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.
This document was originally published in IDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and Children by the Association for Computing Machinery. Copyright restrictions may apply. doi: 10.1145/3311927.3325312
Samariya, Ankita; Fails, Jerry Alan; and Hansen, Derek. (2019). "Investigating the Social and Temporal Aspects of Children’s Physical Activity Games". IDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and Children, 616-622. http://dx.doi.org/10.1145/3311927.3325312