Objects for Change: A Case Study of a Tangible User Interface for Behavior Change
暂无分享,去创建一个
[1] M. Sevick,et al. The Effect of Electronic Self‐Monitoring on Weight Loss and Dietary Intake: A Randomized Behavioral Weight Loss Trial , 2011, Obesity.
[2] B. Fjeldsoe,et al. Behavior change interventions delivered by mobile telephone short-message service. , 2009, American journal of preventive medicine.
[3] L. Nadel,et al. Context and conditioning: A place for space , 1980 .
[4] Steven M. Smith,et al. Environmental context-dependent memory: A review and meta-analysis , 2001, Psychonomic bulletin & review.
[5] D. French,et al. What is the best way to change self-efficacy to promote lifestyle and recreational physical activity? A systematic review with meta-analysis. , 2010, British journal of health psychology.
[6] Harri Oinas-Kukkonen,et al. Social interaction and reflection for behaviour change , 2014, Personal and Ubiquitous Computing.
[7] E. A. Locke,et al. Building a practically useful theory of goal setting and task motivation. A 35-year odyssey. , 2002, The American psychologist.
[8] D. Seibert,et al. Adult weight management: Translating research and guidelines into practice , 2009, Journal of the American Academy of Nurse Practitioners.
[9] Hiroshi Ishii,et al. Tangible bits: towards seamless interfaces between people, bits and atoms , 1997, CHI.
[10] S. Michie,et al. A refined taxonomy of behaviour change techniques to help people change their physical activity and healthy eating behaviours: The CALO-RE taxonomy , 2011, Psychology & health.
[11] William W. Gaver. Technology affordances , 1991, CHI.
[12] C. Abraham,et al. Effective techniques in healthy eating and physical activity interventions: a meta-regression. , 2009, Health psychology : official journal of the Division of Health Psychology, American Psychological Association.
[13] Yvonne Rogers,et al. A framework for designing sensor-based interactions to promote exploration and reflection in play , 2006, Int. J. Hum. Comput. Stud..
[14] Oren Zuckerman,et al. Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity , 2014, Personal and Ubiquitous Computing.
[15] Donald A. Norman,et al. Things that make us smart , 1979 .
[16] Eldad Yechiam,et al. On the Value of Nonremovable Reminders for Behavior Modification , 2011, Behavior modification.
[17] Pawel Wozniak,et al. Vertoid: exploring the persuasive potential of location-aware mobile cues , 2013, 2013 Federated Conference on Computer Science and Information Systems.
[18] M. Harjumaa,et al. A Systematic Framework for Designing and Evaluating Persuasive Systems , 2008, PERSUASIVE.
[19] Oren Zuckerman,et al. TangiPlan: designing an assistive technology to enhance executive functioning among children with adhd , 2014, IDC.