Lock up the lighter: Experience prototyping of a lively reflective design for smoking habit control

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

5 Citations (Scopus)

Abstract

Mobile apps have been employed in assisting people to control various addictive habits including smoking. These apps track users’ behavior mainly via self-reporting, which demands users’ patience in making explicit input. This paper presents Lock Up, which requires users to lock their lighters in a smart case connected to an app. It heuristically estimates the continuous time of a user without smoking and metaphorically overshadows the lighter by foregrounding the smoking consequence due to the accessibility of the lighter. After reviewing major behavior models, we extend the notion of lively interactive systems grounded in cognitive science and phenomenology, and introduce a design framework promoting behavior control via provoking imagination and reflection. An experience prototype of Lock Up has been built for participants to use in the laboratory environment. The evaluation is exploratory and generative, providing qualitative data to enrich the proposed user experiences and informing orientation toward the next iteration.
Original languageEnglish
Title of host publicationPersuasive Technology - 11th International Conference, PERSUASIVE 2016, Proceedings
PublisherSpringer Verlag
Pages352-364
Number of pages13
ISBN (Print)9783319315096
DOIs
Publication statusPublished - 1 Jan 2016
Event11th International Conference on Persuasive Technology, PERSUASIVE 2016 - Salzburg, Austria
Duration: 5 Apr 20167 Apr 2016

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9638
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference11th International Conference on Persuasive Technology, PERSUASIVE 2016
CountryAustria
CitySalzburg
Period5/04/167/04/16

Keywords

  • Behavior change
  • Conceptual blending
  • Embodied interaction
  • Imagination
  • Liveliness
  • Reflective design

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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