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The Break Light: Calm Technology for Behavior Change

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My capstone project for the Human-Computer Interaction Design program at Indiana University. The Break Light is intended to help motivate people to get up and move around during computer use, through the familiar routine of drinking water and then getting up to refill the cup or go to the bathroom. The Break Light relies on increases in brightness and speed, and changes in color temperature over time and as the water level in the cup goes down, to gently remind the user that they should drink water, and refill the cup.

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The Break Light: Calm Technology for Behavior Change

  1. 1. The Break Lightcalm technology for behavior change<br />Lorelei Kelly HCI/d 2010<br />
  2. 2. The Problem<br />You don’t get up and move enough<br />
  3. 3. Literature Review<br />Exemplars<br />Primary Research<br />
  4. 4. Literature Review<br />Exemplars<br />Primary Research<br />Design Goals<br />
  5. 5. Literature Review<br />Exemplars<br />Primary Research<br />Concept<br />Prototype<br />Contribution<br />Design Goals<br />
  6. 6. Literature Review<br />
  7. 7. Flow<br />Common<br />
  8. 8. Flow<br />Important<br />
  9. 9. Flow<br />Absorbing<br />Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. <br />Csikszentmihalyi, M. (1996). Creativity : Flow and the Psychology of Discovery and Invention<br />
  10. 10. Design Goal<br />Support flow, don’t disrupt it<br />
  11. 11. Calm Technology<br />Comforting, soothing to use<br />
  12. 12. Comforting, soothing to use<br />Computers often enraging<br />Calm Technology<br />
  13. 13. Calm Technology<br />Computers demand attention<br />
  14. 14. Calm Technology<br />Computers demand attention<br />Calm tech exists at periphery until needed<br />Tugui, A. (2004). Calm technologies in a multimedia world, Ubiquity<br />Weiser, M., & Seely Brown, J. (1995). Designing Calm Technology.<br />
  15. 15. Design Goal<br />Facilitate smooth transitions of attention<br />
  16. 16. Safe Computing<br />Prolonged static posture is risky<br />
  17. 17. Safe Computing<br />Prolonged static posture is risky<br />Being active provides benefits<br />Jensen, C. (2003). Development of Neck and Hand-Wrist Symptoms in Relation to Duration of Computer Use at Work.. <br />Blatter, B. M. & Bongers, P. M. (2002). Duration of Computer Use and Mouse Use in Relation to Musculoskeletal Disorders of Neck or Upper Limb. <br />
  18. 18. Design Goal<br />Motivate short, frequent, physically active breaks<br />
  19. 19. Interruptions<br />Complex cognitive tasks are disruptive<br />
  20. 20. Interruptions<br />Complex cognitive tasks are disruptive<br />Obscuring a workspace is distracting<br />
  21. 21. Interruptions<br />Complex cognitive tasks are disruptive<br />Obscuring a workspace is distracting<br />People develop coping strategies<br />Gillie, T & Broadbent, D. (1989). What Makes Interruptions Disruptive? A Study of Length, Similarity, and Complexity.<br />Iqbal, S. T., & Horvitz, E. (2007). Disruption and recovery of computing tasks: field study, analysis, and directions.<br />
  22. 22. Design Goal<br />Preserve the user’s workspace, physically and mentally<br />
  23. 23. Value Sensitive Design<br />Value conflicts<br />
  24. 24. Design Goal<br />Respect personal autonomy<br />
  25. 25. Exemplars<br />
  26. 26. Calendar Reminders<br />
  27. 27. Timer Software<br />
  28. 28. RSI Prevention<br />
  29. 29. RSI Prevention<br />
  30. 30. RSI Prevention<br />
  31. 31. RSI Prevention<br />
  32. 32. Design Goal<br />Focus on stretch breaks<br />
  33. 33. Extreme Alarms<br />Implied action<br />
  34. 34. Design Goal<br />Imply actions<br />
  35. 35. Persuasive Devices<br />Breakaway<br />
  36. 36. Primary Research<br />
  37. 37. Interviews<br />Widespread awareness<br />
  38. 38. Interviews<br />Widespread awareness<br />Unsuccessful strategies<br />
  39. 39. Interviews<br />Widespread awareness<br />Unsuccessful strategies<br />Personality differences<br />
  40. 40. Interviews<br />Widespread awareness<br />Unsuccessful strategies<br />Personality differences<br />Purposeful breaks<br />
  41. 41. Observations<br />Computers constrain work in unique ways<br />
  42. 42. Design Goals<br />Supportflow & engagement<br />Facilitate smooth transitions of attention<br />Motivate short, frequent, physically active breaks<br />Preserve workspace, physically and mentally<br />Support transparency and personal autonomy<br />
  43. 43. Concept<br />
  44. 44. The Break Light<br />Drink water to regulate breaks<br />Lighted coaster to remind and encourage<br />
  45. 45. The Break Light<br />
  46. 46. The Break Light<br />
  47. 47. The Break Light<br />
  48. 48. The Break Light<br />
  49. 49. The Break Light<br />Reminder<br />Reward<br />
  50. 50. Design Goals<br />Support flow<br />
  51. 51. Design Goals<br />Support flow<br />Smooth attention transitions<br />
  52. 52. Design Goals<br />Support flow<br />Smooth attention transitions<br />Motivate<br />
  53. 53. Design Goals<br />Support flow<br />Smooth attention transitions<br />Motivate<br />Preserve workspace<br />
  54. 54. Design Goals<br />Support flow<br />Smooth attention transitions<br />Motivate<br />Preserve workspace<br />Personal autonomy<br />
  55. 55. Prototype<br />
  56. 56. Prototype<br />
  57. 57. Prototype<br />
  58. 58. Prototype<br />
  59. 59. Prototype<br />
  60. 60. Prototype<br />
  61. 61. Prototype<br />
  62. 62. Prototype<br />
  63. 63.
  64. 64. Contributions<br />Calm Technology<br /> Smooth shifts in attention<br /> Reduces frustration<br /> Supports flexibility and autonomy<br />
  65. 65. Thank You<br />Erik Stolterman • Marty Siegel • ShaowenBardzell • BinaebiAkah • Chad Camara • Sean Connelly • Lynn Dombrowski • Drew McKinney • Dane Petersen • Matt Snyder • Jay Steele • Xuan Wang • Yuebo Wang • Yujia Zhao • The HCI/d class of 2010 • Peter Breen • Janet Davis • Bob Kelly • Judy Kelly<br />

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