Social fitness (fitcity project)

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Social fitness Paolo Massa I3 - FBK http://www.gnuband.org

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Transcript of Social fitness (fitcity project)

Page 1: Social fitness (fitcity project)

Social fitnessPaolo Massa

I3 - FBKhttp://www.gnuband.org

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Your fitness activity: 2 pillars

Tracking – (Mobile, GPS, pedometer, QR

code, ...)

Bragging/Showing off – (post on facebook, polish your

profile, collect badges, get patted on the back, ...)

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Show off whatNIKE+(IPOD)

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Show off what

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Get feedback from system: badges!

… nothing new actually

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Open badges

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GAMIFY everything!!! … school too?!?

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v

Fitocracy.com: surpass your fitness goals by turning exercise into a game

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THERE IS ALREADY ABUNDANCE OF CHOICES!!!!

http://www.slideshare.net/amyjokim/gamification-101-design-the-player-journey

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Get feedback from peers: pats on shoulder!

NIKE+ screenshot

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From http://www.slideshare.net/frogdesign/designing-the-behavior-change

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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/

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Best Practices (from same Facebook post)

Use Facebook Login: Fitness apps like Endomondo use Facebook Login as an effective way to drive user sign-up on mobile.

Make stories contextual: Contextual stories generally result in better click through rates on Facebook. For example, using the map layout for news feed stories – as Endomondo does – makes the run much more interesting and encourages friends to 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 user is actively posting about non-routine fitness activity, such as a specific achievement. For example, RunKeeper uses the explicit share API to prompt users to share their completed activity, such as furthest distance achieved. Routine actions should be published without using the explicit sharing API, like how Endomondo shares all activities logged once a person authorizes the app.

We’re continuing to see fitness apps recognize the benefits of Open Graph, with apps like Livestrong, MapMyRun and MapMyRide recently launching. If you’re a fitness app developer, be sure to submit your app to App Center if you’ve not already.

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● Average Elevation Climb per Activity (part of the DATA MODEL)

● Average Heart Rate

● C-reactive Protein (hsCRP)

● Oral Blood Glucose Tolerance Test (OBTT)

Runkeeper.com health graph API

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Runkeeper.com health graph API

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After market buzzs …

… what researchers say ;)

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Smartphone, social e sudore (3S)La ricerca è stata condotta su un campione ritenuto utente medio di social network (quindi NON persona media, ma comunque interessante).

74% afferma che lo smartphone è uno strumento utile nella ricerca della perdita di peso, e il 72% dichiara che la tecnologia fuziona come incoraggiamento ad allenarsi più spesso.

Rimanendo sugli smartphone, le applicazioni che permettono di registrare i propri progressi sportivi sono diffuse, ma ne esistono altre che rendono gli sforzi fisici più piacevoli e soprattutto permettono di condividere i risultati sulle reti sociali. E il 75% del campione dichiara di condividere questo tipo di informazioni (su Facebook e altro). Le app anche per regolare le abitudini alimentari e seguire piani dietetici appropriati collegati all'attività fisica.http://www.repubblica.it/tecnologia/2012/05/12/news/smartphone_social_e_sudore_il_33_legge_la_mail_in_palestra-34801158/

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The Social fMRI: Measuring, Understanding, and Designing Social Mechanisms in the Real WorldNadav Aharony, Wei Pan, Cory Ip, Inas Khayal,

Alex Pentland. Ubicomp2011

Aharony and colleagues (MIT) compared three different intervention schemes to promote physical exercises: (1) rewarding $5 every 3 days to individuals according to her accumulative exercise time, (2) rewarding $5 plus allowing individuals to see their buddies' exercise time reciprocally, and (3) rewarding friends according to accumulative exercise time thus introducing peer pressure. Scheme 3 was twice as effective as scheme 2, and scheme 2 is better than scheme 1.

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Ubifit (http://dub.washington.edu/projects/ubifit) is one of the most extensive works investigating ways to encourage physical activity. Of particular relevance are those studies that involve social components [Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game; S. Consolvo, K. Everitt, I. Smith, and J. A. Landay. Design requirements for technologies that encourage physical activity. In Proceedings of CHI ’06, New York, NY, USA, 2006. ACM; . Anderson et al. Shakra: tracking and sharing daily activity levels with unaugmented mobile phones. Mob. Netw. Appl., 12:185–199, March 2007; T. Toscos et al. Encouraging physical activity in teens can technology help reduce barriers to physical activity in adolescent girls? In Pervasive Computing Technologies for Healthcare, 2008; D. Foster, C. Linehan, and S. Lawson. Motivating physical activity at work: using persuasive social media extensions for simple mobile devices. Design, 2010.]. It has long been established that social support is a resource for behavioral 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 still much to be learned about the fine-grained social mechanisms related to physical activity behavior, as well as how to leverage such insights in designing better socially-aware interventions and mechanisms for encouraging healthy behavior change.

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P. Klasnja, S. Consolvo, & W. Pratt, “How to Evaluate Technologies for Health Behavior Change in HCI Research,” Proceedings of the Conference on Human Factors in Computing Systems: CHI ‘11, Vancouver, BC, Canada, (2011).

P. Klasnja, S. Consolvo, D.W. McDonald, J.A. Landay, & W. Pratt. “Using Mobile & Personal Sensing Technologies to Support Health Behavior Change in Everyday Life: Lessons Learned,” Proceedings of the Annual Conference of the American Medical Informatics Association: AMIA ‘09, (2009), pp. 338-42.

Consolvo papers are relevant http://www.consolvo.org/publications.html

Barkhuus, L., "Designing Ubiquitous Computing Technologies to Motivate Fitness and Health". Grace Hopper Conference 2006

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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 Participation

Creating physically active games for young adolescents. Rémi Bec, IDC 2012 Proceedings of the 11th International Conference on Interaction Design and Children

Badges in Social Media: A Social Psychological Perspective. Antin, J.; Churchill, E.F. CHI 2011

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PATENT: SYSTEMS AND METHODS FOR ASSESSING BEHAVIORAL PATTERNS AND

PROMOTING BEHAVIORAL CHANGE BY COMPARING GAMING PERFORMANCE TO

ASPIRATIONAL ATTRIBUTES

Publication Date:26.04.2012

Patent (Yale University)http://patentscope.wipo.int/search/en/detail.jsf?docId=WO2012054924

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Gamification

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Jane McGonigal, Director of Game Research & Development at Institute for the Future

“My #1 goal in life is to see a game designer nominated for a Nobel Peace Prize”

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● Chore wars

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My Nike+ Mini trash-talks me.(Nike Corporation, 2009)

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Avatars for vicarious reinforcement Stanford University’s Virtual Human Interaction Lab (VHIL), researchers demonstrated that watching customized, look-alike avatars lose or gain weight as we do exercise makes us work out longer and harder. Participants who received “vicarious reinforcement” from their avatars volunteered to do on average eight times more exercise repetitions than participants without avatar feedback. That bodes well for the potential use of Mini-like avatars at home or at gyms, where people are more likely to work out in front of screens. (And, in fact, many home fitness games, including Wii Fit and EA Sports Active, use avatar feedback to engage players in harder workouts.)

Another experiment at Stanford University’s Virtual Human Interaction Lab (VHIL): simply showing subjects a short animation of their look-alike avatar running in the laboratory inspired subjects to spend on average an hour more running in the first twenty-four hours after they left the laboratory. (There was no motivation effect watching a random avatar; it worked only when the avatar was highly customized to look like the subject.)

Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors.” Media Psychology, 2009, 12: 1–25.

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“Anyone can design their own challenge and invite whomever they want to play with them. It can be competitive—everyone tries to get the best score— or collaborative—you try to get all of the participants to successfully finish the challenge before time runs out.” (Reality is broken)

Being part of something BIGGER

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If I'm not sport active now, am I off?

Should not!

“I’m not able to bet on your energy usage yet—but when the Lost Joules game launches, I will be. It’s an online stock market game that lets players make wagers (in virtual currency) on each other’s real-world energy usage.” (Reality is broken)

Participants can participate also by "supporting" others, so not 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 motivating

Idea: Give something to do also to people who, currently, would not consider doing sport. Possibly, over time (and thanks to gamification, badges, avatars or simply participation to something positive), they could develop an interest for starting doing sport. They could!

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EAT YOUR OWN DOG FOOD!

(Smartcampus: 100 students with galaxy s2 and ready as tester)

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THE END(is not)

THE END

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SLIDES NOT USED follow

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● 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.../socialmotivationinyouthspo...Shareby JB Allen

– The Motivation to Move Magazine article by L. Patrick Bartle, Marjorie J. Malkin; Parks & Recreation, Vol. 35, January 2000. Read

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● Hiking and show off your trails

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● Fubles.com

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GoodGym

Two sides. Win-win.

http://www.goodgym.org/how-it-works/

GoodGym provides meaningful ways to exercise. It connects people who want to get fit with physical tasks that need to be done, and which benefit the community. We can do anything from shifting rubble, and planting gardens to making deliveries and friendly visits to older people.

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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

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● TEDx Talk: Crowdsource Your Health● http://medgadget.com/2012/02/tedx-talk-

crowdsource-your-health.html