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This was presented at the 3rd U.S.-China Computer Science Leadership Summit at Peking University, Beijing China on June 14, 2010.
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Describes the UbiFit project and how it relates to the general idea of activity-based computing. UbiFit was a join collaboration between Intel Labs Seattle and the University of Washington. The project attempts to use low-cost sensing, inference, and feedback to allow people to stay physically active. This project is an example of the larger thrust of activity-based ubiquitous computing.
This was presented at the 3rd U.S.-China Computer Science Leadership Summit at Peking University, Beijing China on June 14, 2010.
Mobile Users are More Vigilant than Situated UsersGiles Phillips
Research summary presented at HCI International 2014 comparing the vigilance behavior of mobile and situated users. Specifically, vigilance spanning intermittent sessions of use in everyday contexts.
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Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies
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physiological measurements as a usability testing tool by considering three measures; which are observers‟
opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed
comparatively and statistically. It concludes by discussing the findings that has been obtained from those
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and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based
physiological measurements as a usability testing tool by considering three measures; which are observers‟
opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed
comparatively and statistically. It concludes by discussing the findings that has been obtained from those
subjective and objective measures, which partially supports the hypothesis.
Recently, market research institute MetrixLab has developed a computer-based tool for
tracking visual attention. This tool, the FocusTracker™, is based on the assumption that
mouse movements provide a reliable indication of when and where attention is allocated
on a computer screen. Because it is internet based, the tool can be used with hundreds of
participants from any location in the world, allowing maximal freedom in targeting
specific groups.
Presentation on possibilities of leveraging biometric data on wearables, plus discussion of data on happiness from the Pebble Happiness App, a tracker for your moods and the drivers behind them.
Lifelogging is the practice of tracking personal data generated by our own behavioral activities in continuous digital streams. As it is slowly becoming mainstream, it raises a lot of intriguing questions and thoughts.
Lifelogging and self-tracking are altering the Futures of:
Memory,
Remembering,
Forgetting,
Storytelling,
Privacy,
Law enforcement,
Governance,
Bodies,
and our very Humanness.
This report explores these questions, thoughts and futures.
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We will dig deeper into:
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3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
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[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
1. Flowers or a Robot Army?
Encouraging Awareness &
Activity with Personal,
Mobile Displays
馬瑱賢
1
2. Reference
Sunny Consolvo, Predrag Klasnja, David W. McDonald,
Daniel Avrahami, Jon Froehlich, Louis LeGrand, Ryan
Libby, Keith Mosher, James A. Landay “Flowers or a
Robot Army? Encouraging Awareness & Activity with
Personal, Mobile Displays” Proceedings of the 10th
international conference on Ubiquitous computing
2
4. Introduction
Mobile phones are becoming increasingly common for
individuals to carry or wear small, personal displays.
These always-available displays could be used to
increase an individual‟s awareness about various
elements of daily life.
Awareness about one‟s own behavior is particularly
useful if one is trying to change behaviors or habits.
individuals are self-monitoring to change behavior
4
5. Introduction
conducted a three-month field experiment of the system,
UbiFit, with 28 participants over the winter holiday
season
encourage self-monitoring and behavior change through
(1) the use of stylized representations of behavior
(2) mobile phones
5
6. Related Work
(1) stylized representations of behavior in nonmobile
settings to encourage individuals to change their
behavior
Breakaway
Fish„n‟Steps
(2) mobile phone applications that encourage self-
monitoring and increase of physical activity
Houston
Healthy lifestyle coach
6
7. The UbiFit System
UbiFit targets individuals who have recognized the
need to incorporate regular physical activity into their
everyday lives but have not yet done so, at least not
consistently.
Consists of three components:
(1) a glanceable display
(2) an interactive application
(3) a fitness device.
7
8. UbiFit’s Glanceable Display
The glanceable display is a stylized, aesthetic image
that resides on the background screen of the
individual‟s mobile phone.
Different types of flowers represent the types of
activities that the ACSM suggests
Cardiovascular training (cardio)
Strength training
Flexibility training
Walking
8
9. UbiFit’s Glanceable Display
UbiFit‟s display represents one week‟s worth of
activities, and goals are set and attained on a per-week
basis
Upon meeting a weekly goal: a large butterfly
three smaller butterflies represent recent goal attainments
Yellow butterflies : primary weekly goal
White butterflies : alternate weekly goal was met
At the end of each week, the display resets to an empty
garden.
9
10. UbiFit’s Interactive Application
The interactive application includes details about
activities inferred by the fitness device and a journal to
add, edit, or delete information about activities.
View a daily list of activities performed today and any prior
day
Add, edit, or delete activities for today and yesterday
View progress toward the weekly goal(s)
Add a comment to the daily activity list
If the individual has not manually journaled for two
days, a prompt asks if she has anything to add.
10
11. UbiFit’s Fitness Device
To automatically infer and transmit information about
several types of physical activities to the glanceable
display and interactive application.
UbiFit employs the Mobile Sensing Platform (MSP)
The MSP is a pager-sized, battery powered computer
with sensors chosen to facilitate a wide range of mobile
sensing applications.
UbiFit only uses two to infer physical activities in real
time: the 3-d accelerometer and barometer
four times per second over Bluetooth
11
12. The Three-Month Field Experiment
The intent of this experiment was systematically
explore the effectiveness of the glanceable display and
fitness device components through the use of
experimental conditions.
The field experiment was conducted over the winter
holiday season that is notorious for physical inactivity.
12
13. Study Design
The field experiment included three in-person sessions
and 12 weeks of in situ use of three versions of UbiFit
(1) Full System (which included the glanceable display,
interactive application, and fitness device)
(2) No Fitness Device (glanceable display and interactive
application only)
(3) No Glanceable Display (interactive application and fitness
device only)
13
14. Participants
Twenty-eight individuals who were recruited by a market
research agency participated in the three-month field
experiment of UbiFit (15 female/13 male, aged 25 to 54).
All were regular mobile phone users who wanted to
increase their physical activity.
Participants were randomly assigned to one of the three
experimental conditions as follows:
Full System condition (5 female/5 male)
No Fitness Device condition (6 female/3 male)
No Glanceable Display condition (4 female/5 male).
Eighteen participants set an alternate weekly goal at the
second session
14
15. Result
performed both quantitative analyses of activity levels
over the course of the study and a qualitative analysis
of interview data
analysis of activity level :
the total weekly duration of cardio and walking activities
(Activity Duration)
the total number of weekly activities, including cardio,
walking, flexibility, and strength training (Activity Count)
15
16. Effectiveness of the glanceable display
examining the effect of the availability of the
Glanceable Display on Activity Duration and Activity
Count
participants without the glanceable display that decreased over
time
participants who had the glanceable display maintained, on
average, their activity duration
A similar trend was found for the effect of this interaction on
Activity Count although it did not reach statistical significance
participants who used the glanceable display thought
that it was an essential component of the system
16
17. The glanceable display vs. turkey,
pie, and football
analysis of the effects of activity levels over weeks that
contained a holiday
Activity Duration significantly decreased over Holiday Weeks
for participants who did not have the Glanceable Display
Activity Duration over Holiday Weeks remained as high as
during non-holiday weeks for participants who had the
Glanceable Display
17
18. Frequency and variety of activity
Over the three months of the field experiment, 1792
were recorded.
total number of activities per participant ranged from
12 to 176, with a mean of 61.1, SD=38.29
The average number of activities for each participant
per week ranged from 2.83 to 8, with a mean of 5.04,
SD=1.2
walking was the most frequently recorded activity,
followed by cardio, flexibility, and then strength
training
18
19. Others
Weight change over the winter holiday season
Effect of other contextual variables
the fitness device did not have the same effect as the
glanceable display
Metaphors for the glanceable display
fish- or animal-related themes, sports themes, car themes,
celestial themes, and forest-related themes, robot theme
19
20. Discussion
participants recorded 60 distinct kinds of activity across
the five activity types
itness device did not show the same type of significant
effects on activity levels as the glanceable display
20
21. Conclusion
This work is novel as it examined the use of a stylized,
aesthetic representation of behavior on a personal,
mobile display with the aim of encouraging self-
monitoring and behavior change.
Experiment showed that participants who had the
glanceable display were able to maintain their physical
activity level over time and on holiday weeks, while the
level of physical activity for participants in the
condition who did not have the glanceable display
dropped significantly.
21