APPLYING QUANTIFIED SELF AND GAMIFICATION CONCEPTS TO IMPROVE STUDENTS’ PERSONAL HEALTH Gert Vanwijn 1 Supervisors: Prof. dr. ir. Erik Duval Dr. Joris Klerkx Assessors: Ir. Gonzalo Parra Dr. ir. Dries Vanoverberghe Mentor: Ir. Robin De Croon @GertVanwijn gertvanwijn thesisquantifiedself.wordpress.com
Final presentation about my thesis about ramification and quantified self at the KU Leuven university. More information on http://thesisquantifiedself.wordpress.com.
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
APPLYING QUANTIFIED SELF AND GAMIFICATION CONCEPTS TO IMPROVE
2. Goal 3. Literature + existing applications 4. Design methodology 5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
2
Content
PERSONAL HEALTH
http://ww
w.standaard.be/cnt/dmf20140529_01123364
http://goo.gl/QPxYH
u
http://goo.gl/JUAdJm
http://goo.gl/3Q4E75
But also: - A.H. Mokdad et al. Actual causes of death in the united states. Journal of the American Medical Association, 291(10):1238-1245, 2004. - A. Berghöfer et al. Obesity prevalence from a european perspective: a systematic review. BMC Public Health, 8(1):200,2008. - A. Towfighi and J.L. Sawyer. Stroke declines from third to fourth leading cause of death in the united states: Historical perspective and challenges ahead. Stroke, 42(8):2351-2355,2011.
- Tom Deliens et al. Changes in weight and body composition during the first semester at university. a prospective explanatory study. Appetite, 65(1):111–116, 2013.
= the use of videogame-elements to improve user experience and user engagement in other services and applications
‣ Badges, unlocking items, leaderboard, … ‣ But can also have a negative impact
• User always finishes last, can’t earn badges, …
http://nikeplus.nike.com
http://ww
w.starbucks.com/
coffeehouse/mobile-apps
- H. Wang, and C.-T. Sun. Game reward Systems: gaming experiences and social meanings. Research Paper, Department of Computer Science, National Chiao Tung University, Taiwan, 2011. - S. Deterding et al. Gamification: Using game design elements in non-gaming contexts. CHI ’11 Extended Abstracts on Human Factors in Computing Systems, pages 2425–2428, 2011.
• Little help for the input of calorie intake • Burned calories logged automatically by using wristbands • No or little motivation for a healthier lifestyle
5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
15
Content
16
DESIGN METHODOLOGY
• Rapid prototyping ‣Mindmap ‣ Paper + digital prototypes ‣User tests
• Think-aloud protocol • Extra questions • SUS questionnaire
- M.K. Jones et al. Rapid prototyping in automated instructional design. Educational Technology Research and Development, 40(4):95-100, 1992. - A. Bangor et al. Determining what individual sus scores mean: Adding an adjective rating scale. Journal of Usability Studies, 4(3):114-123, 2009.
17
TARGET AUDIENCE
• Students ‣ Living in a student city (e.g. Leuven) ‣No distinction in
1. Every user should be able to enter food/activities in the minimal amount of clicks ‣ Click counting
2. Consistency ‣ SUS questionnaire (Q6 + Q7)
3. Distribution and clearness of badges1 ‣ Extra questions
4. Facilitating user input2 ‣ Extra questions + data analysis
1 E.A. Locke and G.P. Latham. New directions in goal-setting theory. Current directions in psychological science, 15(5):265-268, 2006. 2 N.D. Lane et al. A survey of mobile phone sensing. Communications magazine, IEEE, 48(9):140-150, 2010.
• Extra questions 1. „The use of badges motivates me to reach goals and live healthier” (4/5) 2. „The difficulty of the badges is well spread” (4/5) 3. „I would like to share my earned badges on social media” (3,6/5)
- N.D. Lane et al. A survey of mobile phone sensing. Communications magazine, IEEE, 48(9):140-150, 2010. - E.A. Locke and G.P. Latham. New directions in goal-setting theory. Current directions in psychological science, 15(5):265-268, 2006.
48
FUTURE WORK
• Design ‣ Need internet-connection for location-based notifications
• Save locations after first use • Make these locations available offline
‣ More feedback on badge-progress • Research ‣ Longer period ‣ More women ‣ Larger food database ‣ Linked website with same functionality
49
CRITICAL REFLECTION
• Quantified self is an interesting subject • Motivation is often needed in QS-context
• Useful feedback on prototypes • Experience with important programming language
• Interpretation of questionnaires and data
• Satisfied with the result ‣ 265 installs ‣ Positive feedback from users