Abstract
There are a variety of fitness technologies such as activity trackers, exergames and mobile applications available to promote physical activity. Based on our previous research, we found that children prefer having social interaction, a narrative and flexibility while interacting with such technologies. Other research has shown that persuasive displays encouraged adults towards physical activity. In this research, we present the initial results from a user study conducted on 16 children (ages 6-11) who used the Kidfit suite, a collection of mobile applications that combine and utilize the elements found from previous research to promote activity in children.
Original language | American English |
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Title of host publication | IDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and Children |
State | Published - 1 Jan 2019 |
Keywords
- active games
- activity minutes
- social
- temporal
EGS Disciplines
- Computer Sciences