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Self	
  Tracking	
  and	
  Digital	
  Health	
  
John	
  Rooksby	
  
john.rooksby@glasgow.ac.uk	
  
In	
  this	
  lecture	
  
•  Self	
  tracking	
  	
  	
  
– examples	
  
•  A	
  brief	
  history	
  of	
  self	
  tracking	
  	
  
•  Self	
  tracking	
  and	
  	
  
– Mobile	
  health	
  
– Health	
  behaviour	
  change	
  
•  HCI	
  research	
  on	
  self	
  tracking	
  
Tracking	
  Physical	
  AcGvity	
  
Tracking	
  light	
  acGvity	
  
•  Pedometers	
  
	
  
Tracking	
  exercise	
  	
  
•  Run	
  trackers	
  
•  Cycling	
  trackers	
  
•  Swimming	
  trackers	
  
Tracking	
  (non)	
  sedentary	
  Gme	
  
•  Standing	
  Gme	
  
Tracking	
  Weight	
  and	
  Diet	
  
Food	
  tracking	
  
•  Calorie	
  counGng	
  
•  NutriGon	
  apps	
  
Weight	
  tracking	
  
Tracking	
  Mental	
  Wellbeing	
  
Tracking	
  mood,	
  stress	
  and	
  anxiety	
  
	
  
Symptom	
  tracking	
  to	
  understand	
  and	
  
manage	
  disorders	
  
•  Post	
  traumaGc	
  stress	
  disorder	
  
•  Bi-­‐polar	
  disorder	
  
	
  
Tracking	
  Health	
  CondiGons	
  
Managing	
  chronic	
  condiGons	
  such	
  as	
  
Diabetes,	
  Asthma,	
  and	
  Chronic	
  pain	
  
MedicaGon	
  tracking	
  
•  Compliance	
  	
  
•  Keeping	
  records	
  	
  
	
  
Much,	
  much	
  more	
  
•  Sleep	
  	
  
•  FerGlity	
  
•  Periods	
  
•  Bad	
  habits	
  
–  e.g.	
  smoking	
  cessaGon,	
  snacking	
  
•  Achievements	
  
–  e.g.	
  books	
  read,	
  places	
  visited	
  
•  Much,	
  much	
  more	
  
	
  
Self	
  tracking	
  technology	
  
Self	
  tracking	
  can	
  be	
  done	
  with	
  a	
  range	
  of	
  
technologies	
  
•  Mobile	
  apps	
  
•  Web	
  apps	
  
•  Wearables	
  
•  Smart	
  devices	
  
New	
  technology	
  is	
  not	
  essenGal,	
  it	
  is	
  
usually	
  just	
  more	
  convenient	
  than	
  
mechanical	
  technology	
  and	
  pen	
  +	
  paper.	
  
Self	
  tracking	
  is	
  not	
  new	
  
1960s	
  The	
  "manpo-­‐kei"	
  or	
  
"manpo-­‐meter"	
  	
  
The	
  first:	
  	
  
•  To	
  count	
  steps	
  rather	
  
than	
  distance	
  
•  To	
  be	
  marketed	
  on	
  
health	
  grounds	
  
•  Origin	
  of	
  10,000	
  steps	
  
Today,	
  step	
  counGng	
  is	
  very	
  
common	
  
Self	
  tracking	
  is	
  not	
  new	
  
Scales	
  
•  Doctors	
  scales	
  first	
  produced	
  in	
  
1865.	
  
•  Public	
  "penny	
  scales"	
  in	
  1885.	
  
–  By	
  1937	
  the	
  US	
  Department	
  of	
  
commerce	
  reported	
  130,000,000	
  
people	
  using	
  public	
  scales.	
  
•  Household	
  scale	
  in	
  mid	
  20th	
  C.	
  
	
  
Today	
  weight	
  is	
  a	
  common	
  health	
  
measure.	
  	
  
	
  
	
  
	
  
Self	
  tracking	
  is	
  not	
  new	
  
So	
  what	
  is	
  new?	
  
•  Ubiquity	
  of	
  smartphones	
  and	
  devices	
  	
  
•  New	
  forms	
  of	
  sensor	
  (e.g.	
  locaGon	
  tracking),	
  mulGple	
  sensors	
  	
  
•  Increasing	
  computaGonal	
  power	
  (e.g.	
  enabling	
  acGvity	
  
recogniGon)	
  	
  
•  Detailed	
  visual	
  and	
  hapGc	
  feedback	
  
•  ConnecGvity	
  
–  IntegraGon	
  of	
  data	
  between	
  applicaGons	
  
–  Sharing	
  of	
  data	
  with	
  peers	
  
–  Sharing	
  data	
  with	
  health	
  providers	
  
Self	
  tracking	
  and	
  digital	
  health	
  
Self	
  tracking	
  
Digital	
  health	
  
Digital	
  health	
  
Self	
  tracking	
  is	
  related	
  to	
  several	
  areas	
  of	
  digital	
  health,	
  
including:	
  	
  
	
  
•  Mobile	
  health	
  -­‐	
  Using	
  mobile	
  devices	
  to	
  collect,	
  analyse	
  and	
  communicate	
  
informaGon	
  
•  Health	
  Behaviour	
  change	
  -­‐	
  Encouraging	
  people	
  to	
  make	
  posiGve	
  changes	
  
in	
  order	
  to	
  reduce	
  their	
  risks	
  of	
  developing	
  preventable	
  diseases	
  
	
  
	
  
Mobile	
  Health	
  
Olla	
  and	
  Shimskey's	
  
Taxonomy	
  of	
  mHealth	
  
applicaGons	
  for	
  
smartphones	
  
	
  
Mobile	
  Health	
  
Olla	
  and	
  Shimskey's	
  
Taxonomy	
  of	
  mHealth	
  
applicaGons	
  for	
  
smartphones	
  
	
  
More	
  to	
  the	
  area	
  than	
  
tracking	
  
•  DiagnoGcs	
  
•  EducaGon	
  and	
  
reference	
  
•  Efficiency	
  
•  Environmental	
  
monitoring	
  
	
  
	
  
Health	
  behaviour	
  change	
  
Many	
  people	
  can	
  become	
  more	
  healthy	
  and	
  reduce	
  the	
  risk	
  of	
  
developing	
  many	
  illnesses	
  and	
  dying	
  early,	
  by	
  changing	
  their	
  
behaviours:	
  
•  Standing	
  more,	
  walking	
  more,	
  taking	
  more	
  exercise	
  	
  
•  Quifng	
  smoking	
  	
  
•  Healthy	
  eaGng	
  
	
  
Self	
  tracking	
  is	
  of	
  importance	
  in	
  health-­‐behaviour	
  change.	
  	
  
•  To	
  change	
  a	
  behaviour	
  it	
  is	
  important	
  to	
  measure	
  it	
  
	
  
Health	
  behaviour	
  change	
  
However	
  	
  
•  Not	
  all	
  self	
  tracking	
  is	
  for	
  the	
  purpose	
  of	
  changing	
  behaviour.	
  
•  Behaviour	
  change	
  is	
  a	
  long	
  term	
  process,	
  because	
  it	
  requires	
  
maintenance	
  to	
  be	
  effecGve.	
  
–  Aher	
  one	
  year	
  of	
  absGnence	
  47%	
  of	
  smokers	
  will	
  relapse,	
  aher	
  5	
  years	
  
it	
  is	
  7%.	
  	
  
–  Trackers	
  are	
  ohen	
  used	
  for	
  shorter	
  periods,	
  just	
  a	
  few	
  weeks	
  or	
  
months	
  before	
  moving	
  to	
  something	
  else.	
  	
  
–  Trackers	
  can	
  act	
  as	
  'extrinsic'	
  moGvators,	
  but	
  change	
  is	
  easier	
  to	
  
maintain	
  when	
  people	
  become	
  'intrinsically'	
  moGvated.	
  
HCI	
  
Self	
  tracking	
  and	
  digital	
  health	
  are	
  large,	
  interdisciplinary	
  areas	
  
So	
  what	
  is	
  the	
  role	
  of	
  HCI?	
  
	
  
HCI	
  
Self	
  tracking	
  and	
  digital	
  health	
  are	
  large,	
  interdisciplinary	
  areas	
  
So	
  what	
  is	
  the	
  role	
  of	
  HCI?	
  
	
  
HCI	
  papers	
  ohen	
  focus	
  on:	
  
	
  
1.  InnovaGng	
  new	
  systems	
  and	
  applicaGons	
  
2.  Improving/exploring	
  interface	
  and	
  interacGon	
  design	
  
3.  Understanding	
  real-­‐world	
  user	
  pracGces	
  
4.  Taking	
  criGcal	
  perspecGves	
  
	
  
Activity Sensing in the Wild: A Field Trial of UbiFit Garden
Sunny Consolvo1, 2
, David W. McDonald2
, Tammy Toscos1
, Mike Y. Chen1
, Jon Froehlich3
,
Beverly Harrison1
, Predrag Klasnja1, 2
, Anthony LaMarca1
, Louis LeGrand1
, Ryan Libby3
,
Ian Smith1
, & James A. Landay1, 3
1
Intel Research Seattle
Seattle, WA 98105 USA
[sunny.consolvo, beverly.harrison,
anthony.lamarca, louis.l.legrand]
@intel.com, ttoscos@indiana.edu,
mike@ludic-labs.com,
iansmith@acm.org
2
The Information School
DUB Group
University of Washington
Seattle, WA 98195 USA
[consolvo, dwmc, klasnja]
@u.washington.edu
3
Computer Science & Engineering
DUB Group
University of Washington
Seattle, WA 98195 USA
[landay, jfroehli, libby]
@cs.washington.edu
ABSTRACT
Recent advances in small inexpensive sensors, low-power
processing, and activity modeling have enabled applications
that use on-body sensing and machine learning to infer
people’s activities throughout everyday life. To address the
growing rate of sedentary lifestyles, we have developed a
system, UbiFit Garden, which uses these technologies and a
personal, mobile display to encourage physical activity. We
conducted a 3-week field trial in which 12 participants used
the system and report findings focusing on their experiences
with the sensing and activity inference. We discuss key
implications for systems that use on-body sensing and
activity inference to encourage physical activity.
Author Keywords
persuasive technology, sensing, activity inference, mobile
phone, ambient display, fitness, activity-based applications.
ACM Classification Keywords
H.5.2 User Interfaces, H.5.m Miscellaneous.
INTRODUCTION
Recent advances in small inexpensive sensors, low-power
processing, and activity modeling have enabled new classes
of technologies that use on-body sensing and machine
learning to automatically infer people’s activities
throughout the day. These emerging technologies have seen
success with participants in controlled and “living” lab
settings [11] and with researchers in situ [18]. The next step
is to conduct in situ studies with the target user population.
Such studies expose important issues, for example, how the
systems are used as part of everyday experiences, where the
technology is brittle, and user reactions to activity inference
and the presentation of those inferences.
One application domain for on-body sensing and activity
inference is addressing the growing rate of sedentary
lifestyles. Regular physical activity is critical to everyone’s
physical and psychological health, regardless of their being
normal weight, overweight, or obese [6,16]. Physical activity
reduces risk of premature mortality, coronary heart disease,
type II diabetes, colon cancer, and osteoporosis, and has also
been shown to improve symptoms associated with mental
health conditions such as depression and anxiety. Yet despite
the importance of physical activity, many adults in the U.S.
do not get enough exercise [1].
Technologies that apply on-body sensing and activity
inference to the fitness domain are faced with a challenge
regarding which physical activities should be detected. The
American College of Sports Medicine (ACSM) recommends
that physical activity be regular and include
cardiorespiratory training (or “cardio”) where large muscle
groups are involved in dynamic activity such as running or
cycling; resistance training, that is weight training that builds
muscular strength and endurance; and flexibility training
where muscles are slowly elongated to improve or maintain
range of motion [22]. Technologies that attempt to encourage
physical activity should support the range of activities that
contribute to a physically active lifestyle, rather than focus on
a single activity such as walking.
Our goal in this work is to investigate users’ experiences with
a system that we have developed, UbiFit Garden, which uses
on-body sensing, activity inference, and a novel personal,
mobile display to encourage physical activity. While our
future work will focus on how the system affects awareness
and sustained behavior change, at this stage, we are exploring
how the system affects individuals’ everyday lives, how they
interpret and reflect on the data about their physical activities,
and how they interact with that data. We conducted a three-
week field trial (n=12) with participants who were
representative of UbiFit Garden’s target audience. In this
paper, we discuss the types of physical activities participants
performed, how those activities were recorded and
manipulated, and participants’ qualitative reactions to activity
inference and manual journaling. We also discuss
participants’ general reactions to the system.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee.
CHI 2008, April 5–10, 2008, Florence, Italy.
Copyright 2008 ACM 978-1-60558-011-1/08/04…$5.00.
AcGvity	
  sensing	
  in	
  the	
  wild:	
  A	
  field	
  
trial	
  of	
  UbiFit	
  Garden	
  	
  	
  
Sunny	
  Consolvo	
  et	
  al	
  (CHI2008)	
  
	
  
This	
  paper	
  
•  Describes	
  a	
  novel	
  (in	
  2008)	
  mobile	
  
acGvity	
  tracking	
  system	
  
•  Presents	
  results	
  from	
  a	
  field	
  trial	
  
of	
  the	
  system	
  
•  Discusses	
  the	
  use	
  of	
  acGvity	
  
trackers	
  for	
  encouraging	
  physical	
  
acGvity	
  
	
  
InnovaGon	
  
Jogging with a Quadcopter
Florian ‘Floyd’ Mueller, Matthew Muirhead
Exertion Games Lab
RMIT University
Melbourne, Australia
{floyd, matt}@exertiongameslab.org
ABSTRACT
Jogging is a popular exertion activity. The abundance of
jogging apps suggests to us that joggers can appreciate the
opportunity for technology to support the jogging
experience. We want to take this investigation a step further
by exploring if, and how, robotic systems can support the
jogging experience. We designed and built a flying robotic
system, a quadcopter, as a jogging companion and studied
its use with 13 individual joggers. By analyzing their
experiences, we derived three design dimensions that
describe a design space for flying robotic jogging
companions: Perceived Control, Focus and Bodily
Interaction. Additionally, we articulate a series of design
tactics, described by these dimensions, to guide the design
of future systems. With this work we hope to inspire and
guide designers interested in creating robotic systems to
support exertion experiences.
Author Keywords
Jogging; running; movement-based play; whole-body
interaction; sports; quadcopter; robot; exertion
ACM Classification Keywords
H.5.2. [Information Interfaces and Presentation]: User
Interfaces - Miscellaneous.
INTRODUCTION
Understanding the role of interactive technology to support
physical exertion is a thriving field in HCI. By exertion
interactions we mean interactions with technology that
require intense physical effort from the user [20].
Supporting exertion is important, as exertion activity can
facilitate social, mental and physical health benefits.
One popular exertion activity is jogging, i.e. running at a
leisurely pace. The abundance of jogging apps, sports
watches and wearable sensors (for example embedded in
Figure 1. What is it like to jog with a quadcopter?
shirts and socks [3]) suggests to us that joggers appreciate
the opportunity for technology to support their jogging
experience. This trend has been recognized and investigated
by research [39] while special interest groups (SIGs) at CHI
have also been formed to encourage further developments
in this area [23, 24].
We believe that the current range of systems to support
jogging is only the beginning of a trend. With sensor
advancements, improvement in battery performance and
miniaturization, more opportunities will emerge for
designers to support people’s exertion experiences. Along
with technology advancements, there have also been
advances in our understanding of the role of bodily aspects
from a system’s design perspective, most often under the
name of embodiment [10, 36]. We take this investigation a
step further and wonder if exertion activities like jogging
that are so embodiment-focused might benefit from designs
with a similar embodiment focus. We see robots as having
the potential for such an embodiment focus, and therefore
begin by exploring if, and how, robotic systems can support
Permission to make digital or hard copies of all or part of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed for
profit or commercial advantage and that copies bear this notice and the full citation on the
first page. Copyrights for components of this work owned by others than the author(s) must
be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on
servers or to redistribute to lists, requires prior specific permission and/or a fee. Request
permissions from permissions@acm.org.
CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea.
Copyright is held by the owner/author(s). Publication rights licensed to ACM.
ACM 978-1-4503-3145-6/15/04…$15.00
http://dx.doi.org/10.1145/2702123.2702472
Jogging	
  with	
  a	
  quadcopter	
  
Florian	
  'Floyd'	
  Mueller	
  et	
  al	
  (CHI2015)	
  
	
  
This	
  paper:	
  
•  Explores	
  if	
  and	
  how	
  roboGc	
  
systems	
  can	
  support	
  the	
  jogging	
  
experience	
  
•  Presents	
  a	
  roboGc	
  quadcopter	
  
based	
  system	
  for	
  joggers	
  
•  Uses	
  of	
  robots	
  include	
  keeping	
  
pace,	
  sefng	
  routes,	
  making	
  a	
  
distracGon,	
  and	
  making	
  jogging	
  
playful	
  	
  
	
  	
  
	
  
InnovaGon	
  
TastyBeats:
Designing Palatable Representations of Physical Activity
Rohit Ashok Khot1
, Jeewon Lee1
, Deepti Aggarwal2
, Larissa Hjorth3
, Florian ‘Floyd’ Mueller1
1
Exertion Games Lab
RMIT University, Australia
{ rohit, jeewon, floyd }@
exertiongameslab.org
2
Microsoft Centre for Social NUI,
University of Melbourne, Australia
daggarwal@student.unimelb.edu.au
3
RMIT University,
Australia
larissa.hjorth@rmit.edu.au
Figure 1: TastyBeats is a fountain-based interactive system that creates a fluidic spectacle of
mixing sport drinks based on heart rate data of physical activity.
ABSTRACT
In this paper, we introduce palatable representations that
besides improving the understanding of physical activity
through abstract visualization also provide an appetizing
drink to celebrate the experience of being physically active.
By designing such palatable representations, our aim is to
offer novel opportunities for reflection on one’s physical
activities. We present TastyBeats, a fountain-based
interactive system that creates a fluidic spectacle of mixing
sport drinks based on heart rate data of physical activity,
which the user can later consume to replenish the loss of
body fluids due to the physical activity. We articulate our
experiences in designing the system as well as learning
gained through field deployments of the system in
participants’ homes for a period of two weeks. We found
that our system increased participants’ awareness of
physical activity and facilitated a shared social experience,
while the prepared drink was treated as a hedonic reward
that motivated participants to exercise more. Ultimately,
with this work, we aim to inspire and guide design thinking
on palatable representations, which we believe opens up
new interaction possibilities to support physical activity
experience.
Author Keywords
Palatable representation; fluidic interfaces; physical
activity; quantified self; personal informatics; Human-Food
Interaction (HFI).
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
INTRODUCTION
Activity trackers like pedometers and heart rate monitors
are becoming increasingly popular to support physical
activity experiences [41]. These devices collect personally
relevant data such as bodily responses to physical activity
and provide opportunities to reflect on the collected data
through self-monitoring [22]. For example, pedometers
count the number of steps taken in a day, while heart rate
monitors inform about exercise intensity. Research suggests
that regular use of these devices can increase user
motivation for physical activity [35, 43].
One key aspect of tracking physical activity is visualization,
which improves understanding of the data [22, 35].
“Seeing” makes knowledge credible [4] and “greater
visibility of information puts an added responsibility to act
on” as pointed out by Viseu and Suchman [45]. For
example, by visualizing physical activity data, users can
gain a better understanding of their physical activity levels
and can make this gained knowledge actionable towards
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. Copyrights for
components of this work owned by others than ACM must be honored.
Abstracting with credit is permitted. To copy otherwise, or republish, to
post on servers or to redistribute to lists, requires prior specific permission
and/or a fee. Request permissions from permissions@acm.org.
CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea.
Copyright is held by the owner/author(s). Publication rights licensed to
ACM.
ACM 978-1-4503-3145-6/15/04...$15.00.
http://dx.doi.org/10.1145/2702123.2702197
TastyBeats:	
  Designing	
  palatable	
  
representaGons	
  of	
  physical	
  acGvity	
  
Rohit	
  Ashok	
  Khot	
  et	
  al	
  (CHI	
  2015)	
  
	
  
This	
  paper	
  
•  Introduces	
  'palatable'	
  
representaGons	
  of	
  data	
  as	
  an	
  
alternaGve	
  to	
  visualisaGon	
  
•  Presents	
  a	
  fountain	
  based	
  system	
  
that	
  creates	
  a	
  'fluidic	
  spectacle'	
  of	
  
mixing	
  sports	
  drinks	
  based	
  on	
  
heart	
  rate	
  data	
  	
  
•  Presents	
  a	
  field	
  study	
  of	
  the	
  
system	
  in	
  three	
  households	
  
	
  
InnovaGon	
  
Design Requirements for Technologies that
Encourage Physical Activity
Sunny Consolvo1, 2
, Katherine Everitt3
, Ian Smith1
, & James A. Landay1, 3
1
Intel Research Seattle
1100 NE 45th
Street, 6th
Floor
Seattle, WA 98105 USA
[sunny.consolvo,ian.e.smith,
james.a.landay]@intel.com
2
University of Washington
The Information School
Box 352840
Seattle, WA 98195-2840 USA
consolvo@u.washington.edu
3
University of Washington
Computer Science & Engineering
Box 352350
Seattle, WA 98195-2350 USA
[everitt,landay]@cs.washington.edu
ABSTRACT
Overweight and obesity are a global epidemic, with over
one billion overweight adults worldwide (300+ million of
whom are obese). Obesity is linked to several serious health
problems and medical conditions. Medical experts agree
that physical activity is critical to maintaining fitness,
reducing weight, and improving health, yet many people
have difficulty increasing and maintaining physical activity
in everyday life. Clinical studies have shown that health
benefits can occur from simply increasing the number of
steps one takes each day and that social support can
motivate people to stay active. In this paper, we describe
Houston, a prototype mobile phone application for
encouraging activity by sharing step count with friends. We
also present four design requirements for technologies that
encourage physical activity that we derived from a three-
week long in situ pilot study that was conducted with
women who wanted to increase their physical activity.
Author Keywords
design requirements, fitness, physical activity, pedometer,
mobile phone, obesity, overweight, social support.
ACM Classification Keywords
H.5.2 [User Interfaces]: User-centered design; H.5.3 [Group
and Organization Interfaces]: Evaluation/methodology,
Asynchronous interaction.
INTRODUCTION
To help address the global epidemic of overweight and
obesity, we are investigating how technology could help
encourage people to sustain an increased level of physical
activity, which medical experts agree is critical to
maintaining fitness, reducing weight, and improving health.
We are specifically interested in encouraging opportunistic
physical activities. These are where a person incorporates
activities into her normal, everyday life to increase her
overall level of physical activity (e.g., walking instead of
driving to work, taking the stairs, or parking further away
from her destination). We are also interested in encouraging
structured exercise, where a person elevates her heart rate
for an extended period (e.g., going for a run or swim).
In our first investigation, we focus on encouraging people
to add opportunistic physical activities to their lives,
without discouraging structured exercise. Studies have
shown that people can achieve health benefits by merely
increasing the number of steps they take each day and that
support from friends and family has consistently been
related to an increase in physical activity [3, 4, 17, 19].
However, with today’s hectic lifestyles, many people have
difficulty fitting exercise into their lives and spending
quality time with their friends. A mobile device such as a
mobile phone can provide relevant information at the right
time and place, and may help encourage opportunistic
activities [6]. Based on these findings, we investigate if
technology could encourage physical activity by providing
personal awareness of activity level and mediating physical
activity-related social interaction among friends.
We use daily step count as a measure of physical activity
and a mobile phone-based fitness journal we developed to
track and share progress toward a daily step count goal
within a small group of friends. We realize that
investigating the effect of the technology on sustained
behavior change will require a longitudinal study and thus
have taken a user-centered design approach starting with a
three-week long in situ pilot study. We evaluated an early-
stage prototype of the mobile phone application with three
groups of women who wanted to increase their levels of
physical activity, were interested in preventing weight gain,
and in many cases, had a goal of losing some weight. The
results of the pilot study are being used to inform the design
of a new application we are building to enable a
longitudinal study to examine effects on behavior.
In this paper, we focus our discussion on the four key
design requirements for technologies that encourage
physical activity that we derived from our analysis of the
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee.
CHI 2006, April 22–27, 2006, Montréal, Québec, Canada.
Copyright 2006 ACM 1-59593-178-3/06/0004...$5.00.
CHI 2006 Proceedings • Designing for Tangible Interactions April 22-27, 2006 • Montréal, Québec, Canada
457
Design	
  requirements	
  for	
  technologies	
  
that	
  encourage	
  physical	
  acGvity	
  
Sunny	
  Consolvo	
  et	
  al	
  (CHI2006)	
  
	
  
This	
  paper	
  
•  Presents	
  a	
  system	
  for	
  entering	
  
pedometer	
  data	
  onto	
  mobile	
  
phones	
  
•  Presents	
  a	
  field	
  trial	
  of	
  the	
  system	
  
with	
  a	
  social	
  group	
  
•  Discuses	
  issues	
  in	
  presenGng	
  and	
  
sharing	
  acGvity	
  data	
  using	
  mobile	
  
phones	
  
	
  
	
  
InteracGon	
  design	
  
Balancing Accuracy and Fun: Designing Camera Based
Mobile Games for Implicit Heart Rate Monitoring
Teng Han2
, Xiang Xiao1
, Lanfei Shi2
, John Canny3
, Jingtao Wang1
1
Department of Computer Science,
2
Intelligent Systems Program,
University of Pittsburgh, Pittsburgh, PA, USA
{teh24@, xiangxiao@cs., las231@, jingtaow@cs.}pitt.edu
3
Computer Science Division,
University of California at Berkeley,
387 Soda Hall, Berkeley, CA, USA
jfc@cs.berkeley.edu
ABSTRACT
Heart rate monitoring is widely used in clinical care, fitness
training, and stress management. However, tracking
individuals' heart rates faces two major challenges, namely
equipment availability and user motivation. In this paper,
we present a novel technique, LivePulse Games (LPG), to
measure users’ heart rates in real time by having them play
games on unmodified mobile phones. With LPG, the heart
rate is calculated by detecting changes in transparency of
users’ fingertips via the built-in camera of a mobile device.
More importantly, LPG integrate users’ camera lens
covering actions as an essential control mechanism in game
play, and detect heart rates implicitly from intermittent lens
covering actions. We explore the design space and trade-
offs of LPG through three rounds of iterative design. In a
12-subject user study, we found that LPG are fun to play
and can measure heart rates accurately. We also report the
insights for balancing measurement speed, accuracy, and
entertainment value in LPG.
Author Keywords
Heart rate, mobile phone, multi-modal interface, game
design, serious game, ECG, quantified self.
ACM Classification Keywords
H5.2. Information interfaces and presentation (e.g., HCI):
User Interfaces.
General Terms
Design, Experimentation, Human Factors.
INTRODUCTION
Heart rate is one important vital sign in health care [6, 29].
For healthy people, resting heart rate (RHR) is also an
essential physiological marker of physical fitness [7, 30,
38], and expected life span [13]. Heart rate has been used in
fitness training [19, 20] and competitive sports for
managing work-out intensity and balancing physical
exertion. Both continual readings of heart rates [5, 15, 37,
33] and heart rate variability, a.k.a. HRV [27, 29, 32, 33],
can predict a user’s physiological state, including cognitive
workload and mental stress levels, in contexts such as
computer user interfaces [29, 33], traffic control [29],
longitudinal monitoring of emotion and food intake [5], and
intelligent tutoring [15]. Therefore, the efficient
measurement of heart rate can be of great significance
across scenarios involving physical health, mental activities
or a combination of both.
Unfortunately, most heart rate measurement methods are
either time-consuming1
, or require special measurement
equipment [25] that may not be available to a wide
audience. For example, manual pulse counting with fingers
may be tedious, and inaccurate. More precise methods
include the Electrocardiograph (ECG) [22, 25] and pulse
oximeters [25, 35]. These dedicated heart rate monitoring
devices share at least three disadvantages. First, the costs of
these devices could prevent wide adoption in everyday life.
Second, it is not convenient to carry and use the devices “on
the go”. Last but not least, existing methods provide little
immediate benefits or intrinsic motivation to users and thus
may be tedious to track heart rate in a longitudinal setting.
Figure 1. Real-time heart rate measurement via LivePulse
Games (left: City Defender, right: Gold Miner).
To overcome the limitations of existing techniques, we
have developed LivePulse Games (LPG, figure 1) to
measure users’ heart rates in real time by having them play
serious games on unmodified mobile phones. LPG calculate
heart rates by detecting the transparency change of
fingertips via the built-in camera (i.e. commodity camera
1
In both the preparation phase and the actual measurement stage.
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee. Request permissions from
Permissions@acm.org.
CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea
Copyright 2015 ACM 978-1-4503-3145-6/15/04…$15.00
http://dx.doi.org/10.1145/2702123.2702502
Health Sensors & Monitoring CHI 2015, Crossings, Seoul, Korea
847
Balancing	
  accuracy	
  and	
  fun:	
  Designing	
  
Camera	
  Based	
  Mobile	
  Games	
  for	
  
Implicit	
  Heart	
  Rate	
  Monitoring	
  
Teng	
  Han	
  et	
  al	
  (CHI	
  2015)	
  
	
  
This	
  paper	
  
•  Presents	
  "live	
  pulse	
  games"	
  for	
  
smartphones	
  which	
  measure	
  
pulse	
  during	
  play	
  
•  The	
  smartphone	
  camera	
  is	
  used	
  as	
  
controller	
  and	
  sensor	
  for	
  pulse.	
  
•  This	
  allows	
  for	
  longitudinal	
  
collecGon	
  of	
  heart	
  rate	
  data	
  
	
  
	
  
InteracGon	
  design	
  
Pass the Ball: Enforced Turn-Taking in Activity Tracking
John Rooksby, Mattias Rost, Alistair Morrison, Matthew Chalmers
School of Computing Science,
University of Glasgow, UK.
{firstname.lastname}@glasgow.ac.uk
ABSTRACT
We have developed a mobile application called Pass The
Ball that enables users to track, reflect on, and discuss
physical activity with others. We followed an iterative
design process, trialling a first version of the app with 20
people and a second version with 31. The trials were
conducted in the wild, on users’ own devices. The second
version of the app enforced a turn-taking system that meant
only one member of a group of users could track their
activity at any one time. This constrained tracking at the
individual level, but more successfully led users to
communicate and interact with each other. We discuss the
second trial with reference to two concepts: social-
relatedness and individual-competence. We discuss six key
lessons from the trial, and identify two high-level design
implications: attend to “practices” of tracking; and look
within and beyond “collaboration” and “competition” in the
design of activity trackers.
Author Keywords:
Activity Tracking; Mobile Health; Game.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
INTRODUCTION
The potential for smartphone-based activity trackers to
support and encourage health related behaviour change has
been widely recognised (see [14, 16, 18] for recent
overviews). We have noticed that activity trackers are
commonly designed as individual trackers that then have
social features added to them. Typically, social features
enable users to post an achievement such as a recent run or
step-count to a social network site such as Facebook. In this
paper we explore a social-first approach, reporting on an
app we have developed and evaluated that takes interacting
with others as prerequisite to tracking an activity. The app,
Pass The Ball, is a team game in which players pass a
virtual ball to each other. Only one user can have the ball at
any one time, and only this user’s activity can be tracked by
the app (the app awards activity points based on a simple
motion tracking algorithm). Teams compete against each
other to score the most points. This creates a coordination
problem, one that requires users to think about and discuss
not just their own activity but also that of others.
For this work we adopted a “research through design”
approach (see [13, 36]). We have created a mobile
application and have studied its use in the wild on people’s
own mobile phones. We have gone through this process
iteratively (as is best practice in design [36]), producing and
trialling the app for two weeks, then refining it and trialling
it again for another two weeks. Gaver [13] argues that
research through design is not about creating artefacts that
embody, confirm or falsify theory, but artefacts that can be
“annotated” by theory. In this paper we use two concepts
from behaviour change theory as annotation: individual
competence and social relatedness. Our work does not
embody, confirm or falsify any particular theory, but treats
these concepts as a way of discussing the relationship,
similarities and differences of Pass The Ball to other
activity trackers. Gaver views design not as a science, but
as a process in which “we may build on one another’s
results, but … also usefully subvert them” (p.946). Our app
is subversive in that it prioritises social-relatedness over
individual-competence, where the converse is the norm.
BACKGROUND
Pedometers have been widely available for a long time
(they were introduced, in their modern form as step
counters, by Yamasa in the 1960s). Recently, smartphone
applications (apps) and networked hardware devices have
begun to offer new possibilities for tracking steps and
myriad other activities, sparking renewed interest in the
relationship between tracking and health related behaviour
change. Pedometers have been shown to have a positive
effect on health related behaviour [34], and it seems a
reasonable expectation that apps and networked hardware
devices can have similar if not greater benefits. Studies
such as [3, 4] are pointing to and cautiously confirming
such benefits. However, with the range of new possibilities
comes a large, complex design space; it is only beginning to
become clear what the effects and relevancies of different
designs are to behaviour change. In this paper we discuss
our exploration of this design space.
Over the last few years, researchers and developers have
been creating apps and devices that augment tracking with
social and game features. Apps such as SpyFeet [30] allow
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. Copyrights for
components of this work owned by others than ACM must be honored.
Abstracting with credit is permitted. To copy otherwise, or republish, to
post on servers or to redistribute to lists, requires prior specific permission
and/or a fee. Request permissions from Permissions@acm.org.
CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea Copyright is held
by the owner/author(s). Publication rights licensed to ACM.
ACM 978-1-4503-3145-6/15/04...$15.00
http://dx.doi.org/10.1145/2702123.2702577
Experience Design for Games CHI 2015, Crossings, Seoul, Korea
2417
InteracGon	
  design	
  
Pass	
  the	
  ball:	
  Enforced	
  turn	
  taking	
  in	
  
acGvity	
  tracking	
  
John	
  Rooksby	
  et	
  al	
  (CHI2015)	
  
	
  
This	
  paper:	
  
•  Presents	
  a	
  novel	
  pedometer	
  based	
  
game	
  where	
  team	
  members	
  take	
  
it	
  in	
  turn	
  to	
  count	
  their	
  steps	
  
•  Discusses	
  user	
  trials	
  of	
  two	
  
versions	
  of	
  the	
  game	
  
•  Discusses	
  the	
  experiences	
  and	
  
pracGcaliGes	
  of	
  cooperaGve	
  
tracking	
  
	
  
	
  
Rethinking the Mobile Food Journal:
Exploring Opportunities for Lightweight Photo-Based Capture
Felicia Cordeiro1
, Elizabeth Bales1,2
, Erin Cherry3
, James Fogarty1
1
Computer Science & Engineering
2
Human Centered Design & Engineering
DUB Group, University of Washington
{felicia0, lizbales, jfogarty}@cs.washington.edu
ABSTRACT
Food choices are among the most frequent and important
health decisions in everyday life, but remain notoriously
difficult to capture. This work examines opportunities for
lightweight photo-based capture in mobile food journals.
We first report on a survey of 257 people, examining how
they define healthy eating, their experiences and challenges
with existing food journaling methods, and their ability to
interpret nutritional information that can be captured in a
food journal. We then report on interviews and a field study
with 27 participants using a lightweight, photo-based food
journal for between 4 to 8 weeks. We discuss mismatches
between motivations and current designs, challenges of
current approaches to food journaling, and opportunities for
photos as an alternative to the pervasive but often inappropriate
emphasis on quantitative tracking in mobile food journals.
Author Keywords
Personal Informatics; Self-Tracking; Food Journals; Photos.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI).
INTRODUCTION
Food choices are among the most frequent and important
health decisions in everyday life, yet it remains notoriously
difficult to understand our food choices. People eat in many
different contexts and have widely varying motivations and
constraints on food. Being mindful of the quality and quantity
of food choices is a crucial component of a healthy life
[35,36], and food journals can be effective for monitoring
food intake [8,15]. The implications of food also go beyond
health, as food is central to our daily experiences and our
relationship with food varies according to personal contexts
and goals [14]. But food journals impose high burdens that
detract from their potential benefit [11,12]. Effective food
journaling is thus a grand challenge for personal informatics.
Permission to make digital or hard copies of all or part of this work for personal
or classroom use is granted without fee provided that copies are not made or
distributed for profit or commercial advantage and that copies bear this notice
and the full citation on the first page. Copyrights for components of this work
owned by others than ACM must be honored. Abstracting with credit is
permitted. To copy otherwise, or republish, to post on servers or to redistribute
to lists, requires prior specific permission and/or a fee.
Request permissions from Permissions@acm.org.
CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea
Copyright 2015 ACM 978-1-4503-3145-6/15/04$15.00
http://dx.doi.org/10.1145/2702123.2702154
3
Computer Science
University of Rochester
erinc@cs.rochester.edu
Figure 1. An entry in our lightweight photo-based
food journal. No calorie or nutrition information is
shown, as the journal instead logs meal enjoyment,
location context, and social context.
Automated sensing has proven powerful in some domains
of human activity, but remains out of reach for food despite
recent advances [1,3,18,27,29,32,38]. It is also unclear
whether automation is desirable, as it may undermine
in-the-moment awareness created by food journaling [36].
Some existing methods involve taking photos of food as an
intermediate step toward collecting underlying nutritional
information [18,27,38]. We step further back, asking what
people want to capture about food and what value photos
themselves might provide in a lightweight food journal.
Our work examines lightweight photo-based capture and
reflection, reconsidering the common assumption that a
quantitative approach is required. We first present a survey
examining how people define healthy eating, experiences
and challenges with existing food journals, and how people
interpret the healthiness of food presented as either photos
or nutrition labels. We then present interviews and field
deployments of a lightweight, photo-based mobile food
journal. A total of 27 people with varying food goals from
two distinct trials use our application to journal for between
4 to 8 weeks. We explore reactions to a design focused on
food photos in lieu of nutritional information and examine
the value of food photos with regard to their goals. Finally,
we discuss our results in the context of rethinking challenges
and opportunities in the design of mobile food journals.
InteracGon	
  design	
  
Rethinking	
  the	
  mobile	
  food	
  journal:	
  
Exploring	
  opportuniGes	
  for	
  
lightweight	
  photo-­‐based	
  capture.	
  
Felicia	
  Cordeiro	
  et	
  al	
  (CHI2015)	
  
	
  
This	
  paper	
  
•  Presents	
  a	
  survey	
  of	
  experiences	
  
and	
  challenges	
  in	
  food	
  journaling	
  
•  Presents	
  a	
  field	
  trial	
  of	
  a	
  photo	
  
based	
  system	
  for	
  journaling	
  
•  Discusses	
  the	
  pros	
  and	
  cons	
  of	
  
photo	
  based	
  and	
  log	
  based	
  
approaches.	
  
Personal Tracking as Lived Informatics
John Rooksby, Mattias Rost, Alistair Morrison, Matthew Chalmers
School of Computing Science,
University of Glasgow, UK.
{john.rooksby, mattias.rost, alistair.morrison, matthew.chalmers}@glasgow.ac.uk
ABSTRACT
This paper characterises the use of activity trackers as
‘lived informatics’. This characterisation is contrasted with
other discussions of personal informatics and the quantified
self. The paper reports an interview study with activity
tracker users. The study found: people do not logically
organise, but interweave various activity trackers,
sometimes with ostensibly the same functionality; that
tracking is often social and collaborative rather than
personal; that there are different styles of tracking,
including goal driven tracking and documentary tracking;
and that tracking information is often used and interpreted
with reference to daily or short term goals and decision
making. We suggest there will be difficulties in personal
informatics if we ignore the way that personal tracking is
enmeshed with everyday life and people’s outlook on their
future.
Author Keywords
Activity Tracking; Data; Qualitative methods
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
INTRODUCTION
Over the past few years there has been a proliferation of
mobile apps and consumer devices for tracking personal
information, particularly those related to health and
wellbeing (for example diet, weight, sleep, walking and
exercise). Many apps can be downloaded for free or at low
cost. Some physical devices (such as pedometers) cost
trivial amounts (see [19]). Yet there is also a market for
premium devices (see [11] for a discussion of the FitBit).
Mobile phone manufacturers including Apple and Motorola
have also begun to make specific provisions for activity
tracking by, for example, incorporating always-on
accelerometers into their latest high-end mobile devices.
The advent of smart watches, smart glasses and other forms
of wearable computing in the consumer domain is also
likely to bring further innovation and proliferation in this
area. Personal tracking is, however, not new. People have
long been able to track and manage activities using diaries
and/or personal computers. Tracking can in fact be traced
back to at least Roman times (where trackers were used not
as personal devices but for measuring the mobility of
soldiers). However, with the popularity of smartphones and
digital devices with built in accelerometers and location
services, the area of personal tracking appears to be one of
great investment and growth.
Previous research in this area has predominantly focused on
individual, researcher-supplied technologies. From a health
research perspective, a tracker is either an instrument with
which to measure activity, or an intervention to be applied
across a cohort of people. Standard devices are used, and
often treated as invisible lenses on activity (e.g. [19, 21]). In
health research, consumer trackers are usually used,
whereas evaluation in HCI is usually of a novel prototype
(e.g. [13, 10]). In HCI the devices themselves are not
treated invisibly but, as with health research, evaluation is
predominantly of an individual technology and oriented to
intervention. There is some research looking at integration
of technologies, notably Bentley et al.’s [2] work on health
mashups for behaviour change. Yet even here the
researchers selected what the study participants should use.
The agency of the people using such technologies is too
often denied; Maitland et al.’s [12] study of weight loss and
Mamykina et al.’s [14] study of diabetes management are
rare exceptions. They point out that people choose, use,
interweave and abandon various technologies in their own,
lived efforts to improve their health. They found people
were not changing their behaviour because of a technology,
but were using technology because they wanted to change.
What people decide to track using consumer products, what
trackers they decide to use, and how they use them over
days, weeks, months and potentially lifetimes remains
understudied. Studying individual, researcher supplied
technology is somewhat at odds with the literature around
personal informatics, which suggests that people can and
should track various aspects of their lives. It is also
somewhat at odds with what we already know about
smartphone use. Barkhuus et al. [1] have pointed out that
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. Copyrights for
components of this work owned by others than the author(s) must be
honored. Abstracting with credit is permitted. To copy otherwise, or
republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee. Request permissions from
Permissions@acm.org.
CHI 2014, April 26 - May 01 2014, Toronto, ON, Canada. Copyright is
held by the owner/author(s). Publication rights licensed to ACM.
ACM 978-1-4503-2473-1/14/04 $15.00
http://dx.doi.org/10.1145/2556288.2557039
ACM 978-1-4503-2473-1/14/04 $15.00.
http://dx.doi.org/10.1145/2556288.2557039
Understanding	
  pracGces	
  
Personal	
  tracking	
  as	
  lived	
  informaGcs	
  
John	
  Rooksby	
  et	
  al	
  (CHI2014)	
  
	
  
This	
  paper	
  
•  Presents	
  a	
  study	
  of	
  users	
  of	
  
personal	
  trackers	
  (apps	
  and	
  
wearables)	
  
•  Draws	
  anenGon	
  to	
  different	
  styles	
  
and	
  purposes	
  of	
  tracking	
  
•  Draws	
  anenGon	
  to	
  the	
  ways	
  in	
  
which	
  people	
  use	
  mulGple	
  
trackers	
  and	
  switch	
  over	
  Gme	
  
	
  
Snot, Sweat, Pain, Mud, and Snow -
Performance and Experience in the Use of Sports Watches
1st Author Name
Affiliation
Address
e-mail address
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2nd Author Name
Affiliation
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e-mail address
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3rd
Author Name
Affiliation
Address
e-mail address
Optional phone number
ABSTRACT
We have conducted interviews with ten elite and
recreational athletes to understand their experiences and
engagement with endurance sport and personal and
wearable sports technology. In the interviews, athletes
emphasized the experiential aspects of doing sports and the
notion of feeling was repeatedly used to talk about their
activities. The technology played both an instrumental role
in measuring performance and feeding bio-data back to
them, and an experiential role in supporting and confirming
the sport experience. To guide further interaction design
research in the sports domain, we suggest two interrelated
ways of looking at sports performances and experiences,
firstly through the notion of a measured sense of
performance, and secondly as a lived-sense of performance.
Author Keywords
Sports, experience, heart rate monitors, feeling.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
INTRODUCTION
Measuring results as accurately as possible is the primary
way of assessing performance in sports, and consequently
an important driving force in the development of sports
technology. Here, we attempt to expand what the notion of
performance means in sports, and the implications this has
for interaction design research.
Endurance sports such as running, cycling, triathlon, and
cross-country skiing is currently growing remarkably. This
is seen in increasing participation in races and organized
training groups, and the development of new forms of mass
races such as ultra-marathons, swim-run races over large
distances, and trail running. Hand in hand with this, a
proliferation of mobile technologies dedicated to sports and
exercise has emerged, such as watches, sensors, and apps.
This technical and commercial development has brought
increased attention of HCI to the domain of sports and
novel ways of using technology in sports activities,
examples include social sharing of heart-rate during cycling
[33], interactive shirts for sharing running data [32], and
novel feedback mechanisms for golfers [27], skiers [20],
and runners [26]. So far, a significant part of the research in
interactive sports technologies has been concerned with
socio-motivational technologies [2, 22, 23], new forms of
play [12, 15], gamification [5], bodily interaction [34], and
explorations of technical challenges for wearable sports
technologies [3, 4, 20, 37]. However, when it comes to
supporting, enhancing or augmenting the sporting activities
through deep engagement with the details of their
execution, it turns out that less work has been reported.
Counter-examples include [11, 18] which led to an
innovative training device for advanced psychomotor skills
in handball, Stienstra et al.’s. [33] work on sonification of
speed skating motion; and Spelmezan’s [32] vibrational
feedback for snowboarding instruction.
By drawing on a set of “in-depth interviews” with elite and
recreational athletes, we map out key characteristics of
athletes’ experiences and engagement in endurance sports,
and technologies that support this in various ways such as
sports watches and heart-rate monitors. For a large group of
engaged athletes, there is a close connection between the
experience of the sport and how it is performed, and sports
is valued for a lot more than pure measurable performance.
Moreover, it is not only goals and results that motivate
athletes, but a rich flora of additional factors such as the
reward from meeting various challenges, the ability to
manage exertion and fatigue, and the sheer fun and
enjoyment of running, skiing, and cycling. Reoccurring in
our material was the notion of feeling, and the various roles
it played in building instrumental and experiential aspects
of the athletes’ performances. As put by one of our
participants:
“.. and then you run ten kilometers and it feels like… well,
did I run or am I going to run? I don’t feel the difference in
my legs. That feeling is priceless in a way.” Karl
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Understanding	
  pracGces	
  
Snot,	
  Sweat,	
  Pain,	
  Mud	
  and	
  Snow	
  –	
  
Performance	
  and	
  Experience	
  in	
  the	
  
Use	
  of	
  Sports	
  Watches	
  
Jakob	
  Tholander	
  et	
  al	
  (CHI2015)	
  
	
  
This	
  paper	
  
•  Presents	
  an	
  interview	
  study	
  with	
  
endurance	
  athletes	
  	
  
•  Draws	
  anenGon	
  to	
  feelings	
  and	
  
the	
  roles	
  they	
  play	
  in	
  sport	
  
•  Points	
  out	
  that	
  trackers	
  quanGfy	
  
things	
  that	
  can	
  be	
  felt	
  and	
  
therefore	
  help	
  understand	
  feeling	
  
and	
  represent	
  feeling	
  
	
  
Concealing or Revealing Mobile Medical Devices?
Designing for Onstage and Offstage Presentation
Aisling Ann O’Kane
UCL Interaction Centre
University College London
London, United Kingdom
a.okane@cs.ucl.ac.uk
Yvonne Rogers
UCL Interaction Centre
University College London
London, United Kingdom
y.rogers@ucl.ac.uk
Ann Blandford
UCL Interaction Centre
University College London
London, United Kingdom
a.blandford@ucl.ac.uk
ABSTRACT
Adults with Type 1 Diabetes have choices regarding the
technology they use to self-manage their chronic condition.
They can use glucose meters, insulin pumps, smartphone
apps, and other technologies to support their everyday care.
However, little is known about how their social lives might
influence what they adopt or how they use technologies. A
multi-method study was conducted to examine contextual
factors that influence their technology use. While individual
differences play a large role in everyday use, social factors
were also found to influence use. For example, people can
hide their devices in uncertain social situations or show
them off to achieve a purpose. We frame these social
behaviours using Goffman’s theatre metaphor of onstage
and offstage behaviour, and discuss how this kind of
analysis can inform the design of future mobile medical
devices for self-management of chronic conditions.
INTRODUCTION
Type 1 Diabetes (T1D) is a serious chronic condition that
can involve the use of various mobile medical devices to
support everyday self-care, and people’s adoption and use
of diabetes technologies can differ significantly as devices
become individually appropriated [36]. The range of T1D
technologies includes glucose meters, continuous glucose
meters, insulin pumps, and mobile phone applications. As
T1D devices are mobile and need to be used in various
contexts, it is important to understand how user experience
might influence how devices are used in practice.
T1D is an auto-immune chronic condition that is often
associated with childhood onset [27], but people of all ages
can be diagnosed with it. It involves the pancreas producing
insufficient quantities of insulin, a hormone required for the
regulation of blood glucose (BG), but the condition can be
managed [21]. For T1D, careful self-management practices
are encouraged by medical practitioners: low BG levels
(hypoglycemia, or ‘hypos’) can lead to immediate health
concerns, including feeling physically ill or even falling
unconscious, while excess levels of BG (hyperglycemia or
‘hypers’) can eventually culminate in complications, such
as eye, foot, kidney, and heart disease. Personal
management practices include calculating medication doses
to inject based on factors such as personal situation (e.g.
digested sugars and carbohydrates, exercise, sickness, and
stress), temperature/weather, their current BG level, and
past experience. Balancing BG levels with ingested glucose
and injected insulin can control the condition, significantly
reducing the impact on a person’s life.
Most diabetes care involves some form of self-
management. This means people with diabetes are “more
than passive recipients of medical expertise” [10]. Lutfey
and Wishner [22] suggest that the term ‘compliance’ should
not be used in efforts to improve self-management
practices. Instead, they propose using ‘adherence’, which
suggests appropriate autonomy in defining and following
self-management plans for diabetes. However, people’s
plans are not necessarily the same as the actions they take:
actions are contingent on the unfolding context [39], which
is relational, dynamic, occasioned, and arising from the on-
going activity [9]. This is of particular relevance when
looking at the self-management plans of people with T1D,
where self-management occurs on a “daily basis within the
context of the other goals, priorities, health issues, family
demands, and other personal concerns that make up their
lives” [10]. Self-management practices vary [37] but there
is little research on how mobile T1D technologies are
chosen to be used for everyday self-management and how
everyday social life might influence practice.
To address this gap, we conducted three user studies that
examined how T1D devices are adopted, carried, and used.
We used contextual interviews, a diary study, and
observation of a T1D group meet-up. In the data analysis
reported here, we used Goffman’s theatre metaphor of how
people present themselves to others. This conceptual
framing provides insight into the nuanced ways adults with
TID conceal or reveal the use of mobile self-management
devices in social situations, which could benefit the design
of future mobile self-management devices for chronic
conditions.
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personal or classroom use is granted without fee provided that copies
are not made or distributed for profit or commercial advantage and
that copies bear this notice and the full citation on the first page.
Copyrights for components of this work owned by others than ACM
must be honored. Abstracting with credit is permitted. To copy
otherwise, or republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee. Request permissions
from Permissions@acm.org.
CHI 2015, April 18 - 23, 2015, Seoul, Republic of Korea
Copyright is held by the owner/author(s). Publication rights licensed to
ACM.
ACM 978-1-4503-3145-6/15/04…$15.00
http://dx.doi.org/10.1145/2702123.2702453
Understanding	
  pracGces	
  
Concealing	
  or	
  Revealing	
  Mobile	
  
Medical	
  Devices?	
  Designing	
  for	
  
Onstage	
  and	
  Offstage	
  PresentaGon.	
  
Aisling	
  O'Kane	
  et	
  al	
  (CHI	
  2015)	
  
	
  
This	
  paper	
  	
  
•  Explores	
  the	
  occasions	
  in	
  which	
  
adults	
  with	
  type	
  1	
  diabetes	
  
conceal	
  or	
  reveal	
  their	
  
technologies.	
  
•  Discusses	
  how	
  users	
  seek	
  to	
  
customise	
  technologies	
  to	
  bener	
  
suit	
  social	
  situaGons	
  
	
  
A Stage-Based Model of Personal Informatics Systems
Ian Li1
, Anind Dey1
, and Jodi Forlizzi1,2
1
Human Computer Interaction Institute, 2
School of Design
Carnegie Mellon University, Pittsburgh, PA 15213
ianli@cmu.edu, {anind, forlizzi}@cs.cmu.edu
ABSTRACT
People strive to obtain self-knowledge. A class of systems
called personal informatics is appearing that help people
collect and reflect on personal information. However, there
is no comprehensive list of problems that users experience
using these systems, and no guidance for making these
systems more effective. To address this, we conducted
surveys and interviews with people who collect and reflect
on personal information. We derived a stage-based model
of personal informatics systems composed of five stages
(preparation, collection, integration, reflection, and action)
and identified barriers in each of the stages. These stages
have four essential properties: barriers cascade to later
stages; they are iterative; they are user-driven and/or
system-driven; and they are uni-faceted or multi-faceted.
From these properties, we recommend that personal
informatics systems should 1) be designed in a holistic
manner across the stages; 2) allow iteration between stages;
3) apply an appropriate balance of automated technology
and user control within each stage to facilitate the user
experience; and 4) explore support for associating multiple
facets of people’s lives to enrich the value of systems.
Author Keywords
Personal informatics, collection, reflection, model, barriers
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
General Terms
Design, Human Factors
INTRODUCTION AND MOTIVATION
The importance of knowing oneself has been known since
ancient times. Ancient Greeks who pilgrimaged to the
Temple of Apollo at Delphi to find answers were greeted
with the inscription “Gnothi seauton” or “Know thyself”.
To this day, people still strive to obtain self-knowledge.
One way to obtain self-knowledge is to collect information
about oneself—one’s behaviors, habits, and thoughts—and
reflect on them. Computers can facilitate this activity
because of advances in sensor technologies, ubiquity of
access to information brought by the Internet, and
improvements in visualizations. A class of systems called
personal informatics is appearing that help people collect
and reflect on personal information (e.g., Mint,
http://mint.com, for finance and Nike+, http://nikeplus.com,
for physical activity).
Personal informatics represents an interesting area of study
in human-computer interaction. First, these systems help
people better understand their behavior. While many
technologies inform people about the world, personal
informatics systems inform people about themselves.
Second, people participate in both the collection of
behavioral information as well as the exploration and
understanding of the information. This poses demands on
users that need to be explored. Finally, we do not know all
the problems that people may experience with personal
informatics systems. We know that people want to get
information about themselves to reflect on, and that systems
that support this activity need to be effective and simple to
use. Identifying problems that people experience in
collecting and making sense of personal information while
using such systems is critical for designing and developing
effective personal informatics.
To date, there is no comprehensive list of problems that
users experience using these systems. Toward this end, we
conducted surveys and interviews with people who collect
and reflect on personal information. From this, we derived a
model of personal informatics systems organized by stages,
which emphasizes the interdependence of the different parts
of personal informatics systems.
We provide three main contributions in this paper: 1) we
identify problems across personal informatics tools, 2) we
introduce and discuss a model that improves the diagnosis,
assessment, and prediction of problems in personal
informatics systems, and 3) we make recommendations
about how to improve existing systems and build new and
effective personal informatics systems.
In the next section, we provide a working definition of
personal informatics and review related literature. We
present the method and findings from our survey, and use
them to introduce a stage-based model of personal
informatics systems. We describe the barriers encountered
in each stage and highlight opportunities for intervention
within each stage. We also compare and analyze existing
systems to demonstrate the use of the model for diagnosing
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee.
CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA.
Copyright 2010 ACM 978-1-60558-929-9/10/04....$10.00.
CriGcal	
  perspecGves	
  
A	
  stage	
  based	
  model	
  of	
  personal	
  
informaGcs	
  systems	
  
Ian	
  Li	
  et	
  al	
  (CHI2010)	
  
	
  
This	
  paper	
  
•  Introduces	
  and	
  defines	
  the	
  field	
  of	
  
"Personal	
  InformaGcs"	
  
•  IdenGfies	
  common	
  problems	
  
across	
  personal	
  informaGcs	
  
systems	
  
•  Introduces	
  a	
  model	
  of	
  personal	
  
informaGcs	
  for	
  systems	
  designers	
  
Problematising Upstream Technology through Speculative
Design: The Case of Quantified Cats and Dogs
Shaun Lawson, Ben Kirman, Conor Linehan, Tom Feltwell, Lisa Hopkins
Lincoln Social Computing Research Centre
University of Lincoln, UK
{slawson, bkirman, clinehan, tfeltwell,
lhopkins} @ lincoln.ac.uk
ABSTRACT
There is growing interest in technology that quantifies
aspects of our lives. This paper draws on critical practice
and speculative design to explore, question and
problematise the ultimate consequences of such technology
using the quantification of companion animals (pets) as a
case study. We apply the concept of ‘moving upstream’ to
study such technology and use a qualitative research
approach in which both pet owners, and animal behavioural
experts, were presented with, and asked to discuss,
speculative designs for pet quantification applications, the
design of which were extrapolated from contemporary
trends. Our findings indicate a strong desire among pet
owners for technology that has little scientific justification,
whilst our experts caution that the use of technology to
augment human-animal communication has the potential to
disimprove animal welfare, undermine human-animal
bonds, and create human-human conflicts. Our discussion
informs wider debates regarding quantification technology.
Author Keywords
Personal informatics; critical design; design fiction; animal-
computer interaction; the Quantified Dog.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
INTRODUCTION
HCI, as a discipline, is increasingly concerned with the
wider social and cultural implications of design practice [5,
6]. Dunne and Raby [14] argue that design as critique,
through practices such as speculative design, can be
valuable in the problematisation of technologies. They
suggest that by “moving upstream and exploring ideas
before they become products…designers can look into the
possible consequences of technological applications before
they happen” [14]. This paper uses the perspectives of
critical and speculative design in order to explore an area of
near-future/upstream technology that is of substantial
interest to both commercial developers and researchers –
the “quantification of everything” via the deployment of
technology that quantifies multiple aspects of our lives.
Consumers now have access to a plethora of interactive
web and mobile apps, often coupled with sensors, which
can facilitate the casual collection, aggregation,
visualization and sharing of data about the self. As observed
in [48], technology has been available to measure e.g.
“sleep, exercise, sex food, mood, location, alertness,
productivity and even spiritual wellbeing” for quite some
time. Engagement with such self-tracking and monitoring is
part of an inter-related set of practices variously labelled as
personal informatics and the quantified-self. These labels
emphasize that it is the self that is the object under scrutiny,
however it is also apparent that consumers will soon have
access to technology that can also track, measure, log and
interpret the behaviour of not only the self but of the people
and things that are important to them and that surround
them in their everyday lives; this could, for instance,
include their partners and children [35, 43], their elderly
relatives [7], homes [12] and pets [16].
The deployment of quantifying technology has widely-
claimed, and far-reaching, positive outcomes and benefits
both for individuals and society [48, 25]. Indeed, the HCI
and ubicomp communities continue to play a leading role in
determining the direction of research in this area e.g. as is
evidenced through a continuous rolling schedule of
workshops such as [24, 31]. Through these workshops, and
a growing body of published work, it is evident that there is
sustained research interest, generally, in the technical, user-
centred and privacy issues raised by the proliferation of
personal tracking technology. However, there is limited
existing research by the HCI, or indeed any, research
community, that takes a more critical perspective on the
design of tracking and quantifying technologies, and that,
for instance, challenges the positivist assumptions about its
longer term implications.
In this paper we present a case study that takes a critical
approach towards the understanding of the implications of
the increasing prevalence, and unquestioning acceptance, of
Paste the appropriate copyright/license statement here. ACM now
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Every submission will be assigned their own unique DOI string to be
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CriGcal	
  perspecGves	
  
ProblemaGsing	
  upstream	
  technology	
  
through	
  speculaGve	
  design:	
  The	
  case	
  
of	
  quanGfied	
  cats	
  and	
  dogs	
  
Shaun	
  Lawson	
  et	
  al	
  (CHI2015)	
  
	
  
This	
  paper	
  
•  Argues	
  that	
  we	
  too	
  readily	
  accept	
  
ideas	
  around	
  the	
  quanGfied	
  self	
  
and	
  'quanGfied	
  everything'	
  	
  
•  They	
  use	
  a	
  design	
  ficGon	
  based	
  
approach	
  to	
  explore	
  problems	
  
with	
  "upstream	
  technology"	
  for	
  
quanGfying	
  cats	
  and	
  dogs.	
  
	
  
CriGcal	
  perspecGves	
  
How	
  to	
  evaluate	
  technologies	
  for	
  
health	
  behaviour	
  change	
  in	
  HCI	
  
research	
  
Predrag	
  Klasnja	
  et	
  al	
  (CHI2011)	
  
	
  
This	
  paper	
  
•  Argues	
  that	
  the	
  role	
  of	
  HCI	
  cannot	
  
be	
  to	
  demonstrate	
  behaviour	
  
change,	
  which	
  requires	
  large,	
  long	
  
term	
  studies	
  (RCTs)	
  
•  Argues	
  that	
  evaluaGon	
  of	
  new	
  
technology	
  should	
  be	
  field	
  trials	
  of	
  
designs	
  linked	
  to	
  behavioural	
  
change	
  strategies	
  	
  
	
  
How to Evaluate Technologies for
Health Behavior Change in HCI Research
Predrag Klasnja1
, Sunny Consolvo3
, & Wanda Pratt1,2
1
Information School & DUB group
University of Washington
Seattle, WA 98195, USA
klasnja@uw.edu
2
Biomedical & Health Informatics
University of Washington
Seattle, WA 98195, USA
wpratt@uw.edu
3
Intel Labs Seattle
Seattle, WA 98105, USA
sunny.consolvo@intel.com
ABSTRACT
New technologies for encouraging physical activity, healthy
diet, and other types of health behavior change now
frequently appear in the HCI literature. Yet, how such
technologies should be evaluated within the context of HCI
research remains unclear. In this paper, we argue that the
obvious answer to this question—that evaluations should
assess whether a technology brought about the intended
change in behavior—is too limited. We propose that
demonstrating behavior change is often infeasible as well as
unnecessary for a meaningful contribution to HCI research,
especially when in the early stages of design or when
evaluating novel technologies. As an alternative, we
suggest that HCI contributions should focus on efficacy
evaluations that are tailored to the specific behavior-change
intervention strategies (e.g., self-monitoring, conditioning)
embodied in the system and studies that help gain a deep
understanding of people’s experiences with the technology.
Author Keywords
Evaluation methods, behavior change, health informatics,
user studies.
ACM Classification Keywords
H5.2 Information interfaces and presentation (e.g., HCI):
User interfaces (Evaluation/Methodology). J.3 Life and
Medical Sciences: Medical information systems.
General Terms
Experimentation, measurement.
INTRODUCTION
In the last several years, there has been an explosion of HCI
research on technologies for supporting health behavior
change. HCI researchers have developed systems for
encouraging physical activity [2,7,8,24], healthy diet
[12,17,23], glycemic control in diabetes [26,39], and self-
regulation of emotions [31]. Work in this area is rapidly
becoming a staple at many of the field’s preeminent
publishing venues.
This work has the potential to make a meaningful impact on
society. The prevalence of chronic diseases such as
diabetes, obesity, and coronary heart disease continue to
rise and are now responsible for over 70% of U.S.
healthcare expenditures [20]. Some of the most important
risk factors for these conditions are behavioral, including
smoking, physical inactivity, excessive food intake, and
diets heavy in trans fats. A successful change in these
behaviors is a fundamental aspect of both prevention and
effective management of chronic conditions, as well as an
important contributor to health and wellbeing more broadly.
Due to their low cost, high penetration, and integration in
people’s everyday lives, technologies such as mobile
phones, web applications, and social networking tools hold
great promise for supporting individuals as they strive to
adopt and sustain health-promoting behaviors. HCI research
can significantly contribute to the design of innovative and
effective tools that help people in these efforts.
However, as HCI researchers increasingly engage in the
design of systems for health behavior change, an important
question arises: how should interventions for health
behavior change be evaluated within the context of HCI
research? The question is twofold. First, what types of
evaluations are appropriate and useful for systems that HCI
researchers in this area are developing? And second, how
should the research output of this work—primarily in the
form of publications—be evaluated? These questions are
key, we believe, to moving this area of HCI forward, and
their careful consideration should aid both researchers and
reviewers working in this area.
In this paper, we argue that the obvious answer to these
questions—namely, that the goal of an evaluation of a
technology for health behavior change should be to show
that the technology brought about the intended change in
behavior—is too limited. We argue that behavior change in
the traditional clinical sense is not the right metric for
evaluating early stage technologies that are developed in the
context of HCI research. However, a narrower notion of
efficacy, one that tailors outcome measures to the particular
intervention strategies a technology employs, can enable
HCI researchers to test whether their systems are doing
what they are intended to do even at early stages of
development. Just as importantly, qualitative studies that
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that copies
bear this notice and the full citation on the first page. To copy otherwise,
or republish, to post on servers or to redistribute to lists, requires prior
specific permission and/or a fee.
CHI 2011, May 7–12, 2011, Vancouver, BC, Canada.
Copyright 2011 ACM 978-1-4503-0267-8/11/05...$10.00.
Summary	
  
•  In	
  this	
  lecture	
  I	
  have	
  
–  Given	
  examples	
  of	
  self	
  tracking	
  technology	
  and	
  
applicaGons	
  
–  Given	
  a	
  brief	
  history	
  of	
  tracking,	
  poinGng	
  out	
  that	
  it	
  is	
  not	
  
a	
  new	
  area	
  
•  Discussed	
  the	
  relaGonship	
  of	
  tracking	
  with	
  
–  Mobile	
  health	
  
–  Health	
  behaviour	
  change	
  
•  Illustrated	
  the	
  role	
  of	
  HCI	
  with	
  a	
  selecGon	
  of	
  papers	
  from	
  CHI	
  
(the	
  main	
  annual	
  HCI	
  conference)	
  
	
  
References	
  
1.  Consolvo,	
  S.,	
  Everin,	
  K.,	
  Smith,	
  I.,	
  Landay,	
  J.	
  (2006)	
  Design	
  requirements	
  for	
  technologies	
  that	
  
encourage	
  physical	
  acGvity.	
  Proceedings	
  of	
  ACM	
  CHI	
  2006,	
  457-­‐466.	
  
2.  Consolvo,	
  S.,	
  McDonald,	
  D.,	
  Toscos,	
  T.,	
  et	
  al	
  (2008)	
  AcGvity	
  sensing	
  in	
  the	
  wild:	
  A	
  field	
  trial	
  of	
  
UbiFit	
  Garden.	
  Proceedings	
  of	
  ACM	
  CHI	
  2008,	
  1797-­‐1806.	
  
3.  Cordeiro,	
  F.,	
  Bales,	
  E.,	
  Cherry,	
  E.,	
  Fogarty,	
  J.	
  (2015)	
  Rethinking	
  the	
  mobile	
  food	
  journal:	
  
Exploring	
  opportuniGes	
  for	
  lightweight	
  photo	
  based	
  capture.	
  Proceedings	
  of	
  ACM	
  CHI	
  2015,	
  
3207-­‐3216.	
  
4.  Crawford,	
  K.,	
  Lingel,	
  J.,	
  &	
  Karppi,	
  T.	
  (2015)	
  Our	
  metrics,	
  our	
  selves:	
  A	
  hundred	
  years	
  of	
  self-­‐
tracking	
  from	
  the	
  weight	
  scale	
  to	
  the	
  wrist	
  wearable	
  device.	
  European	
  Journal	
  of	
  Cultural	
  
Studies	
  2015,	
  18(4-­‐5),	
  479-­‐496.	
  
5.  Han,	
  T.,	
  Xiao,	
  X.,	
  Shi,	
  L.,	
  Canny,	
  J.,	
  Wang,	
  J.	
  (2015)	
  Balancing	
  accuracy	
  and	
  fun:	
  designing	
  
camera	
  based	
  mobile	
  games	
  for	
  implicit	
  heart	
  rate	
  monitoring.	
  Proceedings	
  of	
  ACM	
  CHI	
  
2015,	
  847-­‐856.	
  
6.  Khot,	
  R.A.,	
  Lee,	
  J.,	
  Aggarwal,	
  D.,	
  Hjorth,	
  L.,	
  Mueller,	
  F.	
  (2015)	
  TastyBeats:	
  Designing	
  palatable	
  
representaGons	
  of	
  physical	
  acGvity.	
  Proceedings	
  of	
  ACM	
  CHI	
  2015,	
  2933-­‐2942.	
  
	
  
	
  
	
  
References	
  
7.  Klasnja,	
  P.,	
  Consolvo,	
  S.,	
  &	
  Pran,	
  W.	
  (2011)	
  How	
  to	
  evaluate	
  technologies	
  for	
  health	
  
behaviour	
  chnage	
  in	
  HCI	
  research.	
  Proceedings	
  of	
  ACM	
  CHI	
  2011,	
  3063-­‐3072.	
  
8.  Klasnja,	
  P.,	
  Pran,	
  W.	
  (2011)	
  Healthcare	
  in	
  the	
  pocket:	
  Mapping	
  the	
  space	
  of	
  mobile-­‐phone	
  
intervenGons.	
  Journal	
  of	
  Biomedical	
  InformaGcs	
  45	
  (2012)	
  184-­‐198.	
  
9.  Lawson,	
  S.,	
  Kirman,	
  B.,	
  Linehan,	
  C.,	
  Feltwell,	
  T.,	
  Hopkins,	
  L.	
  (2015)	
  ProblemaGsing	
  upstream	
  
technology	
  through	
  speculaGve	
  design:	
  The	
  case	
  of	
  quanGfied	
  cats	
  and	
  dogs.	
  Proceedings	
  of	
  
CHI	
  2015.	
  2663-­‐2672.	
  
10.  Li,	
  I.,	
  Dey,	
  A.,	
  &	
  Forlizzi,	
  J.	
  (2010)	
  A	
  stage-­‐based	
  model	
  of	
  personal	
  informaGcs	
  systems.	
  
Proceedings	
  of	
  ACM	
  CHI	
  2010,	
  557-­‐566.	
  
11.  Mueller,	
  F.,	
  Muirhead,	
  M.,	
  (2015)	
  Jogging	
  with	
  a	
  quadcopter.	
  Proceedings	
  of	
  ACM	
  CHI	
  2015.	
  
2023-­‐2032.	
  
12.  O'Kane,	
  A.,	
  Rogers,	
  Y.,	
  Blandford,	
  A.	
  (2015)	
  Concealing	
  or	
  revealing	
  mobile	
  devices?	
  
Designing	
  for	
  onstage	
  and	
  offstage	
  presentaGon.	
  Proceedings	
  of	
  ACM	
  CHI	
  2015,	
  1689-­‐1698.	
  
	
  
References	
  
13.  Olla,	
  P.,	
  &	
  Shimskey,	
  C.	
  (2014)	
  mHealth	
  taxonomy:	
  a	
  literature	
  survey	
  of	
  mobile	
  health	
  
applicaGons.	
  Health	
  Technol.	
  (2014)	
  4:299-­‐308	
  
14.  Rooksby,	
  J.,	
  Rost,	
  M.,	
  Morrison,	
  A.,	
  &	
  Chalmers,	
  M.	
  (2014)	
  Pass	
  the	
  ball:	
  Enforced	
  turn	
  taking	
  
in	
  acGvity	
  tracking.	
  Proceedings	
  of	
  ACM	
  CHI	
  2015,	
  2417-­‐2426.	
  
15.  Rooksby,	
  J.,	
  Rost,	
  M.,	
  Morrison,	
  A.,	
  &	
  Chalmers,	
  M.	
  (2014)	
  Personal	
  tracking	
  as	
  lived	
  
informaGcs.	
  Proceedings	
  of	
  ACM	
  CHI	
  2014,	
  1163-­‐1172.	
  
16.  Simm,	
  W.,	
  Ferrario,	
  M.A.,	
  Gradinar,	
  A.,	
  Whinle,	
  J.	
  (2014)	
  Prototyping	
  Clasp:	
  ImplicaGons	
  for	
  
designing	
  digital	
  technology	
  for	
  and	
  with	
  adults	
  with	
  auGsm.	
  Proceedings	
  of	
  ACM	
  DIS2014,	
  
345-­‐354.	
  
17.  Tholander,	
  J.,	
  Nylander,	
  S.	
  (2015)	
  Snot,	
  Sweat,	
  Pain,	
  Mud,	
  and	
  Snow:	
  Performance	
  and	
  
experience	
  in	
  the	
  use	
  of	
  sportswatches.	
  Proceedings	
  of	
  ACM	
  CHI	
  2015.	
  2913-­‐2922.	
  	
  	
  
	
  
Images	
  
Apple	
  watch	
  –	
  apple.com	
  
MyFitnessPal	
  app	
  –	
  myfitnesspal.com	
  
Withings	
  scales	
  –	
  withings.com	
  
Moodnotes	
  app	
  –	
  Ustwo.com	
  
Diabetes	
  devices	
  -­‐	
  hnp://news.utoronto.ca/meet-­‐bant-­‐diabetes-­‐iphone-­‐app	
  
Argus	
  app	
  –	
  azumio.com	
  
Digital	
  stress	
  –	
  from	
  Simm	
  et	
  al	
  2014.	
  
Manpo-­‐Meter	
  –	
  hnp://www.yamasa-­‐tokei.co.jp/	
  
Penny	
  scales	
  –	
  from	
  Crawford	
  et	
  al	
  2015.	
  
Mobile	
  health	
  taxonomy	
  –	
  from	
  Olla	
  &	
  Shimskey	
  2014.	
  
	
  
	
  
	
  
	
  

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Self tracking and digital health

  • 1. Self  Tracking  and  Digital  Health   John  Rooksby   john.rooksby@glasgow.ac.uk  
  • 2. In  this  lecture   •  Self  tracking       – examples   •  A  brief  history  of  self  tracking     •  Self  tracking  and     – Mobile  health   – Health  behaviour  change   •  HCI  research  on  self  tracking  
  • 3. Tracking  Physical  AcGvity   Tracking  light  acGvity   •  Pedometers     Tracking  exercise     •  Run  trackers   •  Cycling  trackers   •  Swimming  trackers   Tracking  (non)  sedentary  Gme   •  Standing  Gme  
  • 4. Tracking  Weight  and  Diet   Food  tracking   •  Calorie  counGng   •  NutriGon  apps   Weight  tracking  
  • 5. Tracking  Mental  Wellbeing   Tracking  mood,  stress  and  anxiety     Symptom  tracking  to  understand  and   manage  disorders   •  Post  traumaGc  stress  disorder   •  Bi-­‐polar  disorder    
  • 6. Tracking  Health  CondiGons   Managing  chronic  condiGons  such  as   Diabetes,  Asthma,  and  Chronic  pain   MedicaGon  tracking   •  Compliance     •  Keeping  records      
  • 7. Much,  much  more   •  Sleep     •  FerGlity   •  Periods   •  Bad  habits   –  e.g.  smoking  cessaGon,  snacking   •  Achievements   –  e.g.  books  read,  places  visited   •  Much,  much  more    
  • 8. Self  tracking  technology   Self  tracking  can  be  done  with  a  range  of   technologies   •  Mobile  apps   •  Web  apps   •  Wearables   •  Smart  devices   New  technology  is  not  essenGal,  it  is   usually  just  more  convenient  than   mechanical  technology  and  pen  +  paper.  
  • 9. Self  tracking  is  not  new   1960s  The  "manpo-­‐kei"  or   "manpo-­‐meter"     The  first:     •  To  count  steps  rather   than  distance   •  To  be  marketed  on   health  grounds   •  Origin  of  10,000  steps   Today,  step  counGng  is  very   common  
  • 10. Self  tracking  is  not  new   Scales   •  Doctors  scales  first  produced  in   1865.   •  Public  "penny  scales"  in  1885.   –  By  1937  the  US  Department  of   commerce  reported  130,000,000   people  using  public  scales.   •  Household  scale  in  mid  20th  C.     Today  weight  is  a  common  health   measure.          
  • 11. Self  tracking  is  not  new   So  what  is  new?   •  Ubiquity  of  smartphones  and  devices     •  New  forms  of  sensor  (e.g.  locaGon  tracking),  mulGple  sensors     •  Increasing  computaGonal  power  (e.g.  enabling  acGvity   recogniGon)     •  Detailed  visual  and  hapGc  feedback   •  ConnecGvity   –  IntegraGon  of  data  between  applicaGons   –  Sharing  of  data  with  peers   –  Sharing  data  with  health  providers  
  • 12. Self  tracking  and  digital  health   Self  tracking   Digital  health  
  • 13. Digital  health   Self  tracking  is  related  to  several  areas  of  digital  health,   including:       •  Mobile  health  -­‐  Using  mobile  devices  to  collect,  analyse  and  communicate   informaGon   •  Health  Behaviour  change  -­‐  Encouraging  people  to  make  posiGve  changes   in  order  to  reduce  their  risks  of  developing  preventable  diseases      
  • 14. Mobile  Health   Olla  and  Shimskey's   Taxonomy  of  mHealth   applicaGons  for   smartphones    
  • 15. Mobile  Health   Olla  and  Shimskey's   Taxonomy  of  mHealth   applicaGons  for   smartphones     More  to  the  area  than   tracking   •  DiagnoGcs   •  EducaGon  and   reference   •  Efficiency   •  Environmental   monitoring      
  • 16. Health  behaviour  change   Many  people  can  become  more  healthy  and  reduce  the  risk  of   developing  many  illnesses  and  dying  early,  by  changing  their   behaviours:   •  Standing  more,  walking  more,  taking  more  exercise     •  Quifng  smoking     •  Healthy  eaGng     Self  tracking  is  of  importance  in  health-­‐behaviour  change.     •  To  change  a  behaviour  it  is  important  to  measure  it    
  • 17. Health  behaviour  change   However     •  Not  all  self  tracking  is  for  the  purpose  of  changing  behaviour.   •  Behaviour  change  is  a  long  term  process,  because  it  requires   maintenance  to  be  effecGve.   –  Aher  one  year  of  absGnence  47%  of  smokers  will  relapse,  aher  5  years   it  is  7%.     –  Trackers  are  ohen  used  for  shorter  periods,  just  a  few  weeks  or   months  before  moving  to  something  else.     –  Trackers  can  act  as  'extrinsic'  moGvators,  but  change  is  easier  to   maintain  when  people  become  'intrinsically'  moGvated.  
  • 18. HCI   Self  tracking  and  digital  health  are  large,  interdisciplinary  areas   So  what  is  the  role  of  HCI?    
  • 19. HCI   Self  tracking  and  digital  health  are  large,  interdisciplinary  areas   So  what  is  the  role  of  HCI?     HCI  papers  ohen  focus  on:     1.  InnovaGng  new  systems  and  applicaGons   2.  Improving/exploring  interface  and  interacGon  design   3.  Understanding  real-­‐world  user  pracGces   4.  Taking  criGcal  perspecGves    
  • 20. Activity Sensing in the Wild: A Field Trial of UbiFit Garden Sunny Consolvo1, 2 , David W. McDonald2 , Tammy Toscos1 , Mike Y. Chen1 , Jon Froehlich3 , Beverly Harrison1 , Predrag Klasnja1, 2 , Anthony LaMarca1 , Louis LeGrand1 , Ryan Libby3 , Ian Smith1 , & James A. Landay1, 3 1 Intel Research Seattle Seattle, WA 98105 USA [sunny.consolvo, beverly.harrison, anthony.lamarca, louis.l.legrand] @intel.com, ttoscos@indiana.edu, mike@ludic-labs.com, iansmith@acm.org 2 The Information School DUB Group University of Washington Seattle, WA 98195 USA [consolvo, dwmc, klasnja] @u.washington.edu 3 Computer Science & Engineering DUB Group University of Washington Seattle, WA 98195 USA [landay, jfroehli, libby] @cs.washington.edu ABSTRACT Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled applications that use on-body sensing and machine learning to infer people’s activities throughout everyday life. To address the growing rate of sedentary lifestyles, we have developed a system, UbiFit Garden, which uses these technologies and a personal, mobile display to encourage physical activity. We conducted a 3-week field trial in which 12 participants used the system and report findings focusing on their experiences with the sensing and activity inference. We discuss key implications for systems that use on-body sensing and activity inference to encourage physical activity. Author Keywords persuasive technology, sensing, activity inference, mobile phone, ambient display, fitness, activity-based applications. ACM Classification Keywords H.5.2 User Interfaces, H.5.m Miscellaneous. INTRODUCTION Recent advances in small inexpensive sensors, low-power processing, and activity modeling have enabled new classes of technologies that use on-body sensing and machine learning to automatically infer people’s activities throughout the day. These emerging technologies have seen success with participants in controlled and “living” lab settings [11] and with researchers in situ [18]. The next step is to conduct in situ studies with the target user population. Such studies expose important issues, for example, how the systems are used as part of everyday experiences, where the technology is brittle, and user reactions to activity inference and the presentation of those inferences. One application domain for on-body sensing and activity inference is addressing the growing rate of sedentary lifestyles. Regular physical activity is critical to everyone’s physical and psychological health, regardless of their being normal weight, overweight, or obese [6,16]. Physical activity reduces risk of premature mortality, coronary heart disease, type II diabetes, colon cancer, and osteoporosis, and has also been shown to improve symptoms associated with mental health conditions such as depression and anxiety. Yet despite the importance of physical activity, many adults in the U.S. do not get enough exercise [1]. Technologies that apply on-body sensing and activity inference to the fitness domain are faced with a challenge regarding which physical activities should be detected. The American College of Sports Medicine (ACSM) recommends that physical activity be regular and include cardiorespiratory training (or “cardio”) where large muscle groups are involved in dynamic activity such as running or cycling; resistance training, that is weight training that builds muscular strength and endurance; and flexibility training where muscles are slowly elongated to improve or maintain range of motion [22]. Technologies that attempt to encourage physical activity should support the range of activities that contribute to a physically active lifestyle, rather than focus on a single activity such as walking. Our goal in this work is to investigate users’ experiences with a system that we have developed, UbiFit Garden, which uses on-body sensing, activity inference, and a novel personal, mobile display to encourage physical activity. While our future work will focus on how the system affects awareness and sustained behavior change, at this stage, we are exploring how the system affects individuals’ everyday lives, how they interpret and reflect on the data about their physical activities, and how they interact with that data. We conducted a three- week field trial (n=12) with participants who were representative of UbiFit Garden’s target audience. In this paper, we discuss the types of physical activities participants performed, how those activities were recorded and manipulated, and participants’ qualitative reactions to activity inference and manual journaling. We also discuss participants’ general reactions to the system. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2008, April 5–10, 2008, Florence, Italy. Copyright 2008 ACM 978-1-60558-011-1/08/04…$5.00. AcGvity  sensing  in  the  wild:  A  field   trial  of  UbiFit  Garden       Sunny  Consolvo  et  al  (CHI2008)     This  paper   •  Describes  a  novel  (in  2008)  mobile   acGvity  tracking  system   •  Presents  results  from  a  field  trial   of  the  system   •  Discusses  the  use  of  acGvity   trackers  for  encouraging  physical   acGvity     InnovaGon  
  • 21. Jogging with a Quadcopter Florian ‘Floyd’ Mueller, Matthew Muirhead Exertion Games Lab RMIT University Melbourne, Australia {floyd, matt}@exertiongameslab.org ABSTRACT Jogging is a popular exertion activity. The abundance of jogging apps suggests to us that joggers can appreciate the opportunity for technology to support the jogging experience. We want to take this investigation a step further by exploring if, and how, robotic systems can support the jogging experience. We designed and built a flying robotic system, a quadcopter, as a jogging companion and studied its use with 13 individual joggers. By analyzing their experiences, we derived three design dimensions that describe a design space for flying robotic jogging companions: Perceived Control, Focus and Bodily Interaction. Additionally, we articulate a series of design tactics, described by these dimensions, to guide the design of future systems. With this work we hope to inspire and guide designers interested in creating robotic systems to support exertion experiences. Author Keywords Jogging; running; movement-based play; whole-body interaction; sports; quadcopter; robot; exertion ACM Classification Keywords H.5.2. [Information Interfaces and Presentation]: User Interfaces - Miscellaneous. INTRODUCTION Understanding the role of interactive technology to support physical exertion is a thriving field in HCI. By exertion interactions we mean interactions with technology that require intense physical effort from the user [20]. Supporting exertion is important, as exertion activity can facilitate social, mental and physical health benefits. One popular exertion activity is jogging, i.e. running at a leisurely pace. The abundance of jogging apps, sports watches and wearable sensors (for example embedded in Figure 1. What is it like to jog with a quadcopter? shirts and socks [3]) suggests to us that joggers appreciate the opportunity for technology to support their jogging experience. This trend has been recognized and investigated by research [39] while special interest groups (SIGs) at CHI have also been formed to encourage further developments in this area [23, 24]. We believe that the current range of systems to support jogging is only the beginning of a trend. With sensor advancements, improvement in battery performance and miniaturization, more opportunities will emerge for designers to support people’s exertion experiences. Along with technology advancements, there have also been advances in our understanding of the role of bodily aspects from a system’s design perspective, most often under the name of embodiment [10, 36]. We take this investigation a step further and wonder if exertion activities like jogging that are so embodiment-focused might benefit from designs with a similar embodiment focus. We see robots as having the potential for such an embodiment focus, and therefore begin by exploring if, and how, robotic systems can support Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea. Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04…$15.00 http://dx.doi.org/10.1145/2702123.2702472 Jogging  with  a  quadcopter   Florian  'Floyd'  Mueller  et  al  (CHI2015)     This  paper:   •  Explores  if  and  how  roboGc   systems  can  support  the  jogging   experience   •  Presents  a  roboGc  quadcopter   based  system  for  joggers   •  Uses  of  robots  include  keeping   pace,  sefng  routes,  making  a   distracGon,  and  making  jogging   playful           InnovaGon  
  • 22. TastyBeats: Designing Palatable Representations of Physical Activity Rohit Ashok Khot1 , Jeewon Lee1 , Deepti Aggarwal2 , Larissa Hjorth3 , Florian ‘Floyd’ Mueller1 1 Exertion Games Lab RMIT University, Australia { rohit, jeewon, floyd }@ exertiongameslab.org 2 Microsoft Centre for Social NUI, University of Melbourne, Australia daggarwal@student.unimelb.edu.au 3 RMIT University, Australia larissa.hjorth@rmit.edu.au Figure 1: TastyBeats is a fountain-based interactive system that creates a fluidic spectacle of mixing sport drinks based on heart rate data of physical activity. ABSTRACT In this paper, we introduce palatable representations that besides improving the understanding of physical activity through abstract visualization also provide an appetizing drink to celebrate the experience of being physically active. By designing such palatable representations, our aim is to offer novel opportunities for reflection on one’s physical activities. We present TastyBeats, a fountain-based interactive system that creates a fluidic spectacle of mixing sport drinks based on heart rate data of physical activity, which the user can later consume to replenish the loss of body fluids due to the physical activity. We articulate our experiences in designing the system as well as learning gained through field deployments of the system in participants’ homes for a period of two weeks. We found that our system increased participants’ awareness of physical activity and facilitated a shared social experience, while the prepared drink was treated as a hedonic reward that motivated participants to exercise more. Ultimately, with this work, we aim to inspire and guide design thinking on palatable representations, which we believe opens up new interaction possibilities to support physical activity experience. Author Keywords Palatable representation; fluidic interfaces; physical activity; quantified self; personal informatics; Human-Food Interaction (HFI). ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION Activity trackers like pedometers and heart rate monitors are becoming increasingly popular to support physical activity experiences [41]. These devices collect personally relevant data such as bodily responses to physical activity and provide opportunities to reflect on the collected data through self-monitoring [22]. For example, pedometers count the number of steps taken in a day, while heart rate monitors inform about exercise intensity. Research suggests that regular use of these devices can increase user motivation for physical activity [35, 43]. One key aspect of tracking physical activity is visualization, which improves understanding of the data [22, 35]. “Seeing” makes knowledge credible [4] and “greater visibility of information puts an added responsibility to act on” as pointed out by Viseu and Suchman [45]. For example, by visualizing physical activity data, users can gain a better understanding of their physical activity levels and can make this gained knowledge actionable towards Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea. Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04...$15.00. http://dx.doi.org/10.1145/2702123.2702197 TastyBeats:  Designing  palatable   representaGons  of  physical  acGvity   Rohit  Ashok  Khot  et  al  (CHI  2015)     This  paper   •  Introduces  'palatable'   representaGons  of  data  as  an   alternaGve  to  visualisaGon   •  Presents  a  fountain  based  system   that  creates  a  'fluidic  spectacle'  of   mixing  sports  drinks  based  on   heart  rate  data     •  Presents  a  field  study  of  the   system  in  three  households     InnovaGon  
  • 23. Design Requirements for Technologies that Encourage Physical Activity Sunny Consolvo1, 2 , Katherine Everitt3 , Ian Smith1 , & James A. Landay1, 3 1 Intel Research Seattle 1100 NE 45th Street, 6th Floor Seattle, WA 98105 USA [sunny.consolvo,ian.e.smith, james.a.landay]@intel.com 2 University of Washington The Information School Box 352840 Seattle, WA 98195-2840 USA consolvo@u.washington.edu 3 University of Washington Computer Science & Engineering Box 352350 Seattle, WA 98195-2350 USA [everitt,landay]@cs.washington.edu ABSTRACT Overweight and obesity are a global epidemic, with over one billion overweight adults worldwide (300+ million of whom are obese). Obesity is linked to several serious health problems and medical conditions. Medical experts agree that physical activity is critical to maintaining fitness, reducing weight, and improving health, yet many people have difficulty increasing and maintaining physical activity in everyday life. Clinical studies have shown that health benefits can occur from simply increasing the number of steps one takes each day and that social support can motivate people to stay active. In this paper, we describe Houston, a prototype mobile phone application for encouraging activity by sharing step count with friends. We also present four design requirements for technologies that encourage physical activity that we derived from a three- week long in situ pilot study that was conducted with women who wanted to increase their physical activity. Author Keywords design requirements, fitness, physical activity, pedometer, mobile phone, obesity, overweight, social support. ACM Classification Keywords H.5.2 [User Interfaces]: User-centered design; H.5.3 [Group and Organization Interfaces]: Evaluation/methodology, Asynchronous interaction. INTRODUCTION To help address the global epidemic of overweight and obesity, we are investigating how technology could help encourage people to sustain an increased level of physical activity, which medical experts agree is critical to maintaining fitness, reducing weight, and improving health. We are specifically interested in encouraging opportunistic physical activities. These are where a person incorporates activities into her normal, everyday life to increase her overall level of physical activity (e.g., walking instead of driving to work, taking the stairs, or parking further away from her destination). We are also interested in encouraging structured exercise, where a person elevates her heart rate for an extended period (e.g., going for a run or swim). In our first investigation, we focus on encouraging people to add opportunistic physical activities to their lives, without discouraging structured exercise. Studies have shown that people can achieve health benefits by merely increasing the number of steps they take each day and that support from friends and family has consistently been related to an increase in physical activity [3, 4, 17, 19]. However, with today’s hectic lifestyles, many people have difficulty fitting exercise into their lives and spending quality time with their friends. A mobile device such as a mobile phone can provide relevant information at the right time and place, and may help encourage opportunistic activities [6]. Based on these findings, we investigate if technology could encourage physical activity by providing personal awareness of activity level and mediating physical activity-related social interaction among friends. We use daily step count as a measure of physical activity and a mobile phone-based fitness journal we developed to track and share progress toward a daily step count goal within a small group of friends. We realize that investigating the effect of the technology on sustained behavior change will require a longitudinal study and thus have taken a user-centered design approach starting with a three-week long in situ pilot study. We evaluated an early- stage prototype of the mobile phone application with three groups of women who wanted to increase their levels of physical activity, were interested in preventing weight gain, and in many cases, had a goal of losing some weight. The results of the pilot study are being used to inform the design of a new application we are building to enable a longitudinal study to examine effects on behavior. In this paper, we focus our discussion on the four key design requirements for technologies that encourage physical activity that we derived from our analysis of the Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2006, April 22–27, 2006, Montréal, Québec, Canada. Copyright 2006 ACM 1-59593-178-3/06/0004...$5.00. CHI 2006 Proceedings • Designing for Tangible Interactions April 22-27, 2006 • Montréal, Québec, Canada 457 Design  requirements  for  technologies   that  encourage  physical  acGvity   Sunny  Consolvo  et  al  (CHI2006)     This  paper   •  Presents  a  system  for  entering   pedometer  data  onto  mobile   phones   •  Presents  a  field  trial  of  the  system   with  a  social  group   •  Discuses  issues  in  presenGng  and   sharing  acGvity  data  using  mobile   phones       InteracGon  design  
  • 24. Balancing Accuracy and Fun: Designing Camera Based Mobile Games for Implicit Heart Rate Monitoring Teng Han2 , Xiang Xiao1 , Lanfei Shi2 , John Canny3 , Jingtao Wang1 1 Department of Computer Science, 2 Intelligent Systems Program, University of Pittsburgh, Pittsburgh, PA, USA {teh24@, xiangxiao@cs., las231@, jingtaow@cs.}pitt.edu 3 Computer Science Division, University of California at Berkeley, 387 Soda Hall, Berkeley, CA, USA jfc@cs.berkeley.edu ABSTRACT Heart rate monitoring is widely used in clinical care, fitness training, and stress management. However, tracking individuals' heart rates faces two major challenges, namely equipment availability and user motivation. In this paper, we present a novel technique, LivePulse Games (LPG), to measure users’ heart rates in real time by having them play games on unmodified mobile phones. With LPG, the heart rate is calculated by detecting changes in transparency of users’ fingertips via the built-in camera of a mobile device. More importantly, LPG integrate users’ camera lens covering actions as an essential control mechanism in game play, and detect heart rates implicitly from intermittent lens covering actions. We explore the design space and trade- offs of LPG through three rounds of iterative design. In a 12-subject user study, we found that LPG are fun to play and can measure heart rates accurately. We also report the insights for balancing measurement speed, accuracy, and entertainment value in LPG. Author Keywords Heart rate, mobile phone, multi-modal interface, game design, serious game, ECG, quantified self. ACM Classification Keywords H5.2. Information interfaces and presentation (e.g., HCI): User Interfaces. General Terms Design, Experimentation, Human Factors. INTRODUCTION Heart rate is one important vital sign in health care [6, 29]. For healthy people, resting heart rate (RHR) is also an essential physiological marker of physical fitness [7, 30, 38], and expected life span [13]. Heart rate has been used in fitness training [19, 20] and competitive sports for managing work-out intensity and balancing physical exertion. Both continual readings of heart rates [5, 15, 37, 33] and heart rate variability, a.k.a. HRV [27, 29, 32, 33], can predict a user’s physiological state, including cognitive workload and mental stress levels, in contexts such as computer user interfaces [29, 33], traffic control [29], longitudinal monitoring of emotion and food intake [5], and intelligent tutoring [15]. Therefore, the efficient measurement of heart rate can be of great significance across scenarios involving physical health, mental activities or a combination of both. Unfortunately, most heart rate measurement methods are either time-consuming1 , or require special measurement equipment [25] that may not be available to a wide audience. For example, manual pulse counting with fingers may be tedious, and inaccurate. More precise methods include the Electrocardiograph (ECG) [22, 25] and pulse oximeters [25, 35]. These dedicated heart rate monitoring devices share at least three disadvantages. First, the costs of these devices could prevent wide adoption in everyday life. Second, it is not convenient to carry and use the devices “on the go”. Last but not least, existing methods provide little immediate benefits or intrinsic motivation to users and thus may be tedious to track heart rate in a longitudinal setting. Figure 1. Real-time heart rate measurement via LivePulse Games (left: City Defender, right: Gold Miner). To overcome the limitations of existing techniques, we have developed LivePulse Games (LPG, figure 1) to measure users’ heart rates in real time by having them play serious games on unmodified mobile phones. LPG calculate heart rates by detecting the transparency change of fingertips via the built-in camera (i.e. commodity camera 1 In both the preparation phase and the actual measurement stage. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea Copyright 2015 ACM 978-1-4503-3145-6/15/04…$15.00 http://dx.doi.org/10.1145/2702123.2702502 Health Sensors & Monitoring CHI 2015, Crossings, Seoul, Korea 847 Balancing  accuracy  and  fun:  Designing   Camera  Based  Mobile  Games  for   Implicit  Heart  Rate  Monitoring   Teng  Han  et  al  (CHI  2015)     This  paper   •  Presents  "live  pulse  games"  for   smartphones  which  measure   pulse  during  play   •  The  smartphone  camera  is  used  as   controller  and  sensor  for  pulse.   •  This  allows  for  longitudinal   collecGon  of  heart  rate  data       InteracGon  design  
  • 25. Pass the Ball: Enforced Turn-Taking in Activity Tracking John Rooksby, Mattias Rost, Alistair Morrison, Matthew Chalmers School of Computing Science, University of Glasgow, UK. {firstname.lastname}@glasgow.ac.uk ABSTRACT We have developed a mobile application called Pass The Ball that enables users to track, reflect on, and discuss physical activity with others. We followed an iterative design process, trialling a first version of the app with 20 people and a second version with 31. The trials were conducted in the wild, on users’ own devices. The second version of the app enforced a turn-taking system that meant only one member of a group of users could track their activity at any one time. This constrained tracking at the individual level, but more successfully led users to communicate and interact with each other. We discuss the second trial with reference to two concepts: social- relatedness and individual-competence. We discuss six key lessons from the trial, and identify two high-level design implications: attend to “practices” of tracking; and look within and beyond “collaboration” and “competition” in the design of activity trackers. Author Keywords: Activity Tracking; Mobile Health; Game. ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION The potential for smartphone-based activity trackers to support and encourage health related behaviour change has been widely recognised (see [14, 16, 18] for recent overviews). We have noticed that activity trackers are commonly designed as individual trackers that then have social features added to them. Typically, social features enable users to post an achievement such as a recent run or step-count to a social network site such as Facebook. In this paper we explore a social-first approach, reporting on an app we have developed and evaluated that takes interacting with others as prerequisite to tracking an activity. The app, Pass The Ball, is a team game in which players pass a virtual ball to each other. Only one user can have the ball at any one time, and only this user’s activity can be tracked by the app (the app awards activity points based on a simple motion tracking algorithm). Teams compete against each other to score the most points. This creates a coordination problem, one that requires users to think about and discuss not just their own activity but also that of others. For this work we adopted a “research through design” approach (see [13, 36]). We have created a mobile application and have studied its use in the wild on people’s own mobile phones. We have gone through this process iteratively (as is best practice in design [36]), producing and trialling the app for two weeks, then refining it and trialling it again for another two weeks. Gaver [13] argues that research through design is not about creating artefacts that embody, confirm or falsify theory, but artefacts that can be “annotated” by theory. In this paper we use two concepts from behaviour change theory as annotation: individual competence and social relatedness. Our work does not embody, confirm or falsify any particular theory, but treats these concepts as a way of discussing the relationship, similarities and differences of Pass The Ball to other activity trackers. Gaver views design not as a science, but as a process in which “we may build on one another’s results, but … also usefully subvert them” (p.946). Our app is subversive in that it prioritises social-relatedness over individual-competence, where the converse is the norm. BACKGROUND Pedometers have been widely available for a long time (they were introduced, in their modern form as step counters, by Yamasa in the 1960s). Recently, smartphone applications (apps) and networked hardware devices have begun to offer new possibilities for tracking steps and myriad other activities, sparking renewed interest in the relationship between tracking and health related behaviour change. Pedometers have been shown to have a positive effect on health related behaviour [34], and it seems a reasonable expectation that apps and networked hardware devices can have similar if not greater benefits. Studies such as [3, 4] are pointing to and cautiously confirming such benefits. However, with the range of new possibilities comes a large, complex design space; it is only beginning to become clear what the effects and relevancies of different designs are to behaviour change. In this paper we discuss our exploration of this design space. Over the last few years, researchers and developers have been creating apps and devices that augment tracking with social and game features. Apps such as SpyFeet [30] allow Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04...$15.00 http://dx.doi.org/10.1145/2702123.2702577 Experience Design for Games CHI 2015, Crossings, Seoul, Korea 2417 InteracGon  design   Pass  the  ball:  Enforced  turn  taking  in   acGvity  tracking   John  Rooksby  et  al  (CHI2015)     This  paper:   •  Presents  a  novel  pedometer  based   game  where  team  members  take   it  in  turn  to  count  their  steps   •  Discusses  user  trials  of  two   versions  of  the  game   •  Discusses  the  experiences  and   pracGcaliGes  of  cooperaGve   tracking      
  • 26. Rethinking the Mobile Food Journal: Exploring Opportunities for Lightweight Photo-Based Capture Felicia Cordeiro1 , Elizabeth Bales1,2 , Erin Cherry3 , James Fogarty1 1 Computer Science & Engineering 2 Human Centered Design & Engineering DUB Group, University of Washington {felicia0, lizbales, jfogarty}@cs.washington.edu ABSTRACT Food choices are among the most frequent and important health decisions in everyday life, but remain notoriously difficult to capture. This work examines opportunities for lightweight photo-based capture in mobile food journals. We first report on a survey of 257 people, examining how they define healthy eating, their experiences and challenges with existing food journaling methods, and their ability to interpret nutritional information that can be captured in a food journal. We then report on interviews and a field study with 27 participants using a lightweight, photo-based food journal for between 4 to 8 weeks. We discuss mismatches between motivations and current designs, challenges of current approaches to food journaling, and opportunities for photos as an alternative to the pervasive but often inappropriate emphasis on quantitative tracking in mobile food journals. Author Keywords Personal Informatics; Self-Tracking; Food Journals; Photos. ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI). INTRODUCTION Food choices are among the most frequent and important health decisions in everyday life, yet it remains notoriously difficult to understand our food choices. People eat in many different contexts and have widely varying motivations and constraints on food. Being mindful of the quality and quantity of food choices is a crucial component of a healthy life [35,36], and food journals can be effective for monitoring food intake [8,15]. The implications of food also go beyond health, as food is central to our daily experiences and our relationship with food varies according to personal contexts and goals [14]. But food journals impose high burdens that detract from their potential benefit [11,12]. Effective food journaling is thus a grand challenge for personal informatics. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. CHI 2015, April 18 - 23 2015, Seoul, Republic of Korea Copyright 2015 ACM 978-1-4503-3145-6/15/04$15.00 http://dx.doi.org/10.1145/2702123.2702154 3 Computer Science University of Rochester erinc@cs.rochester.edu Figure 1. An entry in our lightweight photo-based food journal. No calorie or nutrition information is shown, as the journal instead logs meal enjoyment, location context, and social context. Automated sensing has proven powerful in some domains of human activity, but remains out of reach for food despite recent advances [1,3,18,27,29,32,38]. It is also unclear whether automation is desirable, as it may undermine in-the-moment awareness created by food journaling [36]. Some existing methods involve taking photos of food as an intermediate step toward collecting underlying nutritional information [18,27,38]. We step further back, asking what people want to capture about food and what value photos themselves might provide in a lightweight food journal. Our work examines lightweight photo-based capture and reflection, reconsidering the common assumption that a quantitative approach is required. We first present a survey examining how people define healthy eating, experiences and challenges with existing food journals, and how people interpret the healthiness of food presented as either photos or nutrition labels. We then present interviews and field deployments of a lightweight, photo-based mobile food journal. A total of 27 people with varying food goals from two distinct trials use our application to journal for between 4 to 8 weeks. We explore reactions to a design focused on food photos in lieu of nutritional information and examine the value of food photos with regard to their goals. Finally, we discuss our results in the context of rethinking challenges and opportunities in the design of mobile food journals. InteracGon  design   Rethinking  the  mobile  food  journal:   Exploring  opportuniGes  for   lightweight  photo-­‐based  capture.   Felicia  Cordeiro  et  al  (CHI2015)     This  paper   •  Presents  a  survey  of  experiences   and  challenges  in  food  journaling   •  Presents  a  field  trial  of  a  photo   based  system  for  journaling   •  Discusses  the  pros  and  cons  of   photo  based  and  log  based   approaches.  
  • 27. Personal Tracking as Lived Informatics John Rooksby, Mattias Rost, Alistair Morrison, Matthew Chalmers School of Computing Science, University of Glasgow, UK. {john.rooksby, mattias.rost, alistair.morrison, matthew.chalmers}@glasgow.ac.uk ABSTRACT This paper characterises the use of activity trackers as ‘lived informatics’. This characterisation is contrasted with other discussions of personal informatics and the quantified self. The paper reports an interview study with activity tracker users. The study found: people do not logically organise, but interweave various activity trackers, sometimes with ostensibly the same functionality; that tracking is often social and collaborative rather than personal; that there are different styles of tracking, including goal driven tracking and documentary tracking; and that tracking information is often used and interpreted with reference to daily or short term goals and decision making. We suggest there will be difficulties in personal informatics if we ignore the way that personal tracking is enmeshed with everyday life and people’s outlook on their future. Author Keywords Activity Tracking; Data; Qualitative methods ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION Over the past few years there has been a proliferation of mobile apps and consumer devices for tracking personal information, particularly those related to health and wellbeing (for example diet, weight, sleep, walking and exercise). Many apps can be downloaded for free or at low cost. Some physical devices (such as pedometers) cost trivial amounts (see [19]). Yet there is also a market for premium devices (see [11] for a discussion of the FitBit). Mobile phone manufacturers including Apple and Motorola have also begun to make specific provisions for activity tracking by, for example, incorporating always-on accelerometers into their latest high-end mobile devices. The advent of smart watches, smart glasses and other forms of wearable computing in the consumer domain is also likely to bring further innovation and proliferation in this area. Personal tracking is, however, not new. People have long been able to track and manage activities using diaries and/or personal computers. Tracking can in fact be traced back to at least Roman times (where trackers were used not as personal devices but for measuring the mobility of soldiers). However, with the popularity of smartphones and digital devices with built in accelerometers and location services, the area of personal tracking appears to be one of great investment and growth. Previous research in this area has predominantly focused on individual, researcher-supplied technologies. From a health research perspective, a tracker is either an instrument with which to measure activity, or an intervention to be applied across a cohort of people. Standard devices are used, and often treated as invisible lenses on activity (e.g. [19, 21]). In health research, consumer trackers are usually used, whereas evaluation in HCI is usually of a novel prototype (e.g. [13, 10]). In HCI the devices themselves are not treated invisibly but, as with health research, evaluation is predominantly of an individual technology and oriented to intervention. There is some research looking at integration of technologies, notably Bentley et al.’s [2] work on health mashups for behaviour change. Yet even here the researchers selected what the study participants should use. The agency of the people using such technologies is too often denied; Maitland et al.’s [12] study of weight loss and Mamykina et al.’s [14] study of diabetes management are rare exceptions. They point out that people choose, use, interweave and abandon various technologies in their own, lived efforts to improve their health. They found people were not changing their behaviour because of a technology, but were using technology because they wanted to change. What people decide to track using consumer products, what trackers they decide to use, and how they use them over days, weeks, months and potentially lifetimes remains understudied. Studying individual, researcher supplied technology is somewhat at odds with the literature around personal informatics, which suggests that people can and should track various aspects of their lives. It is also somewhat at odds with what we already know about smartphone use. Barkhuus et al. [1] have pointed out that Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. CHI 2014, April 26 - May 01 2014, Toronto, ON, Canada. Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-2473-1/14/04 $15.00 http://dx.doi.org/10.1145/2556288.2557039 ACM 978-1-4503-2473-1/14/04 $15.00. http://dx.doi.org/10.1145/2556288.2557039 Understanding  pracGces   Personal  tracking  as  lived  informaGcs   John  Rooksby  et  al  (CHI2014)     This  paper   •  Presents  a  study  of  users  of   personal  trackers  (apps  and   wearables)   •  Draws  anenGon  to  different  styles   and  purposes  of  tracking   •  Draws  anenGon  to  the  ways  in   which  people  use  mulGple   trackers  and  switch  over  Gme    
  • 28. Snot, Sweat, Pain, Mud, and Snow - Performance and Experience in the Use of Sports Watches 1st Author Name Affiliation Address e-mail address Optional phone number 2nd Author Name Affiliation Address e-mail address Optional phone number 3rd Author Name Affiliation Address e-mail address Optional phone number ABSTRACT We have conducted interviews with ten elite and recreational athletes to understand their experiences and engagement with endurance sport and personal and wearable sports technology. In the interviews, athletes emphasized the experiential aspects of doing sports and the notion of feeling was repeatedly used to talk about their activities. The technology played both an instrumental role in measuring performance and feeding bio-data back to them, and an experiential role in supporting and confirming the sport experience. To guide further interaction design research in the sports domain, we suggest two interrelated ways of looking at sports performances and experiences, firstly through the notion of a measured sense of performance, and secondly as a lived-sense of performance. Author Keywords Sports, experience, heart rate monitors, feeling. ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION Measuring results as accurately as possible is the primary way of assessing performance in sports, and consequently an important driving force in the development of sports technology. Here, we attempt to expand what the notion of performance means in sports, and the implications this has for interaction design research. Endurance sports such as running, cycling, triathlon, and cross-country skiing is currently growing remarkably. This is seen in increasing participation in races and organized training groups, and the development of new forms of mass races such as ultra-marathons, swim-run races over large distances, and trail running. Hand in hand with this, a proliferation of mobile technologies dedicated to sports and exercise has emerged, such as watches, sensors, and apps. This technical and commercial development has brought increased attention of HCI to the domain of sports and novel ways of using technology in sports activities, examples include social sharing of heart-rate during cycling [33], interactive shirts for sharing running data [32], and novel feedback mechanisms for golfers [27], skiers [20], and runners [26]. So far, a significant part of the research in interactive sports technologies has been concerned with socio-motivational technologies [2, 22, 23], new forms of play [12, 15], gamification [5], bodily interaction [34], and explorations of technical challenges for wearable sports technologies [3, 4, 20, 37]. However, when it comes to supporting, enhancing or augmenting the sporting activities through deep engagement with the details of their execution, it turns out that less work has been reported. Counter-examples include [11, 18] which led to an innovative training device for advanced psychomotor skills in handball, Stienstra et al.’s. [33] work on sonification of speed skating motion; and Spelmezan’s [32] vibrational feedback for snowboarding instruction. By drawing on a set of “in-depth interviews” with elite and recreational athletes, we map out key characteristics of athletes’ experiences and engagement in endurance sports, and technologies that support this in various ways such as sports watches and heart-rate monitors. For a large group of engaged athletes, there is a close connection between the experience of the sport and how it is performed, and sports is valued for a lot more than pure measurable performance. Moreover, it is not only goals and results that motivate athletes, but a rich flora of additional factors such as the reward from meeting various challenges, the ability to manage exertion and fatigue, and the sheer fun and enjoyment of running, skiing, and cycling. Reoccurring in our material was the notion of feeling, and the various roles it played in building instrumental and experiential aspects of the athletes’ performances. As put by one of our participants: “.. and then you run ten kilometers and it feels like… well, did I run or am I going to run? I don’t feel the difference in my legs. That feeling is priceless in a way.” Karl Paste the appropriate copyright/license statement here. ACM now supports three different publication options: ACM copyright: ACM holds the copyright on the work. This is the historical approach. License: The author(s) retain copyright, but ACM receives an exclusive publication license. Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. This text field is large enough to hold the appropriate release statement assuming it is single-spaced in TimesNewRoman 8 point font. Please do not change or modify the size of this text box. Every submission will be assigned their own unique DOI string to be included here. Understanding  pracGces   Snot,  Sweat,  Pain,  Mud  and  Snow  –   Performance  and  Experience  in  the   Use  of  Sports  Watches   Jakob  Tholander  et  al  (CHI2015)     This  paper   •  Presents  an  interview  study  with   endurance  athletes     •  Draws  anenGon  to  feelings  and   the  roles  they  play  in  sport   •  Points  out  that  trackers  quanGfy   things  that  can  be  felt  and   therefore  help  understand  feeling   and  represent  feeling    
  • 29. Concealing or Revealing Mobile Medical Devices? Designing for Onstage and Offstage Presentation Aisling Ann O’Kane UCL Interaction Centre University College London London, United Kingdom a.okane@cs.ucl.ac.uk Yvonne Rogers UCL Interaction Centre University College London London, United Kingdom y.rogers@ucl.ac.uk Ann Blandford UCL Interaction Centre University College London London, United Kingdom a.blandford@ucl.ac.uk ABSTRACT Adults with Type 1 Diabetes have choices regarding the technology they use to self-manage their chronic condition. They can use glucose meters, insulin pumps, smartphone apps, and other technologies to support their everyday care. However, little is known about how their social lives might influence what they adopt or how they use technologies. A multi-method study was conducted to examine contextual factors that influence their technology use. While individual differences play a large role in everyday use, social factors were also found to influence use. For example, people can hide their devices in uncertain social situations or show them off to achieve a purpose. We frame these social behaviours using Goffman’s theatre metaphor of onstage and offstage behaviour, and discuss how this kind of analysis can inform the design of future mobile medical devices for self-management of chronic conditions. INTRODUCTION Type 1 Diabetes (T1D) is a serious chronic condition that can involve the use of various mobile medical devices to support everyday self-care, and people’s adoption and use of diabetes technologies can differ significantly as devices become individually appropriated [36]. The range of T1D technologies includes glucose meters, continuous glucose meters, insulin pumps, and mobile phone applications. As T1D devices are mobile and need to be used in various contexts, it is important to understand how user experience might influence how devices are used in practice. T1D is an auto-immune chronic condition that is often associated with childhood onset [27], but people of all ages can be diagnosed with it. It involves the pancreas producing insufficient quantities of insulin, a hormone required for the regulation of blood glucose (BG), but the condition can be managed [21]. For T1D, careful self-management practices are encouraged by medical practitioners: low BG levels (hypoglycemia, or ‘hypos’) can lead to immediate health concerns, including feeling physically ill or even falling unconscious, while excess levels of BG (hyperglycemia or ‘hypers’) can eventually culminate in complications, such as eye, foot, kidney, and heart disease. Personal management practices include calculating medication doses to inject based on factors such as personal situation (e.g. digested sugars and carbohydrates, exercise, sickness, and stress), temperature/weather, their current BG level, and past experience. Balancing BG levels with ingested glucose and injected insulin can control the condition, significantly reducing the impact on a person’s life. Most diabetes care involves some form of self- management. This means people with diabetes are “more than passive recipients of medical expertise” [10]. Lutfey and Wishner [22] suggest that the term ‘compliance’ should not be used in efforts to improve self-management practices. Instead, they propose using ‘adherence’, which suggests appropriate autonomy in defining and following self-management plans for diabetes. However, people’s plans are not necessarily the same as the actions they take: actions are contingent on the unfolding context [39], which is relational, dynamic, occasioned, and arising from the on- going activity [9]. This is of particular relevance when looking at the self-management plans of people with T1D, where self-management occurs on a “daily basis within the context of the other goals, priorities, health issues, family demands, and other personal concerns that make up their lives” [10]. Self-management practices vary [37] but there is little research on how mobile T1D technologies are chosen to be used for everyday self-management and how everyday social life might influence practice. To address this gap, we conducted three user studies that examined how T1D devices are adopted, carried, and used. We used contextual interviews, a diary study, and observation of a T1D group meet-up. In the data analysis reported here, we used Goffman’s theatre metaphor of how people present themselves to others. This conceptual framing provides insight into the nuanced ways adults with TID conceal or reveal the use of mobile self-management devices in social situations, which could benefit the design of future mobile self-management devices for chronic conditions. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions@acm.org. CHI 2015, April 18 - 23, 2015, Seoul, Republic of Korea Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3145-6/15/04…$15.00 http://dx.doi.org/10.1145/2702123.2702453 Understanding  pracGces   Concealing  or  Revealing  Mobile   Medical  Devices?  Designing  for   Onstage  and  Offstage  PresentaGon.   Aisling  O'Kane  et  al  (CHI  2015)     This  paper     •  Explores  the  occasions  in  which   adults  with  type  1  diabetes   conceal  or  reveal  their   technologies.   •  Discusses  how  users  seek  to   customise  technologies  to  bener   suit  social  situaGons    
  • 30. A Stage-Based Model of Personal Informatics Systems Ian Li1 , Anind Dey1 , and Jodi Forlizzi1,2 1 Human Computer Interaction Institute, 2 School of Design Carnegie Mellon University, Pittsburgh, PA 15213 ianli@cmu.edu, {anind, forlizzi}@cs.cmu.edu ABSTRACT People strive to obtain self-knowledge. A class of systems called personal informatics is appearing that help people collect and reflect on personal information. However, there is no comprehensive list of problems that users experience using these systems, and no guidance for making these systems more effective. To address this, we conducted surveys and interviews with people who collect and reflect on personal information. We derived a stage-based model of personal informatics systems composed of five stages (preparation, collection, integration, reflection, and action) and identified barriers in each of the stages. These stages have four essential properties: barriers cascade to later stages; they are iterative; they are user-driven and/or system-driven; and they are uni-faceted or multi-faceted. From these properties, we recommend that personal informatics systems should 1) be designed in a holistic manner across the stages; 2) allow iteration between stages; 3) apply an appropriate balance of automated technology and user control within each stage to facilitate the user experience; and 4) explore support for associating multiple facets of people’s lives to enrich the value of systems. Author Keywords Personal informatics, collection, reflection, model, barriers ACM Classification Keywords H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. General Terms Design, Human Factors INTRODUCTION AND MOTIVATION The importance of knowing oneself has been known since ancient times. Ancient Greeks who pilgrimaged to the Temple of Apollo at Delphi to find answers were greeted with the inscription “Gnothi seauton” or “Know thyself”. To this day, people still strive to obtain self-knowledge. One way to obtain self-knowledge is to collect information about oneself—one’s behaviors, habits, and thoughts—and reflect on them. Computers can facilitate this activity because of advances in sensor technologies, ubiquity of access to information brought by the Internet, and improvements in visualizations. A class of systems called personal informatics is appearing that help people collect and reflect on personal information (e.g., Mint, http://mint.com, for finance and Nike+, http://nikeplus.com, for physical activity). Personal informatics represents an interesting area of study in human-computer interaction. First, these systems help people better understand their behavior. While many technologies inform people about the world, personal informatics systems inform people about themselves. Second, people participate in both the collection of behavioral information as well as the exploration and understanding of the information. This poses demands on users that need to be explored. Finally, we do not know all the problems that people may experience with personal informatics systems. We know that people want to get information about themselves to reflect on, and that systems that support this activity need to be effective and simple to use. Identifying problems that people experience in collecting and making sense of personal information while using such systems is critical for designing and developing effective personal informatics. To date, there is no comprehensive list of problems that users experience using these systems. Toward this end, we conducted surveys and interviews with people who collect and reflect on personal information. From this, we derived a model of personal informatics systems organized by stages, which emphasizes the interdependence of the different parts of personal informatics systems. We provide three main contributions in this paper: 1) we identify problems across personal informatics tools, 2) we introduce and discuss a model that improves the diagnosis, assessment, and prediction of problems in personal informatics systems, and 3) we make recommendations about how to improve existing systems and build new and effective personal informatics systems. In the next section, we provide a working definition of personal informatics and review related literature. We present the method and findings from our survey, and use them to introduce a stage-based model of personal informatics systems. We describe the barriers encountered in each stage and highlight opportunities for intervention within each stage. We also compare and analyze existing systems to demonstrate the use of the model for diagnosing Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA. Copyright 2010 ACM 978-1-60558-929-9/10/04....$10.00. CriGcal  perspecGves   A  stage  based  model  of  personal   informaGcs  systems   Ian  Li  et  al  (CHI2010)     This  paper   •  Introduces  and  defines  the  field  of   "Personal  InformaGcs"   •  IdenGfies  common  problems   across  personal  informaGcs   systems   •  Introduces  a  model  of  personal   informaGcs  for  systems  designers  
  • 31. Problematising Upstream Technology through Speculative Design: The Case of Quantified Cats and Dogs Shaun Lawson, Ben Kirman, Conor Linehan, Tom Feltwell, Lisa Hopkins Lincoln Social Computing Research Centre University of Lincoln, UK {slawson, bkirman, clinehan, tfeltwell, lhopkins} @ lincoln.ac.uk ABSTRACT There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of ‘moving upstream’ to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology. Author Keywords Personal informatics; critical design; design fiction; animal- computer interaction; the Quantified Dog. ACM Classification Keywords H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. INTRODUCTION HCI, as a discipline, is increasingly concerned with the wider social and cultural implications of design practice [5, 6]. Dunne and Raby [14] argue that design as critique, through practices such as speculative design, can be valuable in the problematisation of technologies. They suggest that by “moving upstream and exploring ideas before they become products…designers can look into the possible consequences of technological applications before they happen” [14]. This paper uses the perspectives of critical and speculative design in order to explore an area of near-future/upstream technology that is of substantial interest to both commercial developers and researchers – the “quantification of everything” via the deployment of technology that quantifies multiple aspects of our lives. Consumers now have access to a plethora of interactive web and mobile apps, often coupled with sensors, which can facilitate the casual collection, aggregation, visualization and sharing of data about the self. As observed in [48], technology has been available to measure e.g. “sleep, exercise, sex food, mood, location, alertness, productivity and even spiritual wellbeing” for quite some time. Engagement with such self-tracking and monitoring is part of an inter-related set of practices variously labelled as personal informatics and the quantified-self. These labels emphasize that it is the self that is the object under scrutiny, however it is also apparent that consumers will soon have access to technology that can also track, measure, log and interpret the behaviour of not only the self but of the people and things that are important to them and that surround them in their everyday lives; this could, for instance, include their partners and children [35, 43], their elderly relatives [7], homes [12] and pets [16]. The deployment of quantifying technology has widely- claimed, and far-reaching, positive outcomes and benefits both for individuals and society [48, 25]. Indeed, the HCI and ubicomp communities continue to play a leading role in determining the direction of research in this area e.g. as is evidenced through a continuous rolling schedule of workshops such as [24, 31]. Through these workshops, and a growing body of published work, it is evident that there is sustained research interest, generally, in the technical, user- centred and privacy issues raised by the proliferation of personal tracking technology. However, there is limited existing research by the HCI, or indeed any, research community, that takes a more critical perspective on the design of tracking and quantifying technologies, and that, for instance, challenges the positivist assumptions about its longer term implications. In this paper we present a case study that takes a critical approach towards the understanding of the implications of the increasing prevalence, and unquestioning acceptance, of Paste the appropriate copyright/license statement here. ACM now supports three different publication options: ACM copyright: ACM holds the copyright on the work. This is the historical approach. License: The author(s) retain copyright, but ACM receives an exclusive publication license. Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. This text field is large enough to hold the appropriate release statement assuming it is single-spaced in TimesNewRoman 8 point font. Please do not change or modify the size of this text box. Every submission will be assigned their own unique DOI string to be included here. CriGcal  perspecGves   ProblemaGsing  upstream  technology   through  speculaGve  design:  The  case   of  quanGfied  cats  and  dogs   Shaun  Lawson  et  al  (CHI2015)     This  paper   •  Argues  that  we  too  readily  accept   ideas  around  the  quanGfied  self   and  'quanGfied  everything'     •  They  use  a  design  ficGon  based   approach  to  explore  problems   with  "upstream  technology"  for   quanGfying  cats  and  dogs.    
  • 32. CriGcal  perspecGves   How  to  evaluate  technologies  for   health  behaviour  change  in  HCI   research   Predrag  Klasnja  et  al  (CHI2011)     This  paper   •  Argues  that  the  role  of  HCI  cannot   be  to  demonstrate  behaviour   change,  which  requires  large,  long   term  studies  (RCTs)   •  Argues  that  evaluaGon  of  new   technology  should  be  field  trials  of   designs  linked  to  behavioural   change  strategies       How to Evaluate Technologies for Health Behavior Change in HCI Research Predrag Klasnja1 , Sunny Consolvo3 , & Wanda Pratt1,2 1 Information School & DUB group University of Washington Seattle, WA 98195, USA klasnja@uw.edu 2 Biomedical & Health Informatics University of Washington Seattle, WA 98195, USA wpratt@uw.edu 3 Intel Labs Seattle Seattle, WA 98105, USA sunny.consolvo@intel.com ABSTRACT New technologies for encouraging physical activity, healthy diet, and other types of health behavior change now frequently appear in the HCI literature. Yet, how such technologies should be evaluated within the context of HCI research remains unclear. In this paper, we argue that the obvious answer to this question—that evaluations should assess whether a technology brought about the intended change in behavior—is too limited. We propose that demonstrating behavior change is often infeasible as well as unnecessary for a meaningful contribution to HCI research, especially when in the early stages of design or when evaluating novel technologies. As an alternative, we suggest that HCI contributions should focus on efficacy evaluations that are tailored to the specific behavior-change intervention strategies (e.g., self-monitoring, conditioning) embodied in the system and studies that help gain a deep understanding of people’s experiences with the technology. Author Keywords Evaluation methods, behavior change, health informatics, user studies. ACM Classification Keywords H5.2 Information interfaces and presentation (e.g., HCI): User interfaces (Evaluation/Methodology). J.3 Life and Medical Sciences: Medical information systems. General Terms Experimentation, measurement. INTRODUCTION In the last several years, there has been an explosion of HCI research on technologies for supporting health behavior change. HCI researchers have developed systems for encouraging physical activity [2,7,8,24], healthy diet [12,17,23], glycemic control in diabetes [26,39], and self- regulation of emotions [31]. Work in this area is rapidly becoming a staple at many of the field’s preeminent publishing venues. This work has the potential to make a meaningful impact on society. The prevalence of chronic diseases such as diabetes, obesity, and coronary heart disease continue to rise and are now responsible for over 70% of U.S. healthcare expenditures [20]. Some of the most important risk factors for these conditions are behavioral, including smoking, physical inactivity, excessive food intake, and diets heavy in trans fats. A successful change in these behaviors is a fundamental aspect of both prevention and effective management of chronic conditions, as well as an important contributor to health and wellbeing more broadly. Due to their low cost, high penetration, and integration in people’s everyday lives, technologies such as mobile phones, web applications, and social networking tools hold great promise for supporting individuals as they strive to adopt and sustain health-promoting behaviors. HCI research can significantly contribute to the design of innovative and effective tools that help people in these efforts. However, as HCI researchers increasingly engage in the design of systems for health behavior change, an important question arises: how should interventions for health behavior change be evaluated within the context of HCI research? The question is twofold. First, what types of evaluations are appropriate and useful for systems that HCI researchers in this area are developing? And second, how should the research output of this work—primarily in the form of publications—be evaluated? These questions are key, we believe, to moving this area of HCI forward, and their careful consideration should aid both researchers and reviewers working in this area. In this paper, we argue that the obvious answer to these questions—namely, that the goal of an evaluation of a technology for health behavior change should be to show that the technology brought about the intended change in behavior—is too limited. We argue that behavior change in the traditional clinical sense is not the right metric for evaluating early stage technologies that are developed in the context of HCI research. However, a narrower notion of efficacy, one that tailors outcome measures to the particular intervention strategies a technology employs, can enable HCI researchers to test whether their systems are doing what they are intended to do even at early stages of development. Just as importantly, qualitative studies that Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Copyright 2011 ACM 978-1-4503-0267-8/11/05...$10.00.
  • 33. Summary   •  In  this  lecture  I  have   –  Given  examples  of  self  tracking  technology  and   applicaGons   –  Given  a  brief  history  of  tracking,  poinGng  out  that  it  is  not   a  new  area   •  Discussed  the  relaGonship  of  tracking  with   –  Mobile  health   –  Health  behaviour  change   •  Illustrated  the  role  of  HCI  with  a  selecGon  of  papers  from  CHI   (the  main  annual  HCI  conference)    
  • 34. References   1.  Consolvo,  S.,  Everin,  K.,  Smith,  I.,  Landay,  J.  (2006)  Design  requirements  for  technologies  that   encourage  physical  acGvity.  Proceedings  of  ACM  CHI  2006,  457-­‐466.   2.  Consolvo,  S.,  McDonald,  D.,  Toscos,  T.,  et  al  (2008)  AcGvity  sensing  in  the  wild:  A  field  trial  of   UbiFit  Garden.  Proceedings  of  ACM  CHI  2008,  1797-­‐1806.   3.  Cordeiro,  F.,  Bales,  E.,  Cherry,  E.,  Fogarty,  J.  (2015)  Rethinking  the  mobile  food  journal:   Exploring  opportuniGes  for  lightweight  photo  based  capture.  Proceedings  of  ACM  CHI  2015,   3207-­‐3216.   4.  Crawford,  K.,  Lingel,  J.,  &  Karppi,  T.  (2015)  Our  metrics,  our  selves:  A  hundred  years  of  self-­‐ tracking  from  the  weight  scale  to  the  wrist  wearable  device.  European  Journal  of  Cultural   Studies  2015,  18(4-­‐5),  479-­‐496.   5.  Han,  T.,  Xiao,  X.,  Shi,  L.,  Canny,  J.,  Wang,  J.  (2015)  Balancing  accuracy  and  fun:  designing   camera  based  mobile  games  for  implicit  heart  rate  monitoring.  Proceedings  of  ACM  CHI   2015,  847-­‐856.   6.  Khot,  R.A.,  Lee,  J.,  Aggarwal,  D.,  Hjorth,  L.,  Mueller,  F.  (2015)  TastyBeats:  Designing  palatable   representaGons  of  physical  acGvity.  Proceedings  of  ACM  CHI  2015,  2933-­‐2942.        
  • 35. References   7.  Klasnja,  P.,  Consolvo,  S.,  &  Pran,  W.  (2011)  How  to  evaluate  technologies  for  health   behaviour  chnage  in  HCI  research.  Proceedings  of  ACM  CHI  2011,  3063-­‐3072.   8.  Klasnja,  P.,  Pran,  W.  (2011)  Healthcare  in  the  pocket:  Mapping  the  space  of  mobile-­‐phone   intervenGons.  Journal  of  Biomedical  InformaGcs  45  (2012)  184-­‐198.   9.  Lawson,  S.,  Kirman,  B.,  Linehan,  C.,  Feltwell,  T.,  Hopkins,  L.  (2015)  ProblemaGsing  upstream   technology  through  speculaGve  design:  The  case  of  quanGfied  cats  and  dogs.  Proceedings  of   CHI  2015.  2663-­‐2672.   10.  Li,  I.,  Dey,  A.,  &  Forlizzi,  J.  (2010)  A  stage-­‐based  model  of  personal  informaGcs  systems.   Proceedings  of  ACM  CHI  2010,  557-­‐566.   11.  Mueller,  F.,  Muirhead,  M.,  (2015)  Jogging  with  a  quadcopter.  Proceedings  of  ACM  CHI  2015.   2023-­‐2032.   12.  O'Kane,  A.,  Rogers,  Y.,  Blandford,  A.  (2015)  Concealing  or  revealing  mobile  devices?   Designing  for  onstage  and  offstage  presentaGon.  Proceedings  of  ACM  CHI  2015,  1689-­‐1698.    
  • 36. References   13.  Olla,  P.,  &  Shimskey,  C.  (2014)  mHealth  taxonomy:  a  literature  survey  of  mobile  health   applicaGons.  Health  Technol.  (2014)  4:299-­‐308   14.  Rooksby,  J.,  Rost,  M.,  Morrison,  A.,  &  Chalmers,  M.  (2014)  Pass  the  ball:  Enforced  turn  taking   in  acGvity  tracking.  Proceedings  of  ACM  CHI  2015,  2417-­‐2426.   15.  Rooksby,  J.,  Rost,  M.,  Morrison,  A.,  &  Chalmers,  M.  (2014)  Personal  tracking  as  lived   informaGcs.  Proceedings  of  ACM  CHI  2014,  1163-­‐1172.   16.  Simm,  W.,  Ferrario,  M.A.,  Gradinar,  A.,  Whinle,  J.  (2014)  Prototyping  Clasp:  ImplicaGons  for   designing  digital  technology  for  and  with  adults  with  auGsm.  Proceedings  of  ACM  DIS2014,   345-­‐354.   17.  Tholander,  J.,  Nylander,  S.  (2015)  Snot,  Sweat,  Pain,  Mud,  and  Snow:  Performance  and   experience  in  the  use  of  sportswatches.  Proceedings  of  ACM  CHI  2015.  2913-­‐2922.        
  • 37. Images   Apple  watch  –  apple.com   MyFitnessPal  app  –  myfitnesspal.com   Withings  scales  –  withings.com   Moodnotes  app  –  Ustwo.com   Diabetes  devices  -­‐  hnp://news.utoronto.ca/meet-­‐bant-­‐diabetes-­‐iphone-­‐app   Argus  app  –  azumio.com   Digital  stress  –  from  Simm  et  al  2014.   Manpo-­‐Meter  –  hnp://www.yamasa-­‐tokei.co.jp/   Penny  scales  –  from  Crawford  et  al  2015.   Mobile  health  taxonomy  –  from  Olla  &  Shimskey  2014.