1. Social fitness
Paolo Massa
I3 - FBK
http://www.gnuband.org
2. 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, ...)
13. 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/
14. 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.
15. 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)
18. 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/
19. The Social fMRI: Measuring, Understanding, and
Designing Social Mechanisms in the Real World
Nadav 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.
20. 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.
21. 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
22. 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
23. 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
25. 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”
28. My Nike+ Mini trash-talks me.
(Nike Corporation, 2009)
29. 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.
30. “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
31. 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!
32. EAT YOUR OWN DOG FOOD!
(Smartcampus: 100 students with galaxy s2 and ready as tester)
35. ● 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
38. 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.
39. 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
40. ● TEDx Talk: Crowdsource Your Health
● http://medgadget.com/2012/02/tedx-talk-
crowdsource-your-health.html