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Leveraging Intermediated Interactions to Support Utilization of Persuasive Personal Health Informatics

Published: 03 June 2016 Publication History

Abstract

Behavior change support systems (BCSS) and persuasive technologies for healthcare often entail users interacting with mobile devices. However, especially in developing countries, the target community is unfamiliar with and often intimidated by new technologies. In this paper we propose the use of intermediaries to facilitate interaction with a mobile phone-based application and to motivate ongoing use by the target beneficiaries. The application incentivizes utilization through gamification techniques, using badges, scoreboards, and other rewards. For example, a young girl might help her father keep track of his walking and diet, maintaining participation as much for her father's health as for the social awards given by the app. We explain how intermediaries can be leveraged to improve utilization and engagement of the beneficiaries, and describe factors affecting interaction between the participating pairs and interaction with the application. This study highlights the importance of social rapport - typically through a familial relationship - as a key component of the intervention. Finally, we discuss the implications of designing for the motivation of two different users: gamification, personalization and utility play different roles for the intermediary and the beneficiary but ultimately combine to make a more effective application for the beneficiary than one targeting the beneficiary alone.

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cover image ACM Other conferences
ICTD '16: Proceedings of the Eighth International Conference on Information and Communication Technologies and Development
June 2016
427 pages
ISBN:9781450343060
DOI:10.1145/2909609
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Google Inc.
  • Microsoft: Microsoft
  • University of Michigan: University of Michigan

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Association for Computing Machinery

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Publication History

Published: 03 June 2016

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Author Tags

  1. HCI4D
  2. gamification
  3. health
  4. intermediated interactions
  5. motivational affordances
  6. personal informatics
  7. persuasive technologies

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ICTD '16

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Overall Acceptance Rate 22 of 116 submissions, 19%

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Cited By

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  • (2024)Gamification preferences in nutrition apps: Toward healthier diets and food choicesDIGITAL HEALTH10.1177/2055207624126048210Online publication date: 11-Jun-2024
  • (2024)"Unrest and trauma stays with you!": Navigating mental health and professional service-seeking in KashmirProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642507(1-17)Online publication date: 11-May-2024
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  • (2022)Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategiesUser Modeling and User-Adapted Interaction10.1007/s11257-022-09319-w32:1-2(165-214)Online publication date: 7-Mar-2022
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