Applying smart objects for persuading users to change their behavior

Hiroaki Kimura*, Tatsuo Nakajima

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

2 Citations (Scopus)

Abstract

This paper introduces a novel application area of smart objects, changing users' behavior. By analyzing user contexts acquired by smart objects, applications provide users with appropriate feedbacks to change their behavior. This study demonstrates a concept called ambient lifestyle feedback systems to be used to motivate people to change their undesirable habits to improve their lifestyle. We present three case studies of ambient lifestyle feedback systems, and discuss some findings to design persuasive applications using smart objects. We also discuss future directions of the study.

Original languageEnglish
Pages (from-to)21-36
Number of pages16
JournalInternational Journal of Multimedia and Ubiquitous Engineering
Volume4
Issue number3
Publication statusPublished - 2009

Keywords

  • Ambient lifestyle feedback systems
  • Persuasive application
  • Smart object

ASJC Scopus subject areas

  • Computer Science(all)

Fingerprint

Dive into the research topics of 'Applying smart objects for persuading users to change their behavior'. Together they form a unique fingerprint.

Cite this