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- extended-abstractOctober 2024
Balancing Habit Repetition and New Activity Exploration: A Longitudinal Micro-Randomized Trial in Physical Activity Recommendations
RecSys '24: Proceedings of the 18th ACM Conference on Recommender SystemsPages 1147–1151https://doi.org/10.1145/3640457.3691715As repetition of activities can establish habits and exploration of new ones can provide a healthy variety, we investigate how a recommender system for physical activities can optimally balance these two approaches. We conducted an eight-week user study ...
- otherAugust 2023
Exploring Self and Habit in Addiction and Technology through an Enactivist Framework
Adaptive Behavior - Animals, Animats, Software Agents, Robots, Adaptive Systems (SAGE-ADAP), Volume 31, Issue 4Pages 379–384https://doi.org/10.1177/10597123221150813From 24 August 2022 to 27 August 2022, a group of interdisciplinary experts from psychiatry, psychology, philosophy, cognitive science, and other related fields met in Vancouver, Canada, for a roundtable event. The aim of the roundtable was to discuss ...
- book-reviewApril 2022
A world-involving theory of agency: review of Sensorimotor Life: An Enactive Proposal by Ezequiel Di Paolo, Thomas Buhrmann, and Xabier Barandiaran. Oxford University Press, Oxford, 2017
Adaptive Behavior - Animals, Animats, Software Agents, Robots, Adaptive Systems (SAGE-ADAP), Volume 30, Issue 2Pages 205–208https://doi.org/10.1177/1059712320976676Sensorimotor theory of perception has been criticized for its ambiguity about the need for internal representations and the lack of a proper account of agency and subjective experience. The book under review offers a compelling non-representational, ...
- short-paperNovember 2020
Archipelago: A Cyclical Adventure Game
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in PlayPages 72–75https://doi.org/10.1145/3383668.3419916Archipelago is a single-player point-and-click narrative adventure game served to the player in bite-sized, three-minute-long daily levels.
It is a "cyclical adventure game", like a year-long advent calendar: each real-world calendar day has its own ...
- research-articleOctober 2020
Religion and Sustainability: Lessons of Sustainable Computing from Islamic Religious Communities
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 4, Issue CSCW2Article No.: 128, Pages 1–32https://doi.org/10.1145/3415199While persuasion has often been considered an important design tool for achieving sustainable behavior, a growing scholarship is criticizing it for its narrow focus on individuals and an overarching economic worldview. This criticism is often based on ...
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- posterSeptember 2019
Towards detecting and mitigating smartphone habits
UbiComp/ISWC '19 Adjunct: Adjunct Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable ComputersPages 149–152https://doi.org/10.1145/3341162.3343770Smartphones have the potential to produce new habits, i.e., habitual phone usage sessions consistently associated with explicit contextual cues. Despite there is evidence that habitual smartphone use is perceived as meaningless and addictive, little is ...
- research-articleMay 2019
Modeling the Engagement-Disengagement Cycle of Compulsive Phone Use
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 312, Pages 1–14https://doi.org/10.1145/3290605.3300542Many smartphone users engage in compulsive and habitual phone checking they find frustrating, yet our understanding of how this phenomenon is experienced is limited. We conducted a semi-structured interview, a think-aloud phone-use demonstration, and a ...
- research-articleDecember 2018
A postphenomenological method for HCI research
OzCHI '18: Proceedings of the 30th Australian Conference on Computer-Human InteractionPages 242–251https://doi.org/10.1145/3292147.3292170This paper presents an analysis of the presence and potential of a postphenomenology as a research method in human-computer interaction (HCI). Specifically, we introduce Rosenberger's method of variational cross-examination; an empirical approach that ...
- research-articleMarch 2018
What Makes Smartphone Use Meaningful or Meaningless?
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT), Volume 2, Issue 1Article No.: 22, Pages 1–26https://doi.org/10.1145/3191754Prior research indicates that many people wish to limit aspects of their smartphone use. Why is it that certain smartphone use feels so meaningless? We examined this question by using interviews, the experience sampling method, and mobile logging of 86,...
- extended-abstractMay 2017
Nonconscious Behaviour Change Technology: Targeting The Automatic
CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 160–165https://doi.org/10.1145/3027063.3048426My research focuses on the use of technology to directly target nonconscious processes to drive behaviour change. It is rooted in habit and dual process theories, and explores the transfer of psychology techniques from labs to smartphones. This paper ...
- abstractMay 2016
VapeTracker: Tracking Vapor Consumption to Help E-cigarette Users Quit
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 2049–2056https://doi.org/10.1145/2851581.2892318Despite current controversy over e-cigarettes as a smoking cessation aid, we present early work based on a web survey (N=249) that shows that some e-cigarette users (46.2%) want to quit altogether, and that behavioral feedback that can be tracked can ...
- demonstrationSeptember 2015
SAL: a small, simple, situated, ambient logger
UbiComp/ISWC'15 Adjunct: Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable ComputersPages 403–406https://doi.org/10.1145/2800835.2800929This demonstration introduces SAL, the small, simple, situated, ambient logger. We designed SAL to help people achieve long term goals, by tracking and monitoring each day's progress on a minimalist logging interface. People can flexibly configure SAL ...
- research-articleSeptember 2015
Revisitation analysis of smartphone app use
UbiComp '15: Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous ComputingPages 1197–1208https://doi.org/10.1145/2750858.2807542We present a revisitation analysis of smartphone use to investigate the question: do smartphones induce usage habits? We analysed three months of application launch logs from 165 users in naturalistic settings. Our analysis reveals distinct clusters of ...
- research-articleApril 2014
Don't forget your pill!: designing effective medication reminder apps that support users' daily routines
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2269–2278https://doi.org/10.1145/2556288.2557079Despite the fact that a third of all cases of unintentional medication non-adherence are caused by simple forgetfulness, the majority of interventions neglect this issue. Even though patients have access to smartphone applications ("apps") designed to ...
- ArticleJanuary 2014
A Habit Detection Algorithm (HDA) for discovering recurrent patterns in smart meter time series
Conserving water is a critical problem and characterising how households in communities use water is a first step for reducing consumption. This paper introduces a method for discovering habits in smart water meter time series. Habits are household ...
- research-articleJuly 2012
Spaghetti for the main course?: observations on the naturalness of scenario-based programming
ITiCSE '12: Proceedings of the 17th ACM annual conference on Innovation and technology in computer science educationPages 198–203https://doi.org/10.1145/2325296.2325346Scenario-based programming is an approach to software development which calls for developing independent software modules to describe different behaviors that a system should or should not follow, and then coordinating the interwoven execution of these ...
- research-articleJune 2011
Habits of programming in scratch
ITiCSE '11: Proceedings of the 16th annual joint conference on Innovation and technology in computer science educationPages 168–172https://doi.org/10.1145/1999747.1999796Visual programming environments are widely used to introduce young people to computer science and programming; in particular, they encourage learning by exploration. During our research on teaching and learning computer science concepts with Scratch, we ...
- research-articleMay 2011
Elderly daily activity habits or lifestyle in their natural environments
PETRA '11: Proceedings of the 4th International Conference on PErvasive Technologies Related to Assistive EnvironmentsArticle No.: 26, Pages 1–4https://doi.org/10.1145/2141622.2141654A research and development innovation project partly funded by the French company EDF was conducted for the advancement of smart homes. The aim is to help elderly to live at home in safe conditions. The experiments were carried out in a long-term ...
- ArticleJune 2010
Behavior wizard: a method for matching target behaviors with solutions
PERSUASIVE'10: Proceedings of the 5th international conference on Persuasive TechnologyPages 117–131https://doi.org/10.1007/978-3-642-13226-1_13We present a method for matching target behaviors with solutions for achieving those behaviors. Called the Behavior Wizard, this method first classifies behavior change targets into one of 15 types. Later stages focus on triggers for the target ...
- ArticleFebruary 2010
Web Communities for Preventive Health Care - Experienced Usability and Health Impact among Smokers and Overweight People
ETELEMED '10: Proceedings of the 2010 Second International Conference on eHealth, Telemedicine, and Social MedicinePages 153–158https://doi.org/10.1109/eTELEMED.2010.29The number of web based health communities has increased during the latest years, and so has also the number of users. Among these, we find the health communities for people who suffer from lifestyle problems. These communities aim at helping people ...