TY - GEN
T1 - Designing persuasive ambient mirrors to motivate desirable lifestyle
AU - Nakajima, Tatsuo
PY - 2011
Y1 - 2011
N2 - Our daily lives are recently very busy and stressful, and our time spending to keep desirable lifestyle is cut down although we know that high quality lifestyle is very important for maintaining the health of both our body and mind. One of reasons that we tend to lead a sloppy lifestyle is that there is no adequate feedback to us about our current behavior, and it is not easy to motivate us to keep desirable lifestyle in stressful everyday lives. These are especially becoming serious social problems in many urban cities. We are demonstrating a couple of persuasive ambient mirrors whose expression evokes our emotion to motivate to change our current undesirable behavior. In the systems, persuasive ambient mirrors represent adequate feedback to reflect our current behavior to boost our positive emotion to motivate desirable lifestyle and change undesirable behavior by evoking our negative emotion. The paper presents two case studies that motivate desirable lifestyle, and extracts some design issues based on the experiences with the case studies.
AB - Our daily lives are recently very busy and stressful, and our time spending to keep desirable lifestyle is cut down although we know that high quality lifestyle is very important for maintaining the health of both our body and mind. One of reasons that we tend to lead a sloppy lifestyle is that there is no adequate feedback to us about our current behavior, and it is not easy to motivate us to keep desirable lifestyle in stressful everyday lives. These are especially becoming serious social problems in many urban cities. We are demonstrating a couple of persuasive ambient mirrors whose expression evokes our emotion to motivate to change our current undesirable behavior. In the systems, persuasive ambient mirrors represent adequate feedback to reflect our current behavior to boost our positive emotion to motivate desirable lifestyle and change undesirable behavior by evoking our negative emotion. The paper presents two case studies that motivate desirable lifestyle, and extracts some design issues based on the experiences with the case studies.
KW - Ambient display
KW - Interaction design
KW - Persuasive technology
UR - http://www.scopus.com/inward/record.url?scp=80052451909&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=80052451909&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:80052451909
SN - 9789898425485
T3 - PECCS 2011 - Proceedings of the 1st International Conference on Pervasive and Embedded Computing and Communication Systems
SP - 157
EP - 162
BT - PECCS 2011 - Proceedings of the 1st International Conference on Pervasive and Embedded Computing and Communication Systems
T2 - 1st International Conference on Pervasive and Embedded Computing and Communication Systems, PECCS 2011
Y2 - 5 March 2011 through 7 March 2011
ER -