TY - GEN
T1 - Reflecting human behavior to motivate desirable lifestyle
AU - Nakajima, Tatsuo
AU - Lehdonvirta, Vili
AU - Tokunaga, Eiji
AU - Kimura, Hiroaki
PY - 2008
Y1 - 2008
N2 - Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. Other interactive systems including "serious games" have been applied for the same purpose in areas such as nutrition, health and energy conservation, but they suffer from drawbacks such as inaccurate self-reporting, burdens placed on the user, and lack of effective feedback. Ambient lifestyle feedback systems overcome these challenges by relying on passive observation, calm presentation style and emotionally engaging feedback content. In this paper, we present an ambient lifestyle feedback system concept and provide insights from the design and implementation of two prototype systems, Virtual Aquarium and Mona Lisa Bookshelf. In particular, we discuss the theory and practice of effective feedback design by drawing on elementary behavioral psychology and small-scale user studies. The work is aimed at aiding in the design of ambient persuasive technologies and ambient interaction in general.
AB - Ambient lifestyle feedback systems are embedded computer systems designed to motivate changes in a person's lifestyle by reflecting an interpretation of targeted behavior back to the person. Other interactive systems including "serious games" have been applied for the same purpose in areas such as nutrition, health and energy conservation, but they suffer from drawbacks such as inaccurate self-reporting, burdens placed on the user, and lack of effective feedback. Ambient lifestyle feedback systems overcome these challenges by relying on passive observation, calm presentation style and emotionally engaging feedback content. In this paper, we present an ambient lifestyle feedback system concept and provide insights from the design and implementation of two prototype systems, Virtual Aquarium and Mona Lisa Bookshelf. In particular, we discuss the theory and practice of effective feedback design by drawing on elementary behavioral psychology and small-scale user studies. The work is aimed at aiding in the design of ambient persuasive technologies and ambient interaction in general.
KW - Ambient feedback
KW - Behavior modification
KW - Experience design
KW - Intelligent smart objects
KW - Interaction design
KW - Motivation
KW - Persuasive technology
KW - Serious game
UR - http://www.scopus.com/inward/record.url?scp=57549102290&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=57549102290&partnerID=8YFLogxK
U2 - 10.1145/1394445.1394489
DO - 10.1145/1394445.1394489
M3 - Conference contribution
AN - SCOPUS:57549102290
SN - 9781605580029
T3 - Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS
SP - 405
EP - 414
BT - Proceedings of the 7th ACM Conference on Designing Interactive Systems - DIS 2008
T2 - 7th ACM Conference on Designing Interactive Systems - DIS 2008
Y2 - 25 February 2008 through 27 February 2008
ER -