Abstrakti
Leading companies in the wearables market have introduced different virtual reward systems to their products and services to increase user engagement and enhance playfulness. While existing studies report mixed views on the effectiveness of virtual rewards offered by activity trackers, we still have a limited understanding of people's lived experiences with virtual reward systems. A four-month diary-based autoethnography reflecting on the use of three popular activity trackers (i.e.,Fitbit, Apple Watch, and Google Fit) and their associated virtual reward systems, plus an online survey with 113 current users of the same activity trackers were conducted. Results provide rich insights into how users interact with virtual rewards in real-life, and how these impact people's engagement in physical exercise. A set of considerations to design user-centric virtual reward systems that provide more meaningful experiences to activity-tracker users are derived.
Alkuperäiskieli | Englanti |
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Otsikko | DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference |
Kustantaja | ACM |
Sivut | 1847-1858 |
Sivumäärä | 12 |
ISBN (elektroninen) | 9781450369749 |
DOI - pysyväislinkit | |
Tila | Julkaistu - 3 heinäk. 2020 |
OKM-julkaisutyyppi | A4 Artikkeli konferenssijulkaisuussa |
Tapahtuma | ACM Conference on Designing Interactive Systems: More than Human Centred Design - Eindhoven, Alankomaat Kesto: 6 heinäk. 2020 → 10 heinäk. 2020 https://dis.acm.org/2020/ |
Julkaisusarja
Nimi | DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference |
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Conference
Conference | ACM Conference on Designing Interactive Systems |
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Lyhennettä | DIS |
Maa/Alue | Alankomaat |
Kaupunki | Eindhoven |
Ajanjakso | 06/07/2020 → 10/07/2020 |
www-osoite |