HamkeRun: Mobile infoVis app towards sustainable motivation in a context of running

dc.contributor.advisorBolchini, Davide
dc.contributor.authorMoon, Sung Pil
dc.contributor.otherPfaff, Mark
dc.contributor.otherRand, Kevin
dc.contributor.otherVoida, Stephen
dc.date.accessioned2016-01-07T17:28:21Z
dc.date.available2016-01-07T17:28:21Z
dc.date.issued2015-05
dc.degree.date2015en_US
dc.degree.disciplineSchool of Informaticsen
dc.degree.grantorIndiana Universityen_US
dc.degree.levelPh.D.en_US
dc.descriptionIndiana University-Purdue University Indianapolis (IUPUI)en_US
dc.description.abstractAccording to the US Centers for Disease Control and Prevention, less than half of all adults in the US meet basic physical activity guidelines. Physical activity can help not just improve physical and mental health but also reduce the risk of heart disease and some cancers. Researchers and companies have tried to investigate the use of modern technologies to motivate people to increase and maintain physical activities. However, in spite of these efforts, there are criticisms. Those include low dietary effectiveness of the tools, lack of sustainable effects in the long-term, and proof of effectiveness only shown in laboratory settings. To overcome these limitations, first, the author developed a framework of overarching motivation theories and HCI factors and contextualized it within the running domain. Second, the author has developed a mobile application called HamkeRun within this framework, using the concepts of information visualization, gamification, and social grouping to increase a user’s motivation to run more frequently. Third, the HamkeRun application was empirically tested through a two-month-long longitudinal experiment and follow-up interviews. The results showed that the single runner type showed significant increases in the levels of their external motivation (motivational effect of the HamkeRun application), internal motivation and satisfaction, while the team runner type showed significant increases only in internal motivation. In addition, motivational effects were also different depending on the runners’ behavior change stage. Runners at the maintenance stage showed significant increases in external motivation, internal motivation, satisfaction, and total number of running activities performed during the study. Although action stage runners showed significant increase in internal motivation, female runners at the action stage showed significant decrease in their external motivation. Gamification greatly influenced increases of external motivation, internal motivation and total number of actual activities. Although both male and female runners showed increased internal motivation, significant increase in external motivation was only found in male runners. The dissertation closes with a series of design guidelines for application developers and designers which may help develop motivational tools in other health-related domains.en_US
dc.identifier.urihttps://hdl.handle.net/1805/7924
dc.identifier.urihttp://dx.doi.org/10.7912/C2/945
dc.language.isoen_USen_US
dc.subjectPersuasive Technologyen_US
dc.subjectBehavior Changeen_US
dc.subjectInformation Visualizationen_US
dc.subjectMotivationen_US
dc.subjectMobileen_US
dc.subjectGamificationen_US
dc.subjectSocial Groupingen_US
dc.titleHamkeRun: Mobile infoVis app towards sustainable motivation in a context of runningen_US
dc.typeThesisen
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