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Social fitness (fitcity project)

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Social fitness (fitcity project)

  1. 1. Social fitness Paolo Massa I3 - FBK http://www.gnuband.org
  2. 2. Your fitness activity: 2 pillarsTracking – (Mobile, GPS, pedometer, QR code, ...)Bragging/Showing off – (post on facebook, polish your profile, collect badges, get patted on the back, ...)
  3. 3. Show off what NIKE+(IPOD)
  4. 4. Show off what
  5. 5. Get feedback from system: badges! … nothing new actually
  6. 6. Open badges
  7. 7. GAMIFY everything!!! … school too?!?
  8. 8. Fitocracy.com: surpass your fitness goals by turning exercise into a game v
  9. 9. THERE IS ALREADY ABUNDANCE OF CHOICES!!!!http://www.slideshare.net/amyjokim/gamification-101-design-the-player-journey
  10. 10. Get feedback from peers: pats on shoulder! NIKE+ screenshot
  11. 11. From http://www.slideshare.net/frogdesign/designing-the-behavior-change
  12. 12. Early Success Stories: Fitness and Open Graph - August 29, 2012 https://developers.facebook.com/blog/post/2012/08/29/early-success-stories--fitness-and-open-graph/
  13. 13. Best Practices (from same Facebook post)Use Facebook Login: Fitness apps like Endomondo use Facebook Login as aneffective way to drive user sign-up on mobile.Make stories contextual: Contextual stories generally result in better click throughrates on Facebook. For example, using the map layout for news feed stories – asEndomondo does – makes the run much more interesting and encourages friendsto click through to see it. Fitness apps should also consider adding friend tagging –as Nike does – so people can share who they’re running with.Understand intent of user publishing: Be sure to utilize explicit sharing when a useris actively posting about non-routine fitness activity, such as a specificachievement. For example, RunKeeper uses the explicit share API to prompt usersto share their completed activity, such as furthest distance achieved. Routineactions should be published without using the explicit sharing API, like howEndomondo shares all activities logged once a person authorizes the app.We’re continuing to see fitness apps recognize the benefits of Open Graph, withapps like Livestrong, MapMyRun and MapMyRide recently launching. If you’re afitness app developer, be sure to submit your app to App Center if you’ve not already.
  14. 14. Runkeeper.com health graph API● Average Elevation Climb per Activity (part of the DATA MODEL)● Average Heart Rate● C-reactive Protein (hsCRP)● Oral Blood Glucose Tolerance Test (OBTT)
  15. 15. Runkeeper.com health graph API
  16. 16. After market buzzs …… what researchers say ;)
  17. 17. Smartphone, social e sudore (3S)La ricerca è stata condotta su un campione ritenutoutente medio di social network (quindi NON personamedia, ma comunque interessante).74% afferma che lo smartphone è uno strumentoutile nella ricerca della perdita di peso, e il 72%dichiara che la tecnologia fuziona comeincoraggiamento ad allenarsi più spesso.Rimanendo sugli smartphone, le applicazioni chepermettono di registrare i propri progressi sportivisono diffuse, ma ne esistono altre che rendono glisforzi fisici più piacevoli e soprattutto permettono dicondividere i risultati sulle reti sociali. E il 75% delcampione dichiara di condividere questo tipo diinformazioni (su Facebook e altro). Le app ancheper regolare le abitudini alimentari e seguire pianidietetici appropriati collegati allattività fisica.http://www.repubblica.it/tecnologia/2012/05/12/news/smartphone_social_e_sudore_il_33_legge_la_mail_in_palestra-34801158/
  18. 18. The Social fMRI: Measuring, Understanding, andDesigning Social Mechanisms in the Real World Nadav Aharony, Wei Pan, Cory Ip, Inas Khayal, Alex Pentland. Ubicomp2011Aharony and colleagues (MIT) comparedthree different intervention schemes topromote physical exercises: (1) rewarding $5every 3 days to individuals according to heraccumulative exercise time, (2) rewarding $5plus allowing individuals to see their buddiesexercise time reciprocally, and (3) rewardingfriends according to accumulative exercisetime thus introducing peer pressure.Scheme 3 was twice as effective as scheme2, and scheme 2 is better than scheme 1.
  19. 19. Ubifit (http://dub.washington.edu/projects/ubifit) is one of the mostextensive works investigating ways to encourage physical activity.Of particular relevance are those studies that involve socialcomponents [Fish’n’Steps: Encouraging Physical Activity with anInteractive Computer Game; S. Consolvo, K. Everitt, I. Smith, and J. A.Landay. Design requirements for technologies that encouragephysical activity. In Proceedings of CHI ’06, New York, NY, USA, 2006.ACM; . Anderson et al. Shakra: tracking and sharing daily activitylevels with unaugmented mobile phones. Mob. Netw. Appl., 12:185–199, March 2007; T. Toscos et al. Encouraging physical activity inteens can technology help reduce barriers to physical activity inadolescent girls? In Pervasive Computing Technologies for Healthcare,2008; D. Foster, C. Linehan, and S. Lawson. Motivating physicalactivity at work: using persuasive social media extensions forsimple mobile devices. Design, 2010.].It has long been established that social support is a resource forbehavioral change an and indicator for health [L. Berkman and T.Glass. Social integration, social support, and health. In L. Berkman and I.E. Kawachi, editors, Social Epidemiology. 2000.], however here is stillmuch to be learned about the fine-grained social mechanisms related tophysical activity behavior, as well as how to leverage such insights indesigning better socially-aware interventions and mechanisms forencouraging healthy behavior change.
  20. 20. P. Klasnja, S. Consolvo, & W. Pratt, “How to EvaluateTechnologies for Health Behavior Change in HCI Research,”Proceedings of the Conference on Human Factors in ComputingSystems: CHI ‘11, Vancouver, BC, Canada, (2011).P. Klasnja, S. Consolvo, D.W. McDonald, J.A. Landay, & W. Pratt.“Using Mobile & Personal Sensing Technologies to SupportHealth Behavior Change in Everyday Life: Lessons Learned,”Proceedings of the Annual Conference of the American MedicalInformatics Association: AMIA ‘09, (2009), pp. 338-42.Consolvo papers are relevant http://www.consolvo.org/publications.htmlBarkhuus, L., "Designing Ubiquitous Computing Technologies to Motivate Fitness and Health". Grace Hopper Conference 2006
  21. 21. Designing for Peer Involvement in Weight Management. Julie Maitland,Matthew Chalmers. CHI 2011● An important issue in the design of peer-based systems is to make a conscious decision as to which peer-group to design for. (…) – research on behavioural change in energy consumption based on which comparison group is used “There was an academic study by psychologist Bob Cialdini and co-authors that helped provide the proof-of-concept for the OPOWER program. In this study, the researchers left door-hangers at a group of households in California. Some of the door-hangers said, “Save money by saving energy,” some of them said, “Save the environment,” and some said, “Here’s how much your neighbors are using.” And the ones that said, “Here’s how much your neighbors are using” had a much stronger impact on energy consumption. In the last couple of years that study in particular has had a lot of influence” and “One Size Does Not Fit All: Applying the Transtheoretical Model to Energy Feedback Technology Design” – There was evidence that spousal involvement often extended beyond the moral support of weight loss efforts to facilitation, invitations to engage in an activity, and joint decisions to make changes ;)● The Role of Gender● The Mechanics of Disclosure and ParticipationCreating physically active games for young adolescents. Rémi Bec, IDC2012 Proceedings of the 11th International Conference on Interaction Designand ChildrenBadges in Social Media: A Social Psychological Perspective. Antin, J.;Churchill, E.F. CHI 2011
  22. 22. PATENT: SYSTEMS AND METHODS FORASSESSING BEHAVIORAL PATTERNS AND PROMOTING BEHAVIORAL CHANGE BYCOMPARING GAMING PERFORMANCE TO ASPIRATIONAL ATTRIBUTES Publication Date: 26.04.2012 Patent (Yale University) http://patentscope.wipo.int/search/en/ detail.jsf?docId=WO2012054924
  23. 23. Gamification
  24. 24. Jane McGonigal,Director of GameResearch &Development atInstitute for the Future“My #1 goal in life is tosee a game designernominated for a NobelPeace Prize”
  25. 25. ● Chore wars
  26. 26. My Nike+ Mini trash-talks me.(Nike Corporation, 2009)
  27. 27. Avatars for vicarious reinforcementStanford University’s Virtual Human Interaction Lab (VHIL), researchersdemonstrated that watching customized, look-alike avatars lose orgain weight as we do exercise makes us work out longer andharder. Participants who received “vicarious reinforcement” from theiravatars volunteered to do on average eight times more exerciserepetitions than participants without avatar feedback. That bodes well forthe potential use of Mini-like avatars at home or at gyms, where people aremore likely to work out in front of screens. (And, in fact, many home fitnessgames, including Wii Fit and EA Sports Active, use avatar feedback toengage players in harder workouts.)Another experiment at Stanford University’s Virtual Human Interaction Lab(VHIL): simply showing subjects a short animation of their look-alikeavatar running in the laboratory inspired subjects to spend on averagean hour more running in the first twenty-four hours after they left thelaboratory. (There was no motivation effect watching a random avatar; itworked only when the avatar was highly customized to look like the subject.)Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effectsof Vicarious Reinforcement and Identification on ExerciseBehaviors.” Media Psychology, 2009, 12: 1–25.
  28. 28. “Anyone can design their own challenge andinvite whomever they want to play with them. Itcan be competitive—everyone tries to get thebest score— or collaborative—you try to get allof the participants to successfully finish thechallenge before time runs out.” (Reality is broken)Being part of something BIGGER
  29. 29. If Im not sport active now, am I off?Should not!“I’m not able to bet on your energy usage yet—but when theLost Joules game launches, I will be. It’s an online stock marketgame that lets players make wagers (in virtual currency) oneach other’s real-world energy usage.” (Reality is broken)Participants can participate also by "supporting" others, sonot engaging with the primary activity (in our case,sport).For example, they can monitor and record, keep track,encourage, challenge, bet on outcomes (in order to challenge),keep motivatingIdea: Give something to do also to people who, currently,would not consider doing sport. Possibly, over time (andthanks to gamification, badges, avatars or simply participationto something positive), they could develop an interest forstarting doing sport. They could!
  30. 30. EAT YOUR OWN DOG FOOD! (Smartcampus: 100 students with galaxy s2 and ready as tester)
  31. 31. THE END (is not)THE END
  32. 32. SLIDES NOT USED follow
  33. 33. ● Aggiungere paper di allen e paper di bartle su motivazioni sociali per far sport e peer pressure (da mio contributo al documento inviato da roma)● Social Motivation in Youth Sport - Journals - Human Kinetics journals.humankinetics.com/jsep.../socialmotiv ationinyouthspo...Shareby JB Allen – The Motivation to Move Magazine article by L. Patrick Bartle, Marjorie J. Malkin; Parks & Recreation, Vol. 35, January 2000. Read
  34. 34. ● Hiking and show off your trails
  35. 35. ● Fubles.com
  36. 36. GoodGymTwo sides. Win-win.http://www.goodgym.org/how-it-works/GoodGym provides meaningful ways to exercise. It connects people who want to get fit withphysical tasks that need to be done, and whichbenefit the community. We can do anything fromshifting rubble, and planting gardens to makingdeliveries and friendly visits to older people.
  37. 37. http://mashable.com/2012/01/19/nike-plus-fuelband/● Nike has unveiled the Nike+ FuelBand, a product that fits around your wrist and aims to provide a common metric for tracking all physical activities.● The FuelBand tracks what the company calls NikeFuel, which lets people compare a game of basketball to a dance class, for example. “Allows everyone to measure up and compete with others.” The band itself tracks activity through oxygen kinetics, which helps it determine whether a user is engaged in an intense sporting activity or sitting at a desk. Nike believes this will provide more precise measurement than simply tracking steps, and allow it to account for the differences across various sports (the device also tracks steps, calories, and time, however).● On google shopping for 150 dollars
  38. 38. ● TEDx Talk: Crowdsource Your Health● http://medgadget.com/2012/02/tedx-talk- crowdsource-your-health.html