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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Encouraging an Active Lifestyle with Personal Mobile Devices: Motivational Tools and Techniques</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Richard Byrne</string-name>
          <email>csbyrne@swansea.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>H.5.2 [User Interfaces]: User-centred design, Input/Output</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Parisa Eslambolchilar</string-name>
          <email>csparisa@swansea.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science Department, Swansea University</institution>
          ,
          <addr-line>Wales, SA2 8PP</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>de- vices</institution>
          ,
          <addr-line>Strategies, Hardware technologies, Interaction Styles</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2010</year>
      </pub-date>
      <fpage>7</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Encouraging physical activity amongst di erent groups, age ranges and cultures can be a di cult task. As such research has been undertaken in order to nd methods of allowing people to monitor their own activity levels and hence allow them to alter their lifestyle in such a way as they become more active. It is possible to achieve this aim through a number of methods, ranging for individual personal devices to making use of social groups and social feedback in order to further encourage physical activity through the notion that friends can also monitor our progress. In this review paper we look at some of the work undertaken in understanding the desire of those who wish to become more active, paying particular attention to those with sedentary lifestyles. We also take a look at the technologies and methods utilised to aid and motivate these people in achieving their goals.</p>
      </abstract>
      <kwd-group>
        <kwd>Mobile learning</kwd>
        <kwd>User experiences</kwd>
        <kwd>Nudge</kwd>
        <kwd>Social norms</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Motivating and encouraging physical activity can be a
challenging feat. At one time or another many of us are
struck with the desire to join the local gym, go for a run or
tackle the latest fad diet. The di culty comes in keeping
up the commitment to pursue the goal we initially set out
to achieve. Within a few weeks the motivation to go to the
gym can wain and that run we promised to go on can be put
o because we know that we will de nitely go tomorrow. For
those of us with sedentary jobs these goals can be even more
of a struggle. As such, research has been ongoing in creating
a design methodology and technologies with the purpose of
encouraging and maintaining an active lifestyle.</p>
      <p>This paper gives an overview of some key literature
relating to the subject of encouraging an active lifestyle and gives
mention to how this aim was carried out by the respective
authors and the results that they achieved. We then outline
2.</p>
      <p>In this section we will discuss various technologies and
areas of research relating to the study of encouraging a more
active lifestyle. We have categorised the topics into three
sections and describe the relevant topics within those
sections.</p>
    </sec>
    <sec id="sec-2">
      <title>2.1 Personal Activity Monitoring Devices</title>
      <p>
        With people's will to become more active and healthy
there is no surprise that there has been a great deal of
personal portable devices released in order to allow people
to more accurately monitor and maintain their own levels
of tness. The most common form of these devices is the
pedometer, a simple, small and unobtrusive device which
monitors the wearer's step count. These devices are usually
attached at the hip and the most basic use mechanical parts
that move when the wearer walks and thus registers a step
count. Research has shown that the physical presence alone
of the pedometer (screen is o ) can increase the activity
level in adults [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        However these devices can be more complex and allow for
more information than just the step count to be displayed.
One example is the PAM system1 which, like a normal
pedometer is worn on the hip and measures the wearers activity
level. The PAM makes use of an accelerometer in built in the
system which monitors all the movements of the wearer and
displays the activity level as a PAM score. This score can be
viewed on the accompanying website, which allows the user
to monitor their progress and set goals such as weight loss
and nd what their average score is. Slootmaker et al.[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]
found that the PAM was a useful and accurate tool for both
monitoring and encouraging an active lifestyle.
      </p>
      <p>The tbit system2 is another unobtrusive activity
monitoring system that can be worn discreetly by the user and is
used to monitor both activity levels and sleep patterns. The
system wirelessly communicates with a base station in the
home which in turn uploads the activity progress to a
website. The system monitors calories burned and steps taken
and the website is used in order to set goals to aim for and
to keep track of the user's activity patterns.</p>
      <p>
        Obesity is seen as a rising problem in both adults and
children and can lead to many other health problems such
as cardiovascular disease and diabetes. Arteaga et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
1http://www.pam.com/index.php?pid=3
2http://www.fitbit.com/
argue in their paper that the key to combating obesity in
adults is to target teenagers and educate them about the
potential health risks of overeating and leading a non-active
lifestyle, thus believing that it is better to teach the issues
sooner rather than later. Targeting younger generations in
order to teach them the value of leading an active lifestyle is
something that's also been undertaken by large corporations.
In particular Nintendo released an activity monitoring game
for their DS system entitled Walk With Me3. This game
comes bundled with two pedometer accelerometers in order
to encourage more than one member of the household to
take part in monitoring their levels of physical activity. The
system allows the user to set a step target and is then used
in much the same way as similar step counters, however,
at the end of the day they can transmit the results to the
DS system where they can view a detailed breakdown of
their activity levels for that day. This in turn provides the
user with monthly and weekly averages of their step counts
and allows them to set new goals as and when they want
to. Their step counts can also be used to play mini games
on the system, allowing for a competitive nature within the
family household. The system is even designed so it can
be used with a pet dog, so that the user can also monitor
their pets activity in comparison to their own. In all it is
a fun system which has been designed in order to make the
monitoring of physical activity levels feel less like a chore
and to encourage individuals to keep going and reach the
goals which they may have set.
      </p>
      <p>Tesco Diets Active4 o ers an online personalised coaching
programme. After enrolling to the programme, a wrist-band
called miband is sent to the customer. The miband records
everything the user does throughout the week, from
housework to workouts and everything in between. The user can
synchronise their miband on a weekly basis with the online
coaching system via a Bluetooth connection. The online
system allows the customer to set up weekly basis goals i.e. the
distance to traverse. This is also combined with a range of
tasty healthy eating plans to facilitate a full healthy lifestyle
makeover.</p>
      <p>There are also devices available to monitor and track
individual's progress for those people who already lead an active
life and want to maintain their own progress. The Nike Plus
system, developed by Nike and Apple, allows a user's iPod
to be used as a running aid which allows them to set
distance goals and keep track of their progress as they train.
The system allows the user to specify a goal, such as the
amount of calories to burn or the distance to traverse. Also
at anytime the user can press a button and receive audio
information relating to their current distance, run time and
pace. If they have set a goal then at key points along their
route they will receive an audio prompt notifying them that
them have completed some or all of their set goal.In
addition the system also includes the voices of several prominent
athletes who, at the end of the workout, congratulates the
user if they have achieved a new personal best.This
information can be uploaded to the Nike plus website which, as well
as allowing you to challenge friends, gives a breakdown of
user's progress and a complete history of previous workouts.
3http://www.nintendo.co.uk/NOE/en_GB/games/nds/
walk_with_me_do_you_know_your_walking_routine_
10465.html
4http://www.tescodiets.com/index.cfm?code=370027
2.2</p>
    </sec>
    <sec id="sec-3">
      <title>Personal Activity Monitoring on Mobile</title>
    </sec>
    <sec id="sec-4">
      <title>Platforms</title>
      <p>Although, personal activity monitoring devices like
pedometers are practical for some people, for others it
becomes another thing to remember to carry. As such there
has been work examining the porting of activity monitoring
applications onto mobile platforms and, in particular,
mobile phones. A quick browse of either the iPhone App store
or the Android marketplace at the time of writing returns
many results regarding pedometer applications or activity
monitoring applications. All applications give an indication
of your step count by making use of the onboard
accelerometers commonly found in many modern phones and some
(such as CardioTrainer) also include inbuilt GPS services
allowing user's to more accurately track their tness progress
and, for example, their walking routes.</p>
      <p>
        An extensive body of research has been conducted
regarding the subject of mobile based personal activity monitoring
applications. One such system is the UbiFit system [
        <xref ref-type="bibr" rid="ref11 ref7">7, 11</xref>
        ],
developed by Consolvo et al. The UbiFit system transforms
the background wallpaper on a mobile phone into a garden
scene. As users become more active or indulge in physical
activity throughout the week the garden grows, with
several di erent owers representing various activities such as
walking, cardio or strength training. At the end of the week
the screen is wiped blank and owers are regrown as activity
is undertaken again. The system also makes use of
butteries in the garden to represent goals that have been met
by the user and these butter ies remain when the rest of
the garden is erased as a reminder that the user previously
managed to reach their goals. The UbiFit system is not
soley contained to just the phone however and does make use
of an external activity monitoring device known as an MSP
(Mobile Sensing Platform)[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] which has been trained to
automatically recognise in real time various activities such as
walking and running. The system does also have an activity
diary feature so that any activities that cant be
automatically inferred can still be manually entered. It is suggested,
that although this system makes use of an external module
that eventualy phones will include the majority of sensors
required allowing for a user to simply slip their phone into
their pocket at the start of the day, with no need to
remember to wear an extra device, improving in cases where it may
be impractical to attach a pedometer or MSP type device
to the waist and making it impossible to actually forget the
extra device since the phone is all you would requite.
      </p>
      <p>
        Nokia has conducted work into how such mobile based
applications should be designed. The ndings of which appear
in several papers by Ahtinen et al. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ] and discuss the
design and user experiences of wellness applications. These
papers study issues that need to be considered when
designing for cross cultural wellness applications, the social
features of such applications and also the user interface
design of the applications. The research has found that o
ering a gaming experience, social sharing opportunities and
proper feedback resulted in improved motivation from
participants. This work also provides a nice framework
regarding design considerations and these ndings are supported
by additional work by Consolvo et al. who have also
provided their thoughts on design for such applications in [
        <xref ref-type="bibr" rid="ref10 ref9">9,
10</xref>
        ]. These papers also study the use of persuasive
applications on mobile devices and how the design of goal-setting
technologies in these systems can best be combined in order
to create a comprehensive system that will yield the best
results for those wishing to pursue a more active lifestyle.
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3 Beyond the Physical Devices</title>
      <p>Many systems make use of activity trackers and the ability
to set goals to aim for and achieve and some of these
systems allow users to involve their friends in this goal setting
process, sharing their own progress and comparing it to that
of their friends. Friends are able to view and compare their
own progress to the user's and also create group goals and
begin friendly competitions. In the literature there exists
work relating to the design of interactive games promoting
active lifestyles and this goal setting process. In this section
we discuss this work and also work regarding the power of
social in uence when promoting an active lifestyle.</p>
      <p>
        Consolvo et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] make goal-setting the subject of
another of their papers which again details their UbiFit system.
In this paper they argue how goal-setting in persuasive
technologies could be an e ective way to encourage behaviour
change and in particular, people's attitudes to being
physically active. From their study they found that the ability
for participants to self set their own goals was preferred and
that goal timeframes set throughout a calendar week was
most bene cial to the users, especially if they could choose
when the week started.
      </p>
      <p>
        The importance and competence of self-setting physical
activity goals is examined in Saini and Lacroix [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In this
paper the authors examined how people would set their own
personal goals and in turn how these goals were achieved,
alongside examining how committed the participants were
in achieving their own self assigned goals. This paper
differs from the ndings of Consolvo et al. in that the authors
found that often goals were not achieved since the
participants were often too ambitious in the self-assigning of their
goals. They also discussed how they found that participants
would, in general, often create goals which showed their
intentions but didn't accurately re ect their ability to
accomplish them. However they argue that goal setting in general
was quite well followed and that it is likely a very important
factor in motivational behaviour change with regards to
encouraging physical activity. It is suggested that the over
ambitiousness of participants likely stems from their novice
experience with monitoring their own physical activity levels
and their initial beginner experience regarding setting goals
and changing their lifestyles.
      </p>
      <p>
        In a previous paper, Lacroix et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] received similar
results when they examined the relationship between goal
difculty and performance of their participants. In this paper
they discovered that previously in-active participants
improved their activity levels by setting goals for themselves.
It was also found, however, that participants who already
had an active lifestyle did not increase their own activity
levels to the same degree as the beginners. This is generally
to be expected though, since those with an active lifestyle
are likely already doing what they can to maintain it. These
papers do support the ndings of the papers we have
discussed in previous sections though, as they show how there
is still a willingness in the participants to at least attempt
to accomplish the goals that they set.
      </p>
      <p>
        Arteaga et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] target teenagers in their study and
created a mobile phone based game which suggests di erent
games that can be played based on the users personality.
The system consists of games based in the real world, such
as searching for treasure shown on screen or using the
accelerometer of the phone to act out sword ghting. The
system also made use of motivational agents - two avatar
gures of a man and women, who would recite motivational
phrases to the player based on their personality. The male
gure was more assertive whereas the female was more
encouraging o ering supportive comments to motivate the user
to keep playing the games. Their main aim is in attempting
to positively reinforce the feelings and experience of playing
the game and hence keeping t, with the memories of the
fun and positive feelings the system attempts to create.
      </p>
      <p>
        Fish'n'steps, developed by Lin et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] is a game of
sorts whereby participants manually submit the amount of
steps they have walked each day to a team of researchers.
These researchers then use this information to update an
avatar of a sh, which is used to represent the activity level
of the participant. In order to convey the activity level the
researchers made use of emotion and size as a simple way
of conveying the activity, with the sh getting bigger and
happier based on greater amounts of activity, and sadder
and smaller based on less activity. Some participants were
also randomly assigned to a group where they could see a
sh based on the overall group activity and the results in
turn were used to investigate social in uence and pressure
to keep active. Lin et al. found that the game did indeed
increase peoples awareness of their own activity levels and
educated the participants so that when the study ceased
the game was no longer needed as the participants had a
concrete understanding of their own activity levels.
      </p>
      <p>
        Ahtinen et al. also tackle the issue of social in uence in
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Ahtinen et al. examine in this work how to design social
features and they detail a study in India which examined the
design of wellness applications and the social interaction
between people. The study found that role models, family and
other people striving for the same results as the participants
was a good motivational social tool that helped the users to
better achieve their aims.
      </p>
      <p>
        Another system that makes good use of social
encouragement is detailed in Mueller [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The Jogging the Distance
system is targeted at runners. In particular it is targeted at
people who like to run together but due to broad
geographical di erences in location often nd it infeasible to meet in
person. As such the system makes use of GPS technology
and 3D sound in order to simulate to one user the respective
position of the other. This is used as a motivational tool in
order to provide support to individual runners and
encourage them to keep going since their friend is still running and
o ering words of support.
3.
      </p>
    </sec>
    <sec id="sec-6">
      <title>DESIGN GUIDELINES</title>
      <p>
        From the papers that have been discussed it is possible
to outline design guidelines for mobile based motivational
activity monitoring applications. For example much of the
discussed literature agrees that social in uence and the
ability to set and aim for goals can be extremely helpful in
encouraging participants to strive for the more active lifestyle
that they desire. As such it is possible to outline the features
such a system could make use of:
1. Goal Setting - In [
        <xref ref-type="bibr" rid="ref12 ref15 ref8">8, 15, 12</xref>
        ] goal setting was found to
be of great use and a key component in motivating the
user's of their systems in keeping active. It would be
bene cial therefore to include some form of goal setting
and reward system for users in mobile based systems
as a way of motivating users to use the system and to
track their progress.
2. Social features - The ability for users to share their
progress to other users of the system is also a
powerful motivational factor. Allowing participants to view
their progress alongside that of their friends or other
users in their group showed in [
        <xref ref-type="bibr" rid="ref14 ref2">2, 14</xref>
        ], that it helped
to encourage that user to be more active themselves.
The loyalty to a group or the knowledge that others
will know when you have not been as active or met
your own goals could be very motivational, also the
ability to invite friends could help to provide a feeling
of comfort and camaraderie as in the Jogging the
Distance system and would be a powerful addition to a
mobile based activity monitoring application.
3. Feedback - In all the literature the way feedback is
presented is an important factor. We believe It is
important to allow users to track and monitor their progress
and to also be able to compare their progress with
that of other people. As such it would be bene cial
to allow the users to access a system that provided a
breakdown of their activity patterns so they can see
them changing over time. In addition consideration is
needed regarding the use of a subtle or a direct reward
feature based on the user's progress.
4. Reminders - The bene t of consolidating the
pedometer functionality onto a mobile device loses the
reminder an external device subtly gives the user and
so it is possible that users may become less aware or
less motivated as time goes on since they forget the
system is running on their phone. A solution is to
provide regular reminders much like the subtle wallpaper
reminder included in the UbiFit system or similar so
that the users are continuously aware that there
activity is being monitored.
      </p>
    </sec>
    <sec id="sec-7">
      <title>CONCLUSION AND FUTURE WORK</title>
      <p>In this paper we have discussed previous work relating
to the study of promoting physical activity. We have
discussed the bene ts of existing products such as pedometers,
the Nike Plus system and the PAM and discussed how these
systems can be applied to mobile platforms. We have also
discussed work relating to the more encompassing issues of
promoting an active lifestyle, such as how to keep people
interested and motivated in achieving their goals and how
goal setting and social in uence are possible ways of doing
this. As such, the discussed literature allows us to construct
guidelines which will aid us in designing a unique mobile
activity monitoring application that will motivate people in
pursuing a more active lifestyle. In addition the
application will aid users in increasing their knowledge of their own
physical activity levels as well as those of others, resulting
in them adapting their lifestyle habits accordingly.</p>
    </sec>
  </body>
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