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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Ambient Information Systems
May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Ambient Interfaces that Motivate Changes in Human Behavior</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jodi Forlizzi</string-name>
          <email>forlizzi@cs.cmu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ian Li</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anind Dey</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>HCII and School of Design, Carnegie Mellon University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <volume>13</volume>
      <issue>2007</issue>
      <abstract>
        <p>ed displays. To date, we have explored abstraction and symbols, agents and avatars, and speech and sound user interfaces as display modalities that can present appropriate amounts of information in a lightweight fashion without being too distracting.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        People who engage regularly with technology interact with
hundreds of visual, auditory, and multimodal displays each
day. Some of these displays demand full attention; others
can be interpreted with just a glance. The latter set of
displays has been described calm technology, [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or
peripheral or ambient displays that move information from
the periphery to the center of human attention and back. If
we can leverage design methods to reduce the time it takes
to extract information from a display, we can focus more
quickly on how to design ambient displays that help users
become more aware of and ultimately change their
behavior.
      </p>
      <p>
        Ambient displays receive varying and unpredictable levels
of attention. Understanding what design variables might
minimize the demand for attention, and help people to
become more self-aware through information interactions,
is a rich area for exploration. While many novel ambient
display designs have been proposed for everyday
environments [
        <xref ref-type="bibr" rid="ref2 ref3 ref4 ref7 ref8">2, 3, 4, 7, 8</xref>
        ], most are point designs in a
space that have rarely been systematically evaluated for
effectiveness or even desirability [
        <xref ref-type="bibr" rid="ref1 ref6">6, 1</xref>
        ]. Furthermore, little
is known about how interactions over time with an ambient
display might potentially contribute to increased use of
peripheral awareness and ultimately, change in human
behavior.
      </p>
      <p>Our research group is working on systems that use
peripheral displays on context-aware devices to sense and
provide information about the self, to improve decision
making. and to inspire positive changes in human behavior.
We have found in our research that a gap exists between
perceived and actual behavior. We reason that an
appropriately designed ambient display can deliver
information in real time to help people develop a better
awareness of their behavior. We believe that the difference
between real and perceived behavior can diminish and that
real behavior can be improved.</p>
      <p>Our first domain of exploration has been physical activity.
We have created the IMPACT system, which stands for
Improving and Motivating Physical Activity Using
ContexT. This system monitors physical activity throughout
the day and provides feedback to the user in the form of
both detailed and abstracted displays. Figure 1 shows a
visualization of a day of activity.</p>
      <p>We are interested in the interaction and interface design
research goal of how to best design ambient displays that
help users to understand and change their behavior. We are
investigating several design themes, including the use of
abstraction and symbols, the use of agents and avatars as
peripheral displays, and the use of speech and sound user
interfaces as ambient displays.</p>
    </sec>
    <sec id="sec-2">
      <title>APPROACH</title>
      <p>We have identified a 5-part framework for designing
activity monitoring and feedback systems: Activity: what
phenomena need to be monitored? Sensing: what is the
appropriate technology for monitoring these phenomena?
Modeling: How should the sensed data be analyzed and
modeled? Feedback: What are appropriate methods for
presenting feedback to users? Effect: What is the effect of
presenting feedback to users?</p>
    </sec>
    <sec id="sec-3">
      <title>Activity: what phenomena need to be sensed?</title>
      <p>We have conducted initial ethnographic studies of women
who have set goals to lose weight and upheld or failed to
uphold those goals. We have also instrumented a randomly
chosen subset of our subject pool with pedometers,
accelerometers and heart rate monitors. We have learned
what barriers exist to being more active, and how data from
pedometers is not seen as inherently useful. We also
understand how to better contextualize and understand
activity.</p>
    </sec>
    <sec id="sec-4">
      <title>Sensing: Identify sensing technology</title>
      <p>The physical nature of health-related activities poses a
challenge to the kind of sensors that will be successful in
monitoring activity. Sensors placed on the body need to be
non- or minimally intrusive, need to blend seamlessly into
the lives of the users, and be inexpensive, accurate, robust
and be low-power devices.</p>
    </sec>
    <sec id="sec-5">
      <title>Modeling: Detecting trends and progress towards goals</title>
      <p>The sensing data collected from our subjects is used to
iteratively create models of user activity to better
understand hourly, daily and weekly variations in activity
over time and how users’ self-motivation causes changes in
their monitored activity.</p>
    </sec>
    <sec id="sec-6">
      <title>Feedback: Identify and evaluate appropriate feedback mechanisms</title>
      <p>We are currently working on several types of ambient
displays that we hope will provide users with the
appropriate information to monitor and possibly change
their behavior. These include the use of abstraction and
symbols, agents and avatars that look like the user, and
speech and sound user interfaces.</p>
      <p>QuickTime™anda
TIFare(Unnecodmepdretosseed)tdheiscopmicptureres.or</p>
      <sec id="sec-6-1">
        <title>Abstraction and symbols</title>
        <p>As interface designers, we have been researching how
simple and complex interfaces effectively convey
information to users. During the workshop, we will use the
themes of simplicity, complexity, direct, or indirect
symbols to help brainstorm the visual components of
ambient displays. For example, Figure 2 shows a
comparison of two icons indicating a restaurant: a
McDonald’s icon and a more generic restaurant symbol.
Although the complex symbol conveys more information, it
could be potentially distracting if it is not the target of an
information interaction. In some contexts, the simple
generic (indirect) symbol would be easier to perceive, but
may need to be decoded to offer the right amount of
information. On the other hand, indirect, highly abstract
symbols can be useful for preserving privacy and
maintaining an aesthetic design.</p>
      </sec>
      <sec id="sec-6-2">
        <title>Agents and avatars</title>
        <p>
          Agents and avatars that look like the user can serve as
effective ambient displays. For example, one of the first
thing one does when observing a group photo is to look for
one’s face in the group. Our group has done some initial
research on the use of agents that look like the user for
providing assistance with computer tasks. So far, we have
discovered the users follow advice from agents that look
like themselves [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. In the workshop, we hope to discuss
and extend our initial findings in this area.
        </p>
      </sec>
      <sec id="sec-6-3">
        <title>Speech and sound</title>
        <p>Auditory attention differs significantly from visual
information, and is currently underexploited as a form of
ambient display. In a pilot study, we designed auditory
notifications in the form of speech and sound that contained
specific and generic information, and asked users to rate
their effectiveness, attention demand, and likeability. We
found that speech interfaces were generally found to be
more informative and that sound interfaces were generally
found to be better at capturing attention. While initial, our
results have implications for the design of auditory ambient
displays.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Effect: Evaluate the effects of monitoring and feedback</title>
      <p>Our final task is to determine the effects of our monitoring
and feedback system. Longitudinal studies of these ambient
systems need to be conducted, in order to understand their
effectiveness in changing behavior, and to understand how
comprehension at the periphery might change after using
such a system for an extended period of time.</p>
    </sec>
    <sec id="sec-8">
      <title>CONCLUSION</title>
      <p>In this paper, we presented the IMPACT system, and a five
part framework for the development of contextually aware
systems that provide the user with information about the
self. We are interested in the design and long-term use of
this information in the form of ambient displays. We have
found that there is often a disconnect between a person’s
perceived and actual behavior, and we hypothesize that
appropriately designed ambient displays can address this
problem. To date, we have explored abstraction and
symbols, agents and avatars, and speech and sound user
interfaces as display modalities that can present appropriate
amounts of information in a lightweight fashion without
being too distracting. We hope to eventually provide useful
guidelines for what types of design features create the most
appropriate and actionable ambient displays for use in
mobile contexts.</p>
    </sec>
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