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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Motivating physical activity at work: Using persuasive social media extensions for simple mobile devices</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Derek Foster, Conor Linehan and Shaun Lawson Lincoln Social Computing Research Centre (LiSC) University of Lincoln</institution>
          ,
          <addr-line>Brayford Pool Lincoln, LN6 7TS</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>General Terms Design</institution>
          ,
          <addr-line>Experimentation, Human Factors</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2010</year>
      </pub-date>
      <fpage>7</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Powerful behaviour change programmes can be developed through a combination of very simple, accessible technology, and an understanding of the psychological processes that drive behaviour change. We present a study in which very basic digital pedometers were used to record the number of steps taken by participants over the course of a normal working day. A Facebook application, named Step Matron, was utilised to provide a social and competitive context for pedometer readings. We were particularly interested in whether interactions between users via the application more successfully motivated physical activity than simply recording daily step counts in a similar application. Ten participants (1 male), all nurses working in a UK hospital, used the application across two conditions over the course of the study. In the socially-enabled condition, participants could view each other‟s step data and make comparisons and comments. In the non-social condition, participants could only view their own personal step data. A significant increase in step activity was observed in the socially enabled condition. Our findings highlight the potential of social media as a means for generating positive behaviour change. They also suggest that simple mobile devices can function as an inexpensive, accessible and powerful trigger towards this behaviour change without necessitating the use of overly complex and expensive mobile applications or devices.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Persuasive technology</kwd>
        <kwd>lifestyle</kwd>
        <kwd>pedometers</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
      <p>H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous
mobile
devices,</p>
    </sec>
    <sec id="sec-2">
      <title>1. INTRODUCTION</title>
      <p>
        Modern lifestyles are becoming increasingly sedentary [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ]. In the
      </p>
      <p>UK only 11.6% of adults are classed as physically active by taking
part in moderate exercise 5 times or more a week [4]. Physical
exercise has also been shown to improve health conditions such as
heart disease and depression [2]. This paper reports on the use of
a simple mobile device (SMD) – a digital pedometer - and a social
application to improve physical health in a specific environment:
the workplace. As figures suggest that UK workers spend up to
60% of their waking hours at work [9] there is scope to utilise
some of this non-social time to encourage more physical activity.
In recent years a number of researchers have conducted studies to
evaluate the potential of using pedometers as health interventions
in the workplace (e.g. [5], [3]). Chan et al. [3] report a substantial
study involving 1442 employees over a 12 week period in which
pedometers were used to measure the effects of two types of
motivational structures on physical activity. These two
motivational structures were; health education (control group),
and personal/team goal setting (intervention group). Analysis of
the study‟s activity data revealed that 51% of participants in the
intervention group met the US governments recommendations
compared to 31% in the control group. It appears that the social
interactions and competitiveness engendered by the team goal
setting, including the use of posters displaying and comparing
team performances, may have had a significant impact on the
results observed.</p>
      <p>Interestingly, Chen et al. [3], did not utilise any
technologyenabled feedback other than the pedometer display itself, in either
the control or intervention groups. Thus, the social and
competitive feedback presented to participants was indirect,
infrequent and over a long period of time. The current paper
suggests that offering users more direct and frequent online social
feedback, could lead to both a more enjoyable experience for the
user and more positive gains in recorded physical activity.
In this study we leveraged an extremely popular contemporary
online social network (OSN) - Facebook - in combination with
SMD‟s in order to engage participants in a timely and playfully
competitive manner with their step activity. The intention was to
demonstrate the value of using an online social application to
record data, display feedback and facilitate on-topic discussion,
thus eliminating the need for the user to wear anything other than
a cheap off-the-shelf pedometer. We are engaged in a number of
studies in which we are evaluating the viability of using social
platforms in general to motivate and encourage positive
behavioural change. For instance, this approach has been used
successfully in raising awareness of the ecological impact of
energy use in the home [8].</p>
      <p>We designed and developed the Facebook application Step
Matron using the Facebook API [6] and then evaluated it through
a user study. The user study followed a within subjects design
with each participant taking part in two conditions or social
modes. In condition A, Step Matron was socially enabled, for
example participants could see their friends‟ step data as well as
their own; in condition B the Step Matron application was
manipulated so that there were no social features available and so
participants could only see their own personal step activity. Our
hypothesis was that participants would be more active when using
the socially enabled condition of Step Matron when compared to
the non-social condition.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Experimental Method</title>
    </sec>
    <sec id="sec-4">
      <title>2.1 Participants</title>
      <p>Ten Registered Nurses (Nine females and one male) were
recruited through a personal contact to trial Step Matron. All of
the nurses were employed within the same hospital ward and
personally knew each other as friends. Additional criteria for
recruitment were that they must have been regular users of
Facebook for the past 12 months and that all participants must be
on each other‟s friends list on Facebook.</p>
    </sec>
    <sec id="sec-5">
      <title>2.2 Design</title>
      <p>In order to examine whether the social interaction element of the
application was necessary over just recording and displaying
feedback, we created two conditions; socially-enabled and
nonsocial. In the socially-enabled condition, participants could view
each other‟s step data and make comparisons and comments. In
the non-social condition, participants could only view their own
personal step data. The independent variable was therefore Step
Matron‟s interaction mode, either social or non-social. The
dependent variable was the number of steps taken by each
participant, with a total step count being recorded in each
condition for each participant.</p>
      <p>The experiment‟s conditions were counterbalanced to avoid
ordering effects. This was done by creating two groups
quasirandomly, each group containing 5 participants. Group 1 started
in the social condition, group 2 in the non-social condition and
the condition that each participant experienced was switched
halfway through the experiment. Thus, each participant
experienced both conditions, and order effects were controlled for
as carefully as possible.</p>
    </sec>
    <sec id="sec-6">
      <title>2.3 Materials</title>
      <p>
        In order to generate activity data that we could use within the Step
Matron application we used a commercial off-the-shelf pedometer
– the „Silva Ex3 plus‟ [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ] as shown in figure 1.
In the study conducted here, participants manually self-reported
their step count data as a task in the Step Matron software. Step
Matron then offered users the ability to compare their step data
with other users and also to post comments on their peers‟
activity. Additionally, personalised Facebook notifications were
sent to each of the participants in the study who had all added
Step Matron to their Facebook profile, as shown in figure 2.
A rankings interface displayed the total step count for each
participant in a table format with the highest total step count
placed at the top of the table. Each participant in the table was
selectable for a breakdown of their previous 7 day step count and
for personal messaging. At the bottom of the rankings table a
public comments board was available for posting messages
viewable by all. The rankings table provided the competitive
attribute of Step Matron - as well as providing an opportunity for
social interaction to take place, centred on step activity.
condition, with mean step ratings of 42004.4 and 38132.1 for
social and non-social conditions respectively.
      </p>
      <p>A Wilcoxon statistical test for repeated measures of
nonparametric data showed that the total number of steps taken was
significantly higher when participants used the social condition
(Z= -2.5, N=10, p=0.013).
Other goal-driven features were implemented such as displaying
who has walked the „most steps in one day‟ on the rankings
interface with a star rating. This provides the participants with a
mini-goal to work towards which supplemented the goal of
attaining highest total step count. An overall group measurement
was incorporated which showed the total number of steps taken by
all participants with the equivalent mileage walked.</p>
      <p>Submitted step data from the participants was stored in an MS
SQL database, with all data stored anonymously. The Google
analytics service was also used to record the number of Facebook
application page views for each of Step Matron‟s interfaces.</p>
    </sec>
    <sec id="sec-7">
      <title>2.4 Procedure</title>
      <p>Each participant gave their informed consent and undertook the
experiment by carrying a Silva Ex3 pedometer during working
hours and entering their step data into Step Matron after each
working shift was completed. The experiment took place over a
period of 21 days with each participant submitting 5 working days
of step activity in each condition. Half of the participants started
in the social condition with the other half starting in the
nonsocial condition. Once all participants in each group had
submitted 5 working days of step data they were sent an email and
notification through Facebook informing them of the changeover
of conditions. Step Matron was then reprogrammed to perform in
the alternative conditions with the relevant participants.
Crucially, in order to deter participants from over-reporting
stepcount data, all participants were briefed at the beginning of the
study that the pedometers stored historical activity, and that this
would allow researchers at the end of the study to validate the
accuracy of all self-reports.</p>
    </sec>
    <sec id="sec-8">
      <title>2.5 Results</title>
      <p>The steps recorded for each participant in both conditions are
summarised in figure 4. Analysis found that 9/10 participants
walked more steps in the social condition than in the non-social
Additional data collected from Google Analytics provided an
insight into how often the participants across both conditions
logged on to Step Matron. In the 21 days the experiment was run,
there were 1142 pages views, with 224 unique visits to the Step
Matron application, equalling 5 page views per visit. The average
time spent during each visit was 6 minutes 11 seconds,
highlighting that users of the application were willing to spend
some of their own time in interacting with Step Matron.
Additionally, the users spent an average of 1 minute 46 seconds
on the step input interface, but spent almost a minute longer when
interacting with the rankings interface at 2 minutes 37 seconds. It
may be assumed that participants enjoyed the rankings interface
due to its social and game like properties – a league table and
comments board.</p>
    </sec>
    <sec id="sec-9">
      <title>3. Discussion</title>
      <p>This paper has described the design, deployment and evaluation
of a system that utilises a Facebook application to extend and
support an SMD in persuading participants to increase physical
activity in the workplace. Participants recorded a significantly
higher number of steps in the social condition than in the
nonsocial condition. This finding suggests that social interaction over
an online social network, such as viewing each other‟s step
counts, comparing own usage to that of peers, and commenting on
each other‟s progress, can help motivate participants to increase
physical activity in the workplace.</p>
      <p>Comments from the participants showed they enjoyed the
competitive aspect with feedback such as “ooooh im number 1 so
far :-)”. Interestingly, a comment was made that moved the
context of the physical activity from the workplace out into the
personal social space, ”was out dancing fri night, can you
imagine how many steps that would have been!!!” with a response
from another participant showing empathy over the „lost‟ steps,
“aaahhh shame! Wouldve bin loads x”.</p>
      <p>
        The increased effectiveness of the social condition over the
nonsocial condition in the current study may be explained by
literature on social psychology. The desire to belong and
willingness to adapt behaviour to follow what others are doing has
been seen as a fundamental motivator [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Social norms such as
peer pressure have also been seen as a means of changing
behaviour to align with the ideals or beliefs of groups [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ]. Whilst
there is insufficient space to give a full account of the
psychological theories of social motivation, effecting behavioural
change through computer mediated social applications seems
promising.
      </p>
      <p>Behavioural change is no easy feat and more often than not
technological endeavours fail to make an impression on the target
users [7]. It has been suggested that one of the main reasons for
this is that designers of persuasive technologies often set goals
that are too difficult for users to attain and work towards,
ultimately they give up trying. Effectively, the results of this study
indicate that the participants themselves can provide motivational
goals for each other by simply allowing them to interact over a
competitive social networking application.</p>
      <p>Interestingly, the current study suggests that SMDs can function
as successful triggers for positive behaviour change, when
delivered as part of a larger programme. Specifically, the
conclusion drawn above was that the social and competitive
interactions occasioned by the social version of the Step Matron
Facebook application motivated participants to become more
physically active during work. However, it is difficult to
understand the process through which this competition was
maintained, as participants did not have access to the Facebook
application during working hours. Rather, participants only had
access to a simple digital read-out of their daily step-count from
the pedometer during working hours. Thus, it is apparent that the
competitive activities occasioned by the Facebook application
were not only in action while participants used the application,
but also throughout the rest of the day; and that the SMD
functioned as a trigger for these competitive activities.
This study also demonstrates that social network applications can
serve as a powerful context that allows participants to understand
quantitative behavioural measures as more than mere numbers.
For example, when participants in the current study occasionally
viewed their step-counts while working, it is possible that these
were considered not purely as the number of steps taken, but as
steps closer to beating their friend, steps closer to winning, or as a
performance that needed to change in order to achieve equality
with fellow participants. Without the competitive Facebook
application, this would not have been possible.</p>
    </sec>
    <sec id="sec-10">
      <title>4. Conclusion</title>
      <p>The current study demonstrates that the carefully considered
combination of two simple technological elements, informed by
an understanding of successful behaviour modification
programmes, can be effective in motivating behaviour change.
This finding could prove valuable when designing the architecture
of future persuasive technology, as it suggests that complex
applications on complex devices are not necessary to motivate real
behaviour change in users. Although the paper describes a
relatively small scale study, it provides encouraging results and
presents scope for a scalable implementation in a larger workplace
investigation. In particular, there is potential to improve the
design of the experiment by empowering teams of participants as
well as the individuals directly. Future work direction would
likely include game like mini-goals for both the individual and
team orientations.</p>
    </sec>
    <sec id="sec-11">
      <title>5. ACKNOWLEDGMENTS</title>
      <p>This work was funded by NHS Lincolnshire. Our thanks go to the
nurses of the Haematology units at the Royal Hallamshire
Teaching Hospital (Sheffield, UK).</p>
    </sec>
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