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设计基于环境叙事的界面以反映并激励身体活动。

Designing Ambient Narrative-Based Interfaces to Reflect and Motivate Physical Activity.

作者信息

Murnane Elizabeth L, Jiang Xin, Kong Anna, Park Michelle, Shi Weili, Soohoo Connor, Vink Luke, Xia Iris, Xin Yu, Yang-Sammataro John, Young Grace, Zhi Jenny, Moya Paula, Landay James A

机构信息

Computer Science, Stanford University.

出版信息

Proc SIGCHI Conf Hum Factor Comput Syst. 2020 Apr;2020. doi: 10.1145/3313831.3376478.

Abstract

Numerous technologies now exist for promoting more active lifestyles. However, while quantitative data representations (e.g., charts, graphs, and statistical reports) typify most health tools, growing evidence suggests such feedback can not only fail to motivate behavior but may also harm self-integrity and fuel negative mindsets about exercise. Our research seeks to devise alternative, more qualitative schemes for encoding personal information. In particular, this paper explores the design of data-driven narratives, given the intuitive and persuasive power of stories. We present WhoIsZuki, a smartphone application that visualizes physical activities and goals as components of a multi-chapter quest, where the main character's progress is tied to the user's. We report on our design process involving online surveys, in-lab studies, and in-the-wild deployments, aimed at refining the interface and the narrative and gaining a deep understanding of people's experiences with this type of feedback. From these insights, we contribute recommendations to guide future development of narrative-based applications for motivating healthy behavior.

摘要

现在有许多技术可用于促进更积极的生活方式。然而,虽然定量数据表示形式(如图表和统计报告)是大多数健康工具的典型特征,但越来越多的证据表明,这种反馈不仅可能无法激励行为,还可能损害自我完整性,并助长对锻炼的消极心态。我们的研究旨在设计替代的、更具定性的方案来编码个人信息。特别是,鉴于故事具有直观且有说服力的力量,本文探讨了数据驱动叙事的设计。我们展示了WhoIsZuki,这是一款智能手机应用程序,它将体育活动和目标可视化为一个多章节任务的组成部分,其中主角的进展与用户的进展相关联。我们报告了我们的设计过程,包括在线调查、实验室研究和实地部署,旨在优化界面和叙事,并深入了解人们对这种反馈的体验。基于这些见解,我们提出建议,以指导未来基于叙事的应用程序促进健康行为的开发。

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