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Fitness Wearables The Internet of Things (IOT)
Employer Wellness Programs During the most recent CES show in Las Vegas the Har7ord Business Journal Cites
• Par=cipa=on rates are topping 80%
• 600% increase in weight loss
• 12% fewer heart aFacks
• $450-‐$600 investment
• Fitness levels increased 43% just by strapping on a monitor
hFp://www.har7ordbusiness.com/ar=cle/20140210/PRINTEDITION/302079948/wearable-‐fitness-‐technology-‐shi]s-‐employer-‐wellness-‐programs
When employees were given a fitness device:
Fitness wearables are impacting corporate wellness programs on a grand scale.
Somebody is watching you.
The Sentinel Effect
People behave differently when the know someone is watching. In group wellness programs members watch out for one another.
Top 10 largest employers in America
10. General Electric: Total employees: 305,000 9. Hewle2-‐Packard: Total employees: 331,800 8. Home Depot: Total employees: 340,000 7. Kroger: Total employees: 343,000 6. Target: Total employees: 361,000 5. United Parcel Service: Total employees: 399,000 4. IBM: Total employees: 434,246 3. McDonald’s: Total employees: 440,000 2. Yum! Brands: Total employees: 523,000 1. Walmart: Total employees: 2.2 million
hFp://www.usatoday.com/story/money/business/2013/08/22/ten-‐largest-‐employers/2680249/
Imagine the impact of…
Corporate value Fitness technologies are worth their weight in gold.
Messaging Buddies Badges Engagement
Teams foster a sense of place and the senSnel effect.
RecogniSon for reaching goals and milestones.
Increased job saSsfacSon.
Support goals through social media.
hFp://www.visualistan.com/2013/09/the-‐growth-‐of-‐wearable-‐technology.html
The Search for the Fountain of Youth. The Prac=cal Impera=ve
False Promises
Fashion & Beauty
ProfiSng
Enhancement
There will always be another promise of health and beauty in another device.
Fashion and beauty industry will always dictate size, propor=on, style, and trend.
Companies will always find a way to profit from the low self esteem of others.
We are not good enough “as is”. This is a marke=ng hook.
The perfect fitness device simply does not exist.
Enhancement or Dependency Are we addicted to tech?
Sta=s=cs show that the majority of users believe that wearable technology enhances their lives. Some report they feel more intelligent and more informed, while others report that wearable technology helped their career develop and improved their efficiency. Some even reported that wearable technology improved their love lives.
hFp://www.visualistan.com/2013/09/the-‐growth-‐of-‐wearable-‐technology.html
When is more enough?
Remember when… you were a kid and you thought that your new sneakers would make you run faster?
Fitness wearables are marketed in the same way as the athle=c shoe market Product features are designed to make the customer feel enhanced when they purchase a product.
Have we lost the ability to gauge our level of wellness without the use of technology?
What happened to intuition?
Users act based on intui=on and personal belief.
Act Consequentialism
Users act based on rules designed for the common good.
Rule Utilitarianism
Who is the demographic for fitness wearables?.
Fitness wearables are designed for athletes.
hFp://www.washingtonpost.com/blogs/she-‐the-‐people/post/no-‐magic-‐pill/2012/06/29/gJQAaeEvAW_blog.html
One size does not fit all.
What about the others?
• Obesity
• Arthri=s • Vision Impairment
• User buy into Athle=cism
• Beauty standards are becoming homogenized.
• Fitness technology reinforces imperfec=on.
• Rules breed uniformity.
• Design for all is based on assump=ons.
• Not everyone is the same.
Rule Utilitarianism
• The user knows what is best.
• Personal belief used for problem solving.
• Users are not dependent on technology.
• Intui=on plays a role in well being.
Act Non-Consequentialism
Fitness devices support rather than enhance. Behavior modifica=on leads to a healthier lifestyle.
Healthcare costs are significantly reduced.
Wearables fill a social need.
The psychology behind wearables.
?
Fitness wearables trigger these core mo=vators.
Fogg’s Core Motivators
Pleasure/Pain • No pain No Gain. • Calorie count/Ac=vity Levels • Reward system
Hope/Fear • Selng goals in the future (hope) • Gained weight/Did not exercise (fear)
Acceptance/RejecSon • Rewards/Encouragement • Data comparison • Social aspect
hFp://www.behaviormodel.org
The lead role of tech. “Computers as Persuasive Social Actors” – BJ Fogg
Users will respond emo=onally to anything that is human like.
Social Actors
Technology users create rela=onships with social actors.
• Reward user with posi=ve feedback • Good/Bad behavior modeling
• Emo=onal/Social support
Tool (device) + actor (user) + medium (interac=on)
Key Design Considerations when designing fitness wearables
Behavior Model In Fogg’s behavior model; Mo=va=on, Ability, and Trigger is the triad leading to sustainable behavior modifica=on. If one of these is missing aFempts to modify will fail.
IntuiSon Foster intui=on and independence. Encourage the user to take a break from their device so that they can prac=ce new skills.
Standards Be aware of unrealis=c expecta=ons dictated by the fashion and beauty industry when designing fitness wearables.
LimitaSons Consider a broader demographic. Everyone deserves benefit of health and fitness monitoring technologies regardless of size, shape or accessibility.
Balance There is no subs=tute for clean food, clean water, fresh air, body movement, plenty of rest and some medita=on to foster a sense of well being. Take a break from tech and have some fun naturally!
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