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Birgit Wirtz

Bio: Birgit Wirtz is an academic researcher. The author has contributed to research in topics: Persuasive technology. The author has an hindex of 1, co-authored 1 publications receiving 35 citations.

Papers
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01 Jan 2016
TL;DR: In this article, the authors describe persuasive technology using computers to change what we think and do. But, instead of enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.
Abstract: Thank you very much for reading persuasive technology using computers to change what we think and do. As you may know, people have look numerous times for their chosen books like this persuasive technology using computers to change what we think and do, but end up in infectious downloads. Rather than enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.

35 citations


Cited by
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Journal ArticleDOI
TL;DR: This commentary calls upon information systems scholars to investigate the design and use of gamified information systems from a variety of disciplinary perspectives and theories, including behavioral economics, psychology, social psychology, information systems, etc.
Abstract: Gamification is the application of game-based thinking to everyday tasks to make them more engaging. Based on this concept, gamified systems are being developed in applications such as health, training, social media, and e-commerce. The excitement and anticipation around gamification reflect a fundamental shift in the way we interact with technology systems. Hence, from a research perspective, gamification offers fresh opportunities to design and research newer technology environments that have a blend of utilitarian and hedonic characteristics. But currently there is not much clarity on the concept of gamification, the different ways gamification can affect outcomes, and how this new type of information system could be researched and designed. We address these issues in this commentary by explicating the concept of gamification and distinguishing it from other game-based designs. We then present a framework for design and research on gamified information systems, and identify theoretical bases that could inform this research. We conclude with sample questions that offer directions for future research on this promising and fun topic.

249 citations

Proceedings ArticleDOI
21 Jun 2014
TL;DR: This paper extends prior work on analyzing and summarizing self tracking data, with the goal of helping self trackers identify more meaningful and actionable findings.
Abstract: As people continue to adopt technology based self tracking devices and applications, questions arise about how personal informatics tools can better support self tracker goals. This paper extends prior work on analyzing and summarizing self tracking data, with the goal of helping self trackers identify more meaningful and actionable findings. We begin by surveying physical activity self trackers to identify their goals and the factors they report influence their physical activity. We then define a cut as a subset of collected data with some shared feature, develop a set of cuts over location and physical activity data, and visualize those cuts using a variety of presentations. Finally, we conduct a month long field deployment with participants tracking their location and physical activity data and then using our methods to examine their data. We report on participant reactions to our methods and future design opportunities suggested by our work.

144 citations

Journal ArticleDOI
TL;DR: The results suggest that the ways in which exercise data are shared significantly influence the exercise intentions, and these intentions are mediated by individuals’ evaluation of exercise, belief about important others’ approval of Exercise, and perceived control upon exercise.
Abstract: Despite widespread understanding of the benefits of physical activity, many adults in the United States do not meet recommended exercise guidelines. Burgeoning technologies, including wearable fitness trackers (e.g., Fitbit, Apple watch), bring new opportunities to influence physical activity by encouraging users to track and share physical activity data and compete against their peers. However, research has not explored the social processes that mediate the relationship between the use of wearable fitness trackers and intention to exercise. In this study, we applied the Theory of Planned Behavior (Ajzen, 1991) to explore the effects of two communicative features of wearable fitness devices-social sharing and social competing-on individuals' intention to exercise. Drawing upon surveys from 238 wearable fitness tracker users, we found that the relationship between the two communication features (social sharing and competing) and exercise intention was mediated by attitudes, subjective norms, and perceived behavioral control. The results suggest that the ways in which exercise data are shared significantly influence the exercise intentions, and these intentions are mediated by individuals' evaluation of exercise, belief about important others' approval of exercise, and perceived control upon exercise.

44 citations

Proceedings ArticleDOI
Moon-Hwan Lee1, Seijin Cha1, Tek-Jin Nam1
18 Apr 2015
TL;DR: This project developed the Patina Engraving System, which engraves patina-like patterns on an activity tracker according to a user's activity logs, and found that the patina motivated the participants to increase exercises for engraving aesthetic patinas.
Abstract: Despite technological improvements in commercial activity trackers, little attention has been given to their emotional, social, or fashion-related qualities, such as their visual aesthetics and their relationship to self-expression and social connection. As an alternative integrated approach incorporating HCI, fashion, and product design, our project made use of the characteristics of patina to improve activity trackers as fashionable wearables. We developed the Patina Engraving System, which engraves patina-like patterns on an activity tracker according to a user's activity logs. Using a piercing technique, the patina of activity logs has been made abstract, visually rich, gradually emerging, and historically accumulated. During the field trial, we found that the patina motivated the participants to increase exercises for engraving aesthetic patinas. A tracker with patina triggered spontaneous social interactions in face-to-face situations. The participants also cherished the trackers that held their own history. Based on the field trial, we discuss design implications for utilizing patina in designing future fashionable technologies.

43 citations

Proceedings ArticleDOI
03 Jun 2014
TL;DR: A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO, a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active.
Abstract: Obesity is a condition in which the body has excess fat. Childhood obesity has become an important public health issue because affects every aspect of the life of a child. More specifically, the condition leads to poor health and negative social perceptions. Many risk factors are linked to obesity. The varying aspects of the problem and its serious implications for future health and well-being of children are enormous. The most effective solution can be achieved via programs geared to prevent such diseases. Children spend an average of more than three hours daily in front of the television, an hour at the computer, and 30 minutes playing video games, which opens major opportunities for us to propose a mobile game approach to prevent childhood obesity (MACO) using persuasive technology. MACO is a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active. This technology also introduces fun activities to motivate children to exercise more and encourage them to choose healthier food in appropriate amounts. A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO. The study proposes a framework and develops a system prototype.

27 citations