Eun Kyoung, et al. Understanding quantified-selfers' practices in collecting and exploring personal data. In: Proceedings of the 32nd annual ACM conference on Human factors in computing systems. ACM, 2014. p. 1143-1152. 14
  • 15. Platform selection ➲ iPad! • Reasonably mobile and carried along • Screen sufficiently large • Network connection (+ other sensors) CONNELLY, Kay H., et al. Mobile applications that empower people to monitor their personal health. e & i Elektrotechnik und Informationstechnik, 2006, 123.4: 124-128. 15
  • 16. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 16
  • 18. Evaluation first prototype = via EXPERTEVALUATIE 18
  • 30. Evaluation - methodology 1. Short introduction 2. Initial questionnaire ➲ personal questions 3. Think-aloud user test 4. SUS-questionnaire BROOKE, John. SUS-A quick and dirty usability scale. Usability evaluation in industry, 1996, 189: 194. 30
  • 31. Evaluation • 7 users 21 - 25 years old • 4/7 with overweight 31
  • 32. Evaluation - results • Adding item(s) seems hard (3/7) • Consistency between food diary and activity logbook (7/7) • Entering data in report view is counterintuitive (2/7) • Many users (5/7) liked the option of challenging friends inside the application • Some users (2/7) would have liked the option to have more than one goal; or to not have to focus on weight changes. 32
  • 33. Evaluation - results SUS - score : 81 http://www.humanfactors.com/images/newsletters/2010/jan/SUS4.jpg 33
  • 34. Evaluation - results SUS - score : 81 34
  • 35. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 35
  • 36. Database selection • (American) English databases ➲ many available: - FatSecret API - ItemMaster API - Esha API - CalorieKing - Myfitnesspal • Nubel & NEVO • Open Food Facts (http://be-en.openfoodfacts.org/) 36
  • 39. To the digital prototype 39
  • 40. First digital prototype Adding item(s) seems hard ➲ issue with paper prototype? ➲ Work in progress 40
  • 41. First digital prototype Entering data in report view is counterintuitive 41
  • 42. First digital prototype Users want to define more than one goal 42
  • 43. Evaluation - methodology 1. Short introduction 2. Initial questionnaire ➲ personal questions 3. Think-aloud user test 4. SUS-questionnaire 43
  • 44. Evaluation • 5 users 21 - 25 years old • 3/5 with overweight • Focus on usability-issues 44
  • 46. Evaluation - results • Adding item(s) seems hard (4/7) • ‘Vooruitgang’ is a better name (3/7) • Some users (2/7) forget to indicate a moment when adding food items • One user would like to have a better progress visualization in the images from the food triangle • One user indicated that it is not possible to see the contribution of a food item 46
  • 47. Evaluation - results SUS - score : 90,5 47
  • 48. Evaluation - results SUS - score : 90,5 48
  • 49. Second digital prototype Users forget to indicate a moment ! ! ! ! 49
  • 50. Second digital prototype Progress in food triangle elements ! ! ! ! 50
  • 51. Second digital prototype Contribution of an added item? ! ! ! ! 51
  • 54. Evaluation - methodology 1. Short introduction 2. Initial questionnaire ➲ personal questions 3. Think-aloud user test 4. SUS-questionnaire Due to lack of time: focus on usability 54
  • 55. Evaluation • 11 users 21 - 58 years old • 7/11 with overweight • 9/11 want to lose weight 55
  • 56. Evaluation - results Relative importance of the features ! ! ! ! 56
  • 57. Evaluation - results Score (1= not important, 10= very important) of social features ! ! ! 57
  • 58. Evaluation - results 1. Make an account 2. Add food item 3. Log off 4. Add activity 5. Look at badges 6. Register weight &BMI 7. Tips 8. Change goal 9. Personal settings 10.Register waist circumference & ABSI 11.Challenges 12.Setting notifications 13.Caloric monitor 58
  • 59. Evaluation - results 1. Make an account 2. Add food item 3. Log off 4. Add activity 5. Look at badges 6. Register weight &BMI 7. Tips 8. Change goal 9. Personal settings 10.Register waist circumference & ABSI 11.Challenges 12.Setting notifications 13.Caloric monitor 59
  • 60. Evaluation - results SUS - score :79,5 60
  • 61. Evaluation - results SUS - score : 79,5 61
  • 62. Content • About the topic • Literature study • Design • Low-fidelity prototypes • High-fidelity prototypes • Conclusion 62
  • 63. Remember: research question ! Gain better lifestyle ➲ lose weight • Easy adding of elements • Motivation via gamification and social network How? 63
  • 64. Conclusion • Design overall received a good score (e.g. SUS scale) • Items should be added efficiently & simple • Feedback are useful ➲ visual tools can help • Gamification is not perceived as essential • Social elements appear less relevant 64