Designing Social Features for Mobile and Ubiquitous Wellness Applications

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1 Designing Social Features for Mobile and Ubiquitous Wellness Applications Aino Ahtinen[1], Minna Isomursu[2], Muzayun Mukhtar[3], Jani Mäntyjärvi[2], Jonna Häkkilä[1], Jan Blom[1] [1] Nokia Research Center [2] VTT Technical Research Centre of Finland [3] National Institute of Design ile and Ubiquitous Multimedia(MUM),2009 1

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Designing Social Features for Mobile and Ubiquitous Wellness Applications. Aino Ahtinen[1], Minna Isomursu[2], Muzayun Mukhtar[3], Jani Mäntyjärvi[2], Jonna Häkkilä[1], Jan Blom[1]. [1] Nokia Research Center [2] VTT Technical Research Centre of Finland [3] National Institute of Design. 1. - PowerPoint PPT Presentation

Transcript of Designing Social Features for Mobile and Ubiquitous Wellness Applications

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Designing Social Features for Mobile and Ubiquitous Wellness Applications

Aino Ahtinen[1], Minna Isomursu[2], Muzayun Mukhtar[3],Jani Mäntyjärvi[2], Jonna Häkkilä[1], Jan Blom[1]

[1] Nokia Research Center[2] VTT Technical Research Centre of Finland[3] National Institute of Design

Mobile and Ubiquitous Multimedia(MUM),20091

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OUTLINE

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• Introduction • Related Work

• Research Process • Results • Discussion and Conclusion

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INTRODUCTION (1/2)

• This paper is focused on opportunities to support and motivate wellness by utilizing and enhancing social interaction between users.

• Wellness-related activities are usually intentionally planned actions for achieving better quality of life and wellbeing.

• We concentrate on preventive wellness applications.

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→ applications that intend to motivate people to different kinds of wellness activities before their health deteriorates.

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INTRODUCTION (2/2)

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The fieldwork presented in this paper has been performed in India for two reasons:

1. Exploring culturally different contexts could reveal new design knowledge and requirements that could be used to make existing wellness technology concepts more useful on a global scale.

2. India could provide a fruitful research environment for studying social features and give new inspiration for an application domain.

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RELATED WORK (1/3)

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• Social Interaction as a Motivator for Wellness Activities

1. Performing with others provides social support, a feeling of team spirit, an opportunity for social learning and a pressure to begin and continue with the activities.

2. Social interaction, including peer-support, cooperation, competition and belonging to a group has been found to be a clear motivator for wellness activities.

i.e. Most young women preferred to exercise with a friend and share theirpersonal status and goals with other persons.

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RELATED WORK (2/3)

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• Existing Social Features of Wellness Applications

1. “Support social influence” has been taken into account in some existing concepts and products, and user studies have provided positive results about their effectiveness and user response.

2. The competitive aspect of the game elicited mixed reactions in the participants.

3. Sharing information of a physical activity → increased the motivation to exercise.

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RELATED WORK (3/3)

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• Snapshot of India as a Research Context

1. India is home to a rich history of traditional wellness practices related to mental, spiritual and physical wellbeing, eating and healthcare.

2. However, current statistics show that the western trend of overweight is nowadays also prevalent in India.

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RESEARCH PROCESS (1/7)• Step 1 : Explorative Field Study

1. To gather cultural understanding on the topic of wellness in the Indian context.

2. The explorative field study included eight voluntary participants.

3. The study process consisted of the usage of the Wellness Diary mobile application for a two-week period.

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RESEARCH PROCESS (2/7)

4. User experiences related to the application were collected in three rounds of interviews: before using the application, in the middle of the usage period, and at the end.

5. The findings consisted of themes related to → wellness definitions → ways to keep up wellness → the main concerns related to wellness → the use of the Wellness Diary.

• Step 1 : Explorative Field Study

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RESEARCH PROCESS (3/7)• Step 2 : Participatory Design Study

1. This phase focused mainly on the role of social interaction in wellness-related activities in general.

2. The participatory design study included six voluntary participants (three females and three males in the age-range of 24-30 years).

3. The participatory design (PD) session included tasks that were used to get the participants involved in the design process: magical gadget (mGadget) task and sketching.

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RESEARCH PROCESS (4/7)• Step 2 : Participatory Design Study

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RESEARCH PROCESS (5/7)

4. Two researchers were present in each PD session – one native Indian and another with a European background.

5. All data was transcribed word by word, and converted into affinity notes.

• Step 2 : Participatory Design Study

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RESEARCH PROCESS (6/7)• Step 3 : Observations in the Field

1. Observations were made in naturalistic settings by the researchers who observed and took part in the everyday activities of the participants.

• Step 4 : Generating Design Drivers

1. Design drivers were elaborated based on the initial issues that were pointed out as interesting during the analysis phase.

2. This paper focuses on the drivers that relate to creating concepts with social features.

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RESEARCH PROCESS (7/7)

• Step 5 : Concept Creation, Scenarios and Visualizations

1. When the concepts were ready, a graphic designer sketched the final scenarios and visualizations of the concepts.

• Step 6 : Concept Evaluation

1. The concepts were evaluated with participants from the target user group by conducting two focus groups in India including eight participants.

2. The participants were asked to rate the concepts in the order of importance for them in the end of the focus group session.

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RESULTS (1/12)• Passing it Forward – Gift of Good Health

1. Increasing awareness. The observed problem was that even if there was a wellness application on a mobile phone, but the users did not know that it was there, it was obviously of no use.

The first design challenge is to make people aware of and interested in the applications.

2. Trusted sources of information.

It was found out that the transfer of wellness information relied strongly on social relationships.

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RESULTS (2/12)

• Passing it Forward – Gift of Good Health

3. Gift of Good Health concept.

The idea is that the awareness of the application comes from people you know.

Receiving a gift provides the first motivation and the first push to start using the application.

At the end when the user achieves the set goals, these gifts could be converted into tangible gift options from the service provider.

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RESULTS (3/12)• Re-Connecting for Wellness – Photo Frame of Health

When family members were living as physically close units, wellness-related issues were also discussed in the family.

Family members were usually considered the best information and motivation source for wellness related issues

1. Scattered family units.

2. Importance of the role models.

The participants reported that they were motivated when they saw other people succeed.

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RESULTS (4/12)• Re-Connecting for Wellness – Photo Frame of Health

3. Cooperation and competition.

The participants wanted to do workouts as a group, to share their positive experiences and success in pursuing wellness.

On the other hand, competing with others was in most cases not considered a motivating factor towards wellness.

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RESULTS (5/12)• Re-Connecting for Wellness – Photo Frame of Health

4. Photo Frame of Health concept.

The concept supports cooperation between family members, couples and close friends who are living apart from each other, and utilizes role models as motivators.

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RESULTS (6/12)

It allows the users to share their health-related information with other people, like the new goals set, personalized status messages, greetings and health tips.

When the users achieve the target, some rewarding elements appear on the screen.

• Re-Connecting for Wellness – Photo Frame of Health

4. Photo Frame of Health concept.

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RESULTS (7/12)

• Utilizing Ad-Hoc Communities – Web of Avatars

1. Shared goals.

Research on the cultural characteristics of India indicates that India is a culturally cooperative society.

Most of the participants preferred doing physical activities in a group or together with somebody.

Sharing goals with others was observed to be a good motivator.

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RESULTS (8/12)

• Utilizing Ad-Hoc Communities – Web of Avatars

2. Ad hoc communities. Roughly, two types of temporary groups were observed and recognized : dynamic group, and relatively static groups.

3. Web of Avatars concept.

The idea behind the concept is to connect wellness enthusiasts with similar profiles, targets and interests.

Each avatar is presented as a neuron cell with as many dendrites as the user has different types of profile information.

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RESULTS (9/12)

The system keeps looking for matches between profile information and connects persons with similar profiles with the metaphor of an axon.

• Utilizing Ad-Hoc Communities – Web of Avatars

3. Web of Avatars concept.

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RESULTS (10/12)• Evaluation of the Concepts

1. Web of Avatars.

All participants stated that they would not like to use the application with strangers but with the existing social network.

Participants also commented that they would not like to familiarize with people because of matching health profiles because health was considered a very private issue.

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RESULTS (11/12)• Evaluation of the Concepts

2. Gift of Good Health

Receiving the application as a gift from people that you know would probably have a positive impact in taking new things into use.

One possibility to make the gift more tempting would be to include some kind of description of how the application has affected the sender.

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RESULTS (12/12)• Evaluation of the Concepts

3. Photo Frame of Health.

The participants did not want to have an additional device for providing awareness related to wellness.

Instead, they wanted to have the information displayed on the existing device (For example : on the corner of the PC or television screen) .

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DISCUSSION AND CONCLUSION (1/2)

• Re-connecting with traditional sources of wellness information to motivate each other in the pursuit of well-being.

• Applications as gifts within trusted of people gives the initial motivation and push to start using wellness applications and working towards better wellbeing.

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DISCUSSION AND CONCLUSION (2/2)

• Peer-support from people with similar targets can increase motivation towards wellness activities.

• Using role models as a source of inspiration for wellness. • Our future work will include concept evaluation in several

cultures, and building and testing prototypes.