Workshop on Detection and Design for Cognitive Biases in People and Computing Systems | 0 | 0.34 | 2020 |
The '23 ways to nudge' framework: designing technologies that influence behavior subtly | 0 | 0.34 | 2020 |
Technology-Assisted Reconstruction: A New Alternative To The Experience Sampling Method | 0 | 0.34 | 2020 |
The Nudge Deck: A Design Support Tool for Technology-Mediated Nudging | 0 | 0.34 | 2020 |
Visual Quotes - Does Aesthetic Appeal Influence How Perceived Motivating Text Messages Impact Short-Term Exercise Motivation? | 0 | 0.34 | 2019 |
BCD Cards - A Tool for Designing Theory-based Behavior Change Technologies. | 0 | 0.34 | 2019 |
Combating Misinformation Through Nudging | 0 | 0.34 | 2019 |
How do motivational text messages impact motivation to exercise?: implications for the design of activity trackers | 0 | 0.34 | 2019 |
23 Ways to Nudge - A Review of Technology-Mediated Nudging in Human-Computer Interaction. | 3 | 0.45 | 2019 |
Challenging Misinformation: Exploring Limits And Approaches | 0 | 0.34 | 2019 |
Exploring the Feasibility of Subliminal Priming on Web platforms. | 1 | 0.34 | 2018 |
An Inquiry into Goal-Setting Practices with Physical Activity Trackers. | 0 | 0.34 | 2018 |
Activity Tracking in vivo. | 0 | 0.34 | 2018 |
What Shall I Write Next?: Subliminal and Supraliminal Priming as Triggers for Creative Writing. | 1 | 0.37 | 2017 |
On The Design Of Subly: Instilling Behavior Change During Web Surfing Through Subliminal Priming | 3 | 0.45 | 2017 |
Reducing children’s psychological distance from climate change via eco-feedback technologies | 0 | 0.34 | 2017 |
Exploring the design space of glanceable feedback for physical activity trackers. | 15 | 0.57 | 2016 |
Workload management through glanceable feedback: The role of heart rate variability | 2 | 0.42 | 2016 |
Motivating Healthy Water Intake through Prompting, Historical Information, and Implicit Feedback. | 0 | 0.34 | 2016 |
Need fulfillment and experiences on social media: A case on Facebook and WhatsApp. | 1 | 0.37 | 2016 |
Designing for Different Stages in Behavior Change. | 1 | 0.35 | 2016 |
Impact of mood changes on application selection. | 5 | 0.45 | 2016 |
Understanding Aesthetics of Interaction: A Repertory Grid Study. | 1 | 0.36 | 2016 |
CrowdWalk: leveraging the wisdom of the crowd to inspire walking activities | 5 | 0.58 | 2015 |
How do we engage with activity trackers?: a longitudinal study of Habito | 48 | 1.81 | 2015 |
Why alone?: sensing children's social interactions in the playground | 0 | 0.34 | 2015 |
Everyday commuting: prediction, actual experience and recall of anger and frustration in the car | 2 | 0.41 | 2015 |
Social toothbrush: fostering family nudging around tooth brushing habits | 0 | 0.34 | 2015 |
Motivating participation and improving quality of contribution in ubiquitous crowdsourcing | 16 | 0.66 | 2015 |
Sustaining user engagement with behavior-change tools | 14 | 1.12 | 2015 |
eMotion: retrospective in-car user experience evaluation | 2 | 0.40 | 2015 |
PLEXQ: Towards a Playful Experiences Questionnaire | 4 | 0.43 | 2015 |
You have 5 seconds: designing glanceable feedback for physical activity trackers | 3 | 0.51 | 2015 |
Understanding families' motivations for sustainable behaviors. | 4 | 0.62 | 2014 |
Breakout: predicting and breaking sedentary behaviour at work | 0 | 0.34 | 2014 |
Modeling What Friendship Patterns on Facebook Reveal About Personality and Social Capital | 2 | 0.37 | 2014 |
Playful or Gameful?: creating delightful user experiences | 10 | 0.67 | 2014 |
Understanding users' disengagement with wearable activity trackers | 2 | 0.36 | 2014 |
Citizen Motivation on the Go: The Role of Psychological Empowerment. | 6 | 0.50 | 2014 |
Beyond gamification: sociometric technologies that encourage reflection before behavior change | 1 | 0.38 | 2014 |
Online Disclosure of Personally Identifiable Information with Strangers: Effects of Public and Private Sharing. | 0 | 0.34 | 2014 |
SmartHolder: sensing and raising families' awareness of tooth brushing habits. | 2 | 0.39 | 2014 |
Towards persuasive sociometric technologies for inclusive educational settings | 3 | 0.54 | 2013 |
Playing for the planet: designing toys that foster sustainable values | 1 | 0.35 | 2013 |
Engaging children in longitudinal behavioral studies through playful technologies | 5 | 0.47 | 2013 |
Faceit: supporting reflection upon social anxiety events with lifelogging | 3 | 0.39 | 2013 |
An initial model for designing socially translucent systems for behavior change | 3 | 0.41 | 2013 |
Why don't families get along with eco-feedback technologies?: a longitudinal inquiry | 12 | 0.62 | 2013 |
Experiential perspectives on road congestions | 6 | 0.63 | 2013 |
IncluCity: using contextual cues to raise awareness on environmental accessibility | 6 | 0.46 | 2013 |