No Arabic abstract
Activity tracking apps often make use of goals as one of their core motivational tools. There are two critical components to this tool: setting a goal, and subsequently achieving that goal. Despite its crucial role in how a number of prominent self-tracking apps function, there has been relatively little investigation of the goal-setting and achievement aspects of self-tracking apps. Here we explore this issue, investigating a particular goal setting and achievement process that is extensive, recorded, and crucial for both the app and its users success: weight loss goals in MyFitnessPal. We present a large-scale study of 1.4 million users and weight loss goals, allowing for an unprecedented detailed view of how people set and achieve their goals. We find that, even for difficult long-term goals, behavior within the first 7 days predicts those who ultimately achieve their goals, that is, those who lose at least as much weight as they set out to, and those who do not. For instance, high amounts of early weight loss, which some researchers have classified as unsustainable, leads to higher goal achievement rates. We also show that early food intake, self-monitoring motivation, and attitude towards the goal are important factors. We then show that we can use our findings to predict goal achievement with an accuracy of 79% ROC AUC just 7 days after a goal is set. Finally, we discuss how our findings could inform steps to improve goal achievement in self-tracking apps.
Physical activity helps people maintain a healthy weight and reduces the risk for several chronic diseases. Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. While many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pokemon Go, which has reportedly reached tens of millions of users in the US and worldwide. We study the effect of Pokemon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32 thousand users over a period of three months. Pokemon Go players are identified through search engine queries and activity is measured through accelerometry. We find that Pokemon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (i.e., those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25% increase compared to their prior activity level ($p<10^{-15}$). In the short time span of the study, we estimate that Pokemon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pokemon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. We find that Pokemon Go is able to reach low activity populations while all four leading mobile health apps studied in this work largely draw from an already very active population.
The primary purpose of this paper is to provide a design of a blockchain-based system, which produces a verifiable record of achievements. Such a system has a wide range of potential benefits for students, employers and higher education institutions. A verifiable record of achievements enables students to present academic accomplishments to employers, within a trusted framework. Furthermore, the availability of such a record system would enable students to review their learning throughout their career, giving them a platform on which to plan for their future accomplishments, both individually and with support from other parties (for example, academic advisors, supervisors, or potential employers). The proposed system will help students in universities to increase their extra-curricular activities and improve non-academic skills. Moreover, the system will facilitate communication between industry, students, and universities for employment purposes and simplify the search for the most appropriate potential employees for the job.
A trusted achievement record is a secure system that aims to record and authenticate certificates as well as key learning activities and achievements. This paper intends to gather important information on the thoughts and outlooks of stakeholders on an achievement record system that uses blockchain and smart contract technology. The system would allow stakeholders (for example employers) to validate learning records. Two main aims are investigated. The first is to evaluate the suitability of the idea of building a trusted achievement record for learners in higher education, and to evaluate potential user knowledge of blockchain technology. This is to ensure that a designed system is usable. The second aim includes an interview conducted with a small group of participants to gather information about the challenges individuals have when creating, and reviewing CVs. Overall, 90% of participants agreed that there was a strong need for a trusted achievement record. In addition, 93.64% of respondents stated that they felt it was invaluable to have a system that is usable by all stakeholders. When tackling the second aim it was found that a primary challenge is lack of knowledge of blockchain and its complexity. From the employers perspective, there is a lack of trust due to inaccuracies when students describe skills and qualifications in their resumes.
Technology is an extremely potent tool that can be leveraged for human development and social good. Owing to the great importance of environment and human psychology in driving human behavior, and the ubiquity of technology in modern life, there is a need to leverage the insights and capabilities of both fields together for nudging people towards a behavior that is optimal in some sense (personal or social). In this regard, the field of persuasive technology, which proposes to infuse technology with appropriate design and incentives using insights from psychology, behavioral economics, and human-computer interaction holds a lot of promise. Whilst persuasive technology is already being developed and is at play in many commercial applications, it can have the great social impact in the field of Information and Communication Technology for Development (ICTD) which uses Information and Communication Technology (ICT) for human developmental ends such as education and health. In this paper we will explore what persuasive technology is and how it can be used for the ends of human development. To develop the ideas in a concrete setting, we present a case study outlining how persuasive technology can be used for human development in Pakistan, a developing South Asian country, that suffers from many of the problems that plague typical developing country.
Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how gamification and in particular competitions shape human physical activity. Here we study how competitions affect physical activity. We focus on walking challenges in a mobile activity tracking application where multiple users compete over who takes the most steps over a predefined number of days. We synthesize our findings in a series of game and app design implications. In particular, we analyze nearly 2,500 physical activity competitions over a period of one year capturing more than 800,000 person days of activity tracking. We observe that during walking competitions, the average user increases physical activity by 23%. Furthermore, there are large increases in activity for both men and women across all ages, and weight status, and even for users that were previously fairly inactive. We also find that the composition of participants greatly affects the dynamics of the game. In particular, if highly unequal participants get matched to each other, then competition suffers and the overall effect on the physical activity drops significantly. Furthermore, competitions with an equal mix of both men and women are more effective in increasing the level of activities. We leverage these insights to develop a statistical model to predict whether or not a competition will be particularly engaging with significant accuracy. Our models can serve as a guideline to help design more engaging competitions that lead to most beneficial behavioral changes.