Fizzees   ( Phys ical  E lectronic  E nergiser s ) ‘ Principles of Practice’ SMARTlab PhD July 2009
aim To investigate a [...] model that encourages 8-12 year olds to be more physically active and develop a greater underst...
<ul><li>Connection and integration of... </li></ul><ul><li>‘ persuasion technologies’ with current real world activity </l...
‘ the missing link’ <ul><li>Gap between ‘persuasion space’ and ‘real world space’ </li></ul><ul><li>Also disjuncture betwe...
HIV Roulette kiosk  at the San Francisco Exploratorium
Food dudes Difference in social pressures within and outside or ‘persuasion space’ Disjuncture between activity and reward...
ethics of persuasion <ul><li>The ‘golden rule of persuasion’ </li></ul><ul><li>The creators of a persuasive technology sho...
rationale “ Child obesity has doubled in a decade. Junk food and lack of exercise have created 'public health time-bomb'.”...
healthiness <ul><li>‘ Healthiness’, ‘healthy activity’ and ‘wellbeing’ are social/cultural constructs: defined by the rese...
what is it? … looking after your Fizzee by looking after yourself   A  wearable technology  that is a combination of dua...
Fitting physical activity into current lifestyles. Affords micro-persuasion and small changes in behaviour patterns  (to b...
how it works Activity levels are monitored through a heart rate monitor and accelerometer, which have a direct impact on t...
scoring * Based upon guidance from the UK Chief Medical Officer on recommended amounts of exercise for young people * Deve...
supporting website   <ul><li>support resource – further motivation </li></ul><ul><li>highly visual and interactive </li></...
pause … making sense so far?
captology   (Computers as Persuasive Technology) <ul><li>Persuasion requires three things (Fogg, B.J.):  </li></ul><ul><ul...
behaviour change <ul><li>‘ Our behaviour is a function of our physical environment  (and how we perceive it and understand...
motivation <ul><li>Game play </li></ul><ul><li>Immersive ‘shared narrative’ </li></ul><ul><li>Digital pet </li></ul><ul><l...
ability <ul><li>‘ Situated learning’ – learning in (and from) an authentic context </li></ul><ul><li>Providing contextual/...
trigger <ul><li>State of  Fizzee   </li></ul><ul><li>Surprise of Fizzee’s activity (autonomy) </li></ul><ul><li>Sound </li...
3 points to ponder...
<ul><li>Fizzee as virtual pet   (...for Ian and Chrissie) </li></ul><ul><li>Donath (2004) suggests the artificial pets sha...
Fizzee as biotar <ul><li>Fizzee is unique as a digital pet that is not solely phatic technology </li></ul><ul><li>Avatar: ...
Image you  are  the Fizzee
A Fizzee (Physical Electronic Energiser) is a  wearable technology  that enables young people to  care for a digital pet t...
 
next steps <ul><li>Decide on knowledge domain </li></ul><ul><li>Decide on Cognitive fields </li></ul><ul><li>Lit review </...
A Fizzee (Physical Electronic Energiser) is a  wearable technology  that enables young people to  care for a digital pet t...
<ul><li>Completing the circle of a behaviour change model by completing the circle of virtual and real. </li></ul><ul><li>...
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  • [ ] design, learning, behavioural change, persuasion,
  • Fizzee as a digital pet – the persuasion device links to current toys Activity where we want the new behaviour is to take place – is aligned where the persuasion takes place
  • Background to this approach – why I suggest it is appropriate - phrase ‘applied understanding’ is one that I want you to hold on to throughout this presentation. If we’re looking to support
  • Fitting physical activity (new behaviour) into current lifestyles (eg gameplay) . Affords micro-persuasion and small changes in behaviour patters (to begin with) Un-intentional learning – game play, nurturing and looking after the Fizzees, reward of points and levels etc Intentional learning – linking real world activity to game world Applied understanding – ‘knowing’ – different from learning about, it involves behaviour change etc Privilaging of real world knowledge
  • Sensor data – privilages real world data
  • Community Place where Fizzee represents your real world actions – the combination of previous activity and keyboard control
  • What that means is it’s a pretty complex area – they way we make decisions, the influences etc – which means the processes by which we design tools to support behaviour change, must address a wide range of issues.
  • Intentional learning – (p12)
  • Autonomy or ‘freeness’ of the pet is key in order to foster a sense of responsibility and nurture within the player (within design, more mature and happier the fizzee, the more freeness it has between activities). It is especially important at the early stages of fostering a development with the Fizzee – signifiers of autonomy encourage the inference of an emotional interaction with the pet; from this point, it is the development of a strong link between the interaction of the user and the maturation process of the Fizzee. Empathy – Donath (2004) reports ‘considerable controversy’ about social implications of artificial pets – linking nurture and empathy with learning about own body and activity.
  • Avatar plays out my role in the virtual world to keep me happy Biotar – I play out it’s role in the real world, to keep it happy
  • FizDoc

    1. 1. Fizzees ( Phys ical E lectronic E nergiser s ) ‘ Principles of Practice’ SMARTlab PhD July 2009
    2. 2. aim To investigate a [...] model that encourages 8-12 year olds to be more physically active and develop a greater understanding of the constituent parts of a ‘healthy lifestyle’, through the connection and integration of digital ‘persuasion technologies’ with real world activity, and the connection and integration of ‘persuasion space’ and ‘activity space’ … applied understanding …
    3. 3. <ul><li>Connection and integration of... </li></ul><ul><li>‘ persuasion technologies’ with current real world activity </li></ul><ul><li>eg digital pet (current toy) is used as the basis of the persuasion technology </li></ul><ul><li>‘ persuasion space’ and ‘activity space’ </li></ul><ul><li>space where new behaviour is to take place (eg everywhere!) aligned to where ‘persuasion’ is taking place </li></ul>To investigate a [...] model that encourages 8-12 year olds to be more physically active and develop a greater understanding of the constituent parts of a ‘healthy lifestyle’, through the connection and integration of digital ‘persuasion technologies’ with current real world activity, and the connection and integration of ‘persuasion space’ and ‘activity space’
    4. 4. ‘ the missing link’ <ul><li>Gap between ‘persuasion space’ and ‘real world space’ </li></ul><ul><li>Also disjuncture between reward and persuasion </li></ul><ul><li>Doesn’t take account of complexity of choice making </li></ul><ul><ul><li>Examples... </li></ul></ul>
    5. 5. HIV Roulette kiosk at the San Francisco Exploratorium
    6. 6. Food dudes Difference in social pressures within and outside or ‘persuasion space’ Disjuncture between activity and reward (behaviourist model)
    7. 7. ethics of persuasion <ul><li>The ‘golden rule of persuasion’ </li></ul><ul><li>The creators of a persuasive technology should never seek to persuade a person or persons of something they themselves would not consent to be persuaded to do. </li></ul><ul><li>Berdichevsky, D and Neuenschwander, E (1999) </li></ul><ul><li>Persuasion must start with a clearly focused goal/rationale </li></ul>
    8. 8. rationale “ Child obesity has doubled in a decade. Junk food and lack of exercise have created 'public health time-bomb'.” The Guardian Newspaper <ul><li>Research context: young people aged 2 - 19 </li></ul><ul><li>1 40% boys and 60% of girls are doing less than 1 hours moderate exercise per day ) </li></ul><ul><li>1/5 of boys and ¼ of girls are overweight or obese </li></ul><ul><li>Obesity rates in the UK have doubled in the last 25 years and, according to the 2005 All-Party Parliamentary Group report on obesity, around one in four people are now obese (2008) </li></ul><ul><li>One in 10 six-year-olds is obese . The total number of obese children has doubled since 1982. On present trends half of all children in England in 2020 could be obese . </li></ul><ul><li>Personal, communal and societal cost of obesity </li></ul>EU Platform on Diet, Physical Activity and Health
    9. 9. healthiness <ul><li>‘ Healthiness’, ‘healthy activity’ and ‘wellbeing’ are social/cultural constructs: defined by the research community, politicians, designers, parents and the media </li></ul><ul><li>Rees et al. ‘Young people and physical activity: a systematic review matching their views to effective interventions’ in Health Education Research Theory & Practice Vol.21 no.6 2006 806-825 </li></ul><ul><ul><li>“ Young people also recommended that physical activity could be encouraged by combining sports and (non-active) leisure facilities for socializing. However,. No effective interventions were identified which built on this facilitator.’ (Rees et al. 2006 822) </li></ul></ul><ul><li>For this project, ‘standing on the shoulders’ of giants’ and using Chief Medical Officer’s recommendations for young people’s physical activity </li></ul>
    10. 10. what is it? … looking after your Fizzee by looking after yourself   A wearable technology that is a combination of dual sensor, processor, battery and screen. The screen shows a virtual pet (a Fizzee) that the young person is responsible for. The Fizzee’s maturation and health depends upon the actions of the young person . A website for further investigation, games, and comparisons
    11. 11. Fitting physical activity into current lifestyles. Affords micro-persuasion and small changes in behaviour patterns (to begin with) why this approach? * play video games (immersive, empathetic, motivational) * nurture virtual pets (Tamagotchi etc) * compete, compare and share with peers * aspectual shape (game, learning tool, digital pet) … applied understanding …
    12. 12. how it works Activity levels are monitored through a heart rate monitor and accelerometer, which have a direct impact on the Fizzee displayed on a wrist-worn device * Privileging the interplay between the dual sensors * Rewards for particular activity types, frequency, exertion etc * Rewards rest and a ‘dose response’ stops over-training Accelerometer Heart rate Factor Mod Low X1 Mod Mod X1 Mod Vig X1.5 Mod V Vig X2
    13. 13. scoring * Based upon guidance from the UK Chief Medical Officer on recommended amounts of exercise for young people * Developed with UoB’s Department of Exercise and Health Sciences Governing principles * Based on personal, accurate health data * Long term health benefits show as short term improvements to Fizzee * Dual sensors for more accurate reading * Privileging the interplay between sensors * Discounting stress and excitement as signifiers of activity * Relationship between data becomes a factor in the scoring system * Programmable system
    14. 14. supporting website <ul><li>support resource – further motivation </li></ul><ul><li>highly visual and interactive </li></ul><ul><li>social networking & community elements </li></ul><ul><li>upload data, interrogate progress – day by day </li></ul><ul><li>Fizzee World : for related information e.g. healthy eating </li></ul><ul><li>play games: the healthier your Fizzee is, the better he’ll play </li></ul>Fizzee represents your real world actions: previous activity and keyboard control
    15. 15. pause … making sense so far?
    16. 16. captology (Computers as Persuasive Technology) <ul><li>Persuasion requires three things (Fogg, B.J.): </li></ul><ul><ul><li>Motivation (sensation, anticipation, and belonging) </li></ul></ul><ul><ul><li>Ability (capacity, opportunity) </li></ul></ul><ul><ul><li>Trigger (reminder, deadline, prompt) </li></ul></ul><ul><li>Persuasion, not forcing, demanding, making, etc </li></ul>
    17. 17. behaviour change <ul><li>‘ Our behaviour is a function of our physical environment (and how we perceive it and understand it), our social environment (and how we perceive it and understand it), and our cognitive decision process about what we do in response to our perceptions and understanding (within a bounded reality)’ Lockton, D (2009) [plus gut/emotional decision making] </li></ul><ul><ul><ul><li>(for Clilly...) </li></ul></ul></ul><ul><ul><ul><li>User centred design & co-design Vs </li></ul></ul></ul><ul><ul><ul><li>Design with intent/socially conscious design </li></ul></ul></ul>Another layer of complexity is when intrinsic motivations don’t match the extrinsic motivations for change
    18. 18. motivation <ul><li>Game play </li></ul><ul><li>Immersive ‘shared narrative’ </li></ul><ul><li>Digital pet </li></ul><ul><li>Nurture </li></ul><ul><li>Empathetic relationship with character </li></ul><ul><li>Responsibility for ‘caring’ (aspectual shape) </li></ul><ul><ul><li>Rees et al.(2006) report lack of confidence and competence ... self-consciousness ... Lack of motivation, preference for other activities and lack of knowledge about the benefits of physical activity (822) </li></ul></ul><ul><ul><li>Recommendation: ‘providing acceptable forms of physical activity (e.g. not highly structured and organized by adults).’ (Rees et al. 2006 823) </li></ul></ul><ul><li>Reinforced by community of ‘shared narrative’ </li></ul><ul><ul><li>Reinforce actions, motivation, support, </li></ul></ul>
    19. 19. ability <ul><li>‘ Situated learning’ – learning in (and from) an authentic context </li></ul><ul><li>Providing contextual/situated support to recognise where/how to change the activity </li></ul><ul><li>Mixture of phatic technology and informative device (encouraging social interaction whilst providing personal health data) </li></ul><ul><li>Complex health data is presented in an easily interpretable way </li></ul><ul><li>‘ Intentional learning’ (and the necessary ability) is within the game world (Holzinger and Maurer 1999) </li></ul><ul><li>‘ Unintentional learning’ is discovery-based learning about physical activity (Holzinger and Maurer 1999) </li></ul>
    20. 20. trigger <ul><li>State of Fizzee </li></ul><ul><li>Surprise of Fizzee’s activity (autonomy) </li></ul><ul><li>Sound </li></ul><ul><li>Located (situated learning) </li></ul><ul><li>Other screen features: score etc </li></ul><ul><li>Competition and other constructed activities </li></ul>
    21. 21. 3 points to ponder...
    22. 22. <ul><li>Fizzee as virtual pet (...for Ian and Chrissie) </li></ul><ul><li>Donath (2004) suggests the artificial pets share several key behaviours: </li></ul><ul><ul><li>Dependence (‘most artificial pets start as ‘infants’, which elicits nurturing and affection: we instinctively take care of the young ... The pet’s dependence makes the owner feel responsible for it’). </li></ul></ul><ul><ul><li>Interaction (‘the pet becomes integrated into the owner’s daily routine. Having spent a considerable amount of time and energy on the pet, the owner becomes invested in its well-being’). </li></ul></ul><ul><ul><li>Development (‘artificial pets are designed to develop in response to the owner’s treatment of them ... Thus the owner is encouraged to take pride in their pet’s well-being’. </li></ul></ul><ul><ul><li>Autonomy (‘when machines work exactly as we expect them to do ... We think of them simply as machines. It is when they do not work as expected that they appear to have a will of their own and we ascribe intelligence to them’). </li></ul></ul><ul><ul><li>‘ one way of showing that the pet is a free creature is to allow it to refuse the order of its owner. In our daily language, we tend to attribute intentions to devices that are not doing their job well... The freedom of the pet, its apparent autonomy in the choice of its goals, seem a necessary feature for the development of an interesting relationship (Kaplan 2000 1) </li></ul></ul>
    23. 23. Fizzee as biotar <ul><li>Fizzee is unique as a digital pet that is not solely phatic technology </li></ul><ul><li>Avatar: virtual representation of human player </li></ul><ul><li>Biot: a biot is similar to a bot but has the characteristics of a living thing. Virtual pets are examples of a biot. </li></ul><ul><li>The Fizzee is a representation of both the player’s heart health and their virtual representation in the game world. However, as with a biot, the Fizzee has the characteristics of a living thing. ‘inverse avatar’ </li></ul><ul><li>With thanks to Bruce Damer – Avatars! can be found in all good bookshops </li></ul>
    24. 24. Image you are the Fizzee
    25. 25. A Fizzee (Physical Electronic Energiser) is a wearable technology that enables young people to care for a digital pet through their own physical actions .  In order to nurture their digital pet, keep it healthy and grow, young people must themselves act in physically healthy ways .  A dual sensor (heart rate and accelerometer) measures young people’s physical activity and converts it into the appearance and maturation of their Fizzee.  The Fizzees’ health is modelled on the Chief Medical Officer’s recommendations for healthy activity for young people. Children are then driven to a web space to share ideas and tips for keeping their Fizzee healthy, to play games with their Fizzee (where the healthier their Fizzee is, the better it can perform) and to further investigate their own personal health data.   A Fizzee is a toy , a learning device and a digital pet that links children’s real world activities with the virtual world .
    26. 27. next steps <ul><li>Decide on knowledge domain </li></ul><ul><li>Decide on Cognitive fields </li></ul><ul><li>Lit review </li></ul><ul><li>Outline of chapters </li></ul><ul><li>Registration documents </li></ul><ul><li>Choosing 1, just 1, plumb line </li></ul><ul><li>and play with Arduino </li></ul>
    27. 28. A Fizzee (Physical Electronic Energiser) is a wearable technology that enables young people to care for a digital pet through their own physical actions .  In order to nurture their digital pet, keep it healthy and grow, young people must themselves act in physically healthy ways .  A dual sensor (heart rate and accelerometer) measures young people’s physical activity and converts it into the appearance and maturation of their Fizzee.  The Fizzees’ health is modelled on the Chief Medical Officer’s recommendations for healthy activity for young people. Children are then driven to a web space to share ideas and tips for keeping their Fizzee healthy, to play games with their Fizzee (where the healthier their Fizzee is, the better it can perform) and to further investigate their own personal health data.   A Fizzee is a toy , a learning device and a digital pet that links children’s real world activities with the virtual world .
    28. 29. <ul><li>Completing the circle of a behaviour change model by completing the circle of virtual and real. </li></ul><ul><li>Find a way to help people change their behaviours for a social good: health, environmental, community </li></ul>

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