final thesis presentation
DESCRIPTION
Final presentation about my thesis about ramification and quantified self at the KU Leuven university. More information on http://thesisquantifiedself.wordpress.com.TRANSCRIPT
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APPLYING QUANTIFIED SELF AND GAMIFICATION CONCEPTS TO IMPROVE
STUDENTS’ PERSONAL HEALTH
Gert Vanwijn
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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
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1. Context
2. Goal 3. Literature + existing applications 4. Design methodology 5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
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Content
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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.
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PERSONAL HEALTH
Images:: Apple: http://goo.gl/rK5jae
Hamburgers: http://goo.gl/EDVLv6 Student: http://goo.gl/rduK0s
Most likely to get overweight = STUDENTS
- 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.
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QUANTIFIED SELF
• Keep track of personal data ‣ Food, blood pressure, heart rate, … ‣ Automatically vs manually
• Analyse the data • Gain insights in those aspects of your life
‣ Motivation to improve?
QuantifiedSelf.com
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GAMIFICATION
= 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.
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1. Context 2. Goal
3. Literature + existing applications 4. Design methodology 5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
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Content
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RESEARCH QUESTION
Can students be motivated to adopt a healthier lifestyle by applying quantified
self and gamification concepts?
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GOAL
• Create a design that can motivate students to adopt a healthier lifestyle ‣ Eat more fruit ‣ Eat less food with a high fat content ‣ Be more active
• Evaluate motivational value of ‣ Individual elements (badges, friends, …) ‣ Design in general
Images:
Fruit: http://goo.gl/RWM
9FP R
unner: http://goo.gl/UlFN
Zq
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1. Context 2. Goal 3. Literature + existing applications
4. Design methodology 5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
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Content
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QUANTIFIED SELF-APPLICATIONS
• Little help for the input of calorie intake • Burned calories logged automatically by using wristbands • No or little motivation for a healthier lifestyle
http://myfitnesspal.comhttp://www.livestrong.com/myplate/http://fitbit.comhttp://caloriecount.about.com
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INPUT OF CALORIES
• Location-based notifications ‣ Alma, snack bar, pizza restaurants, … ‣ List with possible dishes/meals !
• Automatic tracking of burned calories by a pedometer
https://foursquare.com http://moves-app.com
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GAMIFICATION IN EXISTING APPLICATIONShttp://redcritter.com
https://dueprops.comhttps://mint.com
http://nikeplus.nike.com
http://www.starbucks.com/coffeehouse/mobile-apps
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GAMIFICATION IN EXISTING APPLICATIONS
• Badges, leaderboards, … • Adding friends
‣ Comparing of badges can be motivating ‣ Comparing weight
• Sharing results on social media ‣ Social support by feedback on results ‣ Peer pressure
- L. Barkhuus et al. Shakra: Sharing and motivating awareness of everyday activity. In Ubicomp 2006, ACM Press, 2006.
https://dueprops.com
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1. Context 2. Goal 3. Literature + existing applications 4. Design methodology
5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
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Content
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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.
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TARGET AUDIENCE
• Students ‣ Living in a student city (e.g. Leuven) ‣No distinction in
• Field of study • Weight • Nationality • …
http://goo.gl/IxHZjj
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DESIGN CRITERIA
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.
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1. Context 2. Goal 3. Literature + existing applications 4. Design methodology 5. Rapid prototyping
6. Implementation 7. Research 8. Reflection
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Content
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MINDMAPInput Input
Goal Profile
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1ST PAPER PROTOTYPE
Input
Goal
Profile
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1ST PAPER PROTOTYPE
• 7 Master-students • Leuven, Brussels • 21-22 y/o
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2ND PAPER PROTOTYPE
1st paper prototype
2nd paper prototype
‣ 6 Master-, 3 Bachelor-students ‣ Leuven, Brussels, Hasselt ‣ 17-23 y/o
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1ST DIGITAL PROTOTYPE
2nd paper prototype
1st digital prototype
‣ 1 Master-, 1 Bachelor, 1 PhD-student ‣ Leuven ‣ 17-25 y/o
1st paper prototype
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2ND DIGITAL PROTOTYPE
2nd paper prototype
1st digital prototype‣ 7 Master-, 2 Bachelor-students ‣ Leuven, Hasselt, Antwerpen ‣ 17-25 y/o
1st paper prototype
2nd digital prototype
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EVALUATION 2ND DIGITAL PROTOTYPE
• 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)
1
2
3
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2ND DIGITAL PROTOTYPE
2nd paper prototype
1st digital prototype‣ 7 Master-, 2 Bachelor-students ‣ Leuven, Hasselt, Antwerpen ‣ 17-25 y/o
1st paper prototype
2nd digital prototype
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HEALTHIFY
2nd paper prototype
1st digital prototype
1st paper prototype
2nd digital prototype
Healthify
‣ 18 students, 2 non-students ‣ 18-25 y/o ‣ 265 installs (!)
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HEALTHIFY - DEMO
https://itunes.apple.com/be/app/healthify/id807479642?l=nl&mt=8https://www.youtube.com/watch?v=oG8CeBXFrIU&feature=youtu.be
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SUS-SCORES
- A. Bangor et al. Determining what individual sus scores mean: Adding an adjective rating scale. Journal of Usability Studies, 4(3):114-123, 2009.
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PROMOTIONAL CAMPAIGN
https://www.facebook.com/HealthifyApp https://twitter.com/HealthifyApp
http://thesis13.wix.com/healthify
Website
Flyer
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1. Context 2. Goal 3. Literature + existing applications 4. Design methodology 5. Rapid prototyping 6. Implementation
7. Research 8. Reflection
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Content
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iOS-APPLICATION
• Pros ‣ Gain experience ‣ Only 2 screen-sizes ‣ 1 version of the OS (iOS 7)
• Cons ‣ Less test-users
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CLIENT-SIDE
https://github.com/gertvanwijn/Healthify/tree/master/Healthify
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SERVER-SIDE
• Central database ‣ Save all user input
• Badges • Food/Activities • Weight • Social media activity
‣ Sync food/activities with devices ‣ Crowdsourcing
‣ PHP-scripts to read and write • Asynchronous requests
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1. Context 2. Goal 3. Literature + existing applications 4. Design methodology 5. Rapid prototyping 6. Implementation 7. Research
8. Reflection36
Content
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RESEARCH QUESTION
Can students be motivated to adopt a healthier lifestyle by applying quantified
self and gamification concepts?
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RESEARCH• Route A ‣ 1 week HealthifyOne
• No gamification-elements • No help with input
‣ 1 week Healthify
• Route B ‣ 2 weeks Healthify
• Questionnaires (3) about motivational elements ‣ Badges ‣ Friends ‣ Social media ‣ Notifications
• Data analysis http://goo.gl/TPwVe4
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ROUTE A
• Participants ‣ 6 Master-students, 1 PhD-student, 1 non-student (6m/2f) ‣ 21-25 y/o + 39 y/o
• After week 1 users … ‣ want help with input ‣ want information about healthy living and their own lifestyle ‣ are not motivated by HealthifyOne
• After week 2 ‣ Most motivational elements
• Badges • Pedometer
‣ Design in general is more motivating than individual elements • Quantified self is motivating
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ROUTE A
Fruit Food w/ high fat content Activity
• Conclusion ‣ Design makes students aware of a healthy lifestyle ‣ Design motivates them to live healthier ‣ Doesn’t change their lifestyle
• Maybe period too short
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ROUTE B
• Participants ‣ 9 Master-students, 2 Bachelor-students, 1 non-student (9m/3f) ‣ 18-25 y/o + 22 y/o
• Results ‣ Most motivational elements
• Badges • Friends • Pedometer • Location-based notification
‣ Design in general is more motivating than individual elements • Quantified self is motivating • Adding gamification (to QS) provides engagement
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ROUTE B
Fruit Food w/ high fat content Activity
• Conclusion ‣ Design makes students aware of a healthy lifestyle ‣ Design motivates them to live healthier ‣ Small change in lifestyle
• Fruit • Food w/ high fat content
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DATA ANALYSIS• Food/Activities
‣ 91 users entered food (59 users ≥ 5 food inputs) ‣ 54 users entered activities (15 users ≥ 5 activity inputs)
# Food inputs
# Activity inputs
Age !
≥ 5 food
Age!
≥ 5 activities
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DATA ANALYSIS
• Badges ‣ 128 badges earned for shorter periods (3/5 days) ‣ 10 badges earned for longer periods (10/15 days)
• Weight ‣ Only 12 users 5 times or more ‣ Only 6 users set a weight goal
• Higher level of difficulty set by women • More weight loss by men • But goal never met
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CONCLUSION
• Motivational elements ‣ Badges (route A + route B + data) ‣ Friends (route B) ‣ Pedometer (route A + route B + data)
• Quantified self can motivate ‣ Design makes students aware of their lifestyle ‣ Makes them understand improvements are needed
• Combination of quantified self and gamification needed for engagement ‣ More input with gamification-elements
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1. Context 2. Goal 3. Literature + existing applications 4. Design methodology 5. Rapid prototyping 6. Implementation 7. Research 8. Reflection
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Content
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DESIGN CRITERIA
1. Every user should be able to enter food/activities in the minimal amount of clicks
2. Consistency ‣ Q6: 1,23/5 ‣ Q7: 4,45/5
3. Distribution and clearness of badges ‣ Distribution: 4/5 (route A) + 3,9/5 (route B) ‣ Clearness: 4,25/5 (route A) + 4,42/5 (route B)
4. Facilitating user input ‣ Pedometer ‣ Location-based notification (not frequently used)
- 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.
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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
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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
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???Gert Vanwijn
@GertVanwijn
gertvanwijn
thesisquantifiedself.wordpress.com Healthify
@HealthifyApp
Healthify