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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Embedding Additional Behaviors Into Users' Daily Routines for Improving Users' Awareness of Self-Health Condition</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Zhihua Zhang</string-name>
          <email>zhang.zhihua.yn2@is.naist.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yuki Matsuda</string-name>
          <email>yukimat@is.naist.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manato Fujimoto</string-name>
          <email>manato@is.naist.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yutaka Arakawa</string-name>
          <email>arakawa@ait.kyushu-u.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Keiichi Yasumoto</string-name>
          <email>yasumoto@is.naist.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kyushu University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Nara Institute of Science and Technology</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Nowadays, lifestyle diseases have become a global social problem. As a treatment, it is necessary to review people's life patterns and lead them to a better lifestyle, which is called “Behavior Change.” With the progress of information technology, many pieces of research and developments have been conducted to assist people with their daily life, trying to induce behavior change. The common approach used in the existing systems is altering users' target behaviors to new behaviors, such as drinking more water and walking further. However, this approach considers less about the timing of proposing and the relevance between users' target behaviors and new behaviors, which limits the e↵ectiveness of the existing systems in inducing behavior change. To improve users' experience and e↵ectiveness of the system, in this paper, we propose a new design of behavior change support system which promotes behavior changes by embedding additional behaviors into users' daily routines, trying to improve users' awareness of their health condition.</p>
      </abstract>
      <kwd-group>
        <kwd>Behavior Change</kwd>
        <kwd>Daily Routines</kwd>
        <kwd>Environment Side</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Lifestyle diseases such as obesity and diabetes have become a global social
problem, and they are usually caused by peoples’ lousy daily habits, as the name
implies. As a treatment, it is necessary to review people’s daily life patterns
and lead them to a better lifestyle, which is called “Behavior Change” in the
medical field. In recent years, many researchers and developers have employed
information-technology to enable behavior change. For example, Consolvo et
al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] proposed an application embedding gamification in which the users’
physical activity leads to a more beautiful and growing virtual garden. Wang et
al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] developed an application that visualizes users’ stress degree estimated by
the user’s heart rate to promote users to do stress self-regulation. These kinds
of systems are also called as “Behavior Change Support System (BCSS)” in
the BCSS theory [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The typical approach used in the existing BCSS is
altering users’ target behaviors (the behavior that the user is doing or planning to
do at the moment) to new behaviors such as promoting users to drink more
water, walk further, stand up, take a deep breath, and so on. However, this
approach considers less about the relevance between users’ target behaviors and
new behaviors, which limits the e↵ectiveness of the existing systems in inducing
behavior change. Moreover, the existing systems are usually designed as mobile
applications due to the information reachability and prefer to use push
notification to sending proposal, which makes it dicult for adjusting the timing of
proposing since people nowadays receives a considerable number of notifications
from various applications every day, and it may interrupt users from noticing
the message from the BCSS. Therefore, an alternative approach is needed. To
improve users’ experience and e↵ectiveness of the system, in this paper, we
propose a new design of behavior change support system which promotes behavior
changes by embedding additional behaviors into users’ daily routines, trying to
improve users’ awareness of their health condition.
      </p>
      <p>The rest of this paper is organized as follows. Section 2 describes the related
work and our previous interactive signage system. Section 3 and Section 4
describes the details of the proposed design and the prototype we developed. In
Section 5, we provide conclusions with some future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        The BCSS theory is an extended version of the Persuasive System Design (PSD)
model [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], aiming at forming, altering, reinforcing attitudes, behaviors, or an act
of complying without using coercion or deception [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In this section, we introduce
practical examples applying the BCSS theory and interactive signage system.
      </p>
      <p>
        In recent years, many developments apply gamification to induce behavior
change since gamification contains many attractive elements, which enables to
maintain users’ motivation for a long time and a↵ect users’ attitudes and actions
through the game. A famous example of this approach is an augmented reality
game called Pok´emon Go. Kari et al.’s research [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] has proved that Pok´emon
Go can influence users’ behavior on all three levels as it can form, alter and
reinforce users’ attitudes and actions (e.g., encouraging users to start walking).
Pok´emon Go has successfully added activities in users’ life, to enhance routines
and exploration, increase physical activity, strengthen social bonds, lower social
barriers, and increase emotional expression and self-treatment [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Consolvo et al.
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] proposed an application embedding gamification in which the users’ physical
activity leads to a more beautiful and growing virtual garden.
      </p>
      <p>
        Other than gamification, an approach called “social support” is also getting
popular in recent years. Social support induces behavior change through the
influence of users’ social relationships. Jaques et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] developed a web-based
pairing service. In this service, two people paired need to help each other to
achieve their own goals, such as drinking more water and doing more exercise.
By pairing and encouraging paired people to support each other, the service
manages to induce behavior change successfully. Luhanga et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] conducted a
study to induce behavior change through group competition and support from
group members to make the user’s diet successful.
      </p>
      <p>
        Besides, according to Matthews et al.’s research, self-monitoring is the most
applied approach in the BCSS [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Self-monitoring induces behavior change on
users’ attitudes and actions by asking users to record their data and supervise
them by themselves. As an example, Wang et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] developed an app that
visualizes users’ stress degree estimated by the user’s heart rate to promote
users to do stress self-regulation.
      </p>
      <p>
        Instead of distributing a mobile application, in our prior work, we developed
an interactive signage system that can actively talk to the passing user, trying
to induce behavior change by stimulating users’ visual and audio senses [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ].
Through a three-week survey experiment, we found that people respond to the
utterance from the system with high probability, and the system can promote
low time and labor costs behavior e↵ectively.
      </p>
      <p>
        The common approach used in the existing BCSS is altering users’ target
behaviors to new behaviors such as promoting users to drink more water, eat
more vegetables, walk further, and so on. However, this approach considers less
about the relevance between users’ target behaviors and new behaviors, which
limits the e↵ectiveness of the systems in inducing behavior change. Pok´emon [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
promotes users to play the game no matter whether users are busy or not.
During the experiment of our prior work [
        <xref ref-type="bibr" rid="ref10 ref11">10,11</xref>
        ], there was only one participant who
stood on the weight scale to weigh himself, even this action only takes less than
ten seconds. The reason for this could be considered as there was no attractive
feedback, and the proposal was little relative to participants’ behavior at that
moment. Moreover, the existing systems are often developed as mobile
applications due to the cost and information reachability and prefer to use push
notification to send a proposal. Although this method is convenient, people nowadays
receive a considerable number of notifications from various apps, which often
interrupts the users and may diminish their chance of noticing triggers from the
behavior change applications so that the system misses the timing of promoting
behavior change.
      </p>
      <p>To improve users’ experience and the e↵ectiveness of our system in inducing
behavior change, we propose a new design of BCSS promoting behavior change
by embedding additional behaviors into users’ daily routines, trying to improve
users’ awareness of their health condition.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Proposed Design</title>
      <p>In this section, we explain our proposed concept where additional behaviors are
embedded into users’ daily routines for promoting a behavior change. Figure 1
shows the overview of our proposed design. We add additional behaviors just
before the target behavior, whereas traditional BCSS usually o↵ers the alternative
healthier behavior.
The key point is that the additional behavior must be simple and cost only
a little time and labor. We choose simple health checkups such as standing on a
weight scale to weigh his/herself, using a blood pressure scale as the additional
behavior, which usually cost users less than 10 seconds and little labor.</p>
      <p>Simultaneously, the target behavior has to be attractive and essential to users
because the user might change the target behavior for avoiding additional
behavior. Also, the target behavior should be controllable by the program. Therefore,
we focus on electrical appliances used in daily life, such as microwave, co↵ee
maker, fan, air conditioner, heater, rice cooker, etc.</p>
      <p>The following table shows the example combination of “additional behavior”
and “target behavior”.
additional behavior target behaviors (appliances)
check the weight, check the blood pressure, microwave, co↵ee maker, fan,
check the body fat percentage, use stairs air conditioner,rice cooker,refrigerator
4</p>
    </sec>
    <sec id="sec-4">
      <title>Proof of Concept</title>
      <p>As an example, we developed a prototype that promotes users to weigh
themselves when they want to use the microwave. Fig. 2 shows the layout of the co↵ee
space where we deployed the prototype. The prototype consists of a smart plug,
a raspberry Pi 3 (in the storage), a weight scale, and a microwave. People who
care about their health condition often take medical checkups, but those who are
not interested may not even stand on a weight scale. This prototype is taking
advantage of the timing and demand that users need to use the microwave to
heat their foods, trying to change users’ attitudes to their health condition by
promoting users to use the weight scale and letting them be aware of their health
condition. To improve the motivation, the user who has weighed him/herself can
use the microwave as a reward. Since these smart devices are related to users’
daily habits, we believe that is can improve users’ motivation and e↵ectively
induce behavior changes.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and Future Work</title>
      <p>In this paper, we proposed a new design of BCSS to induce behavior change in
users’ daily life and improve users’ motivation with the consideration of users’
daily activities. Furthermore, as an example, we developed a prototype and
deployed it in the co↵ee space near our lab to promote users to use the weight scale
for weighing themselves.</p>
      <p>
        As future work, we would like to experiment to investigate the answer to the
question of whether this prototype can a↵ect users’ interest in their health
condition or not. To ensure the quality of data and reduce the bias on participants,
we would hold the experiment without holding an introduction of the contents
of the experiment in advance. After the experiment, we would like to extend the
prototype by combining it with the interactive signage system, smartwatch, and
smart belt [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and explore the e↵ect of these smart devices in inducing behavior
change.
      </p>
    </sec>
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