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Wellness at hand: Exploring interactive technology to support smokers

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Wellness at hand is designed to support smokers in managing their cravings for cigarette during a quit attempt. Wellness-at-hand includes a bracelet that senses the physiological data of the user and the user interaction with the system happens through the palm-based interactions. It provides a holistic approach to help smokers in managing their cravings in the following way: First, it enforces a quit plan attached with money deterrence; secondly, it engages the smoker in short interactions like games during a craving episode; thirdly, it provides a better understanding of emotions and unconscious thoughts leading to smoking, and lastly, it utilizes positive reinforcement to motivate smokers to continue their quit plan.
(Submitted as part of a course project for Interaction Design and Usability)

Published in: Technology
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Wellness at hand: Exploring interactive technology to support smokers

  1. 1. Wellness-at-hand The Deepers: Deepti Aggarwal, Ahmed Dedeche, Fernando Estrada
  2. 2. What are we looking at? What • Enhance user’s skills to quit smoking Where • Everywhere Our focus Why • Smoking represent health risks How • Wearing a portable device that collects user’s physical and cognitive data
  3. 3. Problem Scenario
  4. 4. Wellness-at-hand Four-fold experience: Commitment, fun, empowerment and motivation
  5. 5. Video of paper prototype https://vimeo.com/109647790
  6. 6. Digital Prototype Microsoft PowerPoint slides Pocket Projector
  7. 7. User Evaluation: Wizard of Oz Pocket Projector on a tripod stand Projection of prototype on user’s palm (a snapshot of quit plan)
  8. 8. User evaluation (contd.) Our (pseudo) system Calibrating the projector on user’s palm
  9. 9. A participant interacting with our (pseudo) system Our (pseudo) system provided the real time feedback on the user’s action
  10. 10. Interviewing the participant Arrangement of user evaluation: (pseudo) system in the left
  11. 11. Issues faced during setting up • Where to place our ‘pseudo’ digital prototype? • How much to support the participants? • How to keep the novelty experience when all the users are present? • How to create the testing environment with non-users of the system?
  12. 12. Study Findings • Every participant had a different notion of the system’s interactions • Participants were unable to recall the system’s interactions • Thinking aloud (speech) was considered as an input modality to the system • Waiting was found confusing • Using hand as an interactive space is tricky • Relevance of the tasks was unclear
  13. 13. Conclusion • Using hand as an interface has different implications • Simulation through ‘Wizard of oz’ is challenging • Limitation of lab based testing
  14. 14. Thank you! Many thanks to our participants: Emma, Firmania, and Sactio ‘The Deepers’

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