Oct 12, 2007

Stop smoking programs go mobile

Via Textually.org [via Reuters]

Colorado's STEPP and Denver-based ad agency Cactus developed a message system on cell phones with an Internet quit program.

Initially aimed at high school students in Colorado, the state hopes to soon share its fledgling FixNixer program as a technique for all age groups and geographies.

QuitNet.com, one of the most established Web sites for quitting, is also considering more tailored messages to users of its site and a foray into mobile, while quit support groups are popping up on social networks MySpace and Facebook.

 

Jul 26, 2007

Mobile Persuasion: the book

A good reading on mobile persuasion - Edited by BJ Fogg and Dean Eckles

51Vh7xYR0RL._AA240_.jpg

 

 For more info, see www.mobilepersuasion.com

 

Apr 27, 2007

Using Eyetracking to Optimise Persuasion-Centered Design

From UsabilityNews 

Event Date: 26 April 2007 to 26 April 2007

Using Eyetracking to Optimise Persuasion-Centered Design: Rob Stevens, Bunnyfoot

Persuasion-Centered Design (PCD) utilises behavioural segmentation to plan different user journeys for different personality types. For example, competitive consumers receive less detailed information than methodical consumers. PCD facilitates consumers in self-selecting their behavioural type by utilizing descriptive in line links. By eyetracking consumers we can see if they engage with a link and choose not to select it. With PCD this outcome is often a planned for event, one that would be impossible to reliably measure without eyetracking.

 


Mar 23, 2007

Korean Startup Xtive fights Online Addiction with Subliminal Sound

Via Korea Times

 

Xtive, a Korean venture start-up, has developed a subliminal sound sequence, which it claims can prevent obsessive use of online games, thus giving hope to game addicts, reports The Korea Times. 
 

From the Korea Times interview

``We incorporated messages into an acoustic sound wave telling gamers to stop playing. The messages are told 10,000 to 20,000 times per second,’’ Xtive President Yun Yun-hae said.

``Game users can’t recognize the sounds. But their subconscious is aware of them and the chances are high they will quit playing,’’ the 35-year-old Yun said. ``Tests tell us the sounds work.’’

Xtive, which was established in 2005, spent about a year to create the sound sequence geared toward addressing the concern that Korean teenagers spend too much time playing computer games.

The addiction to the network games has turned into a serious social problem and some gamers have even died after long sessions in front of the computer.

Experts point out roughly 10 to 20 percent of high school students can be categorized as Web junkies who need treatment. And many believe that is a conservative perspective.

``Experiences tell us kids or adolescents simply don’t stop playing games when faced with forceful measures. Such attempts can also cause many side effects,’’ Yun said.

``But our newly developed sound sequence tells them to stop playing on their own. We think this can make a real difference in the war against obsessive game play,’’ he said.

Yun said Xtive plans to commercialize the phonogram along with the government and game companies.

``Game companies can install a system, which delivers the inaudible sounds after it recognizes a young user has kept playing after a preset period of time,’’ Yun said.

Xtive applied for a domestic patent for the phonogram and is looking to take advantage of the technology in other sectors.

``We can easily change the messages. In this sense, the potential for this technology is exponential,’’ Yun said.

 

Feb 17, 2007

NTT DoCoMo breathalyzer phone

Via Medgadget

medium_76323phone.jpg

 

 

 

 

 

 

 

The NTT DoCoMo breathalyzer phone sends a text message to your boss before you get behind the wheel of your company's bus or truck. 

Gizmodo report: 

 

KDDI Corp has developed a breathalyzer/cellphone combo that prevents inebriated taxi and bus drivers in Japan from getting behind the wheel. Companies that buy the phone will require their employees to blow into the breathalyzer before getting behind the wheel. The phone then measures how drunk (or sober) you are and sends the results to your company's computer along with a snapshot of the your mug and your location. If you've had too much sake, the phone will notify your boss who'll most likely fire your drunk ass. The phone and software cost a combined $1,250, which shouldn't be too much money for a big company to spend.

Dec 03, 2006

PERSUASIVE 07

From usability news

You are invited to submit papers for PERSUASIVE 07 at Stanford University, April 27-28, 2007.

We welcome original papers based on empirical studies, theory, methods for research, and related ethical issues; and case studies of the highest quality.

Link to the conference website

Oct 06, 2006

DietMate Weight Loss Computer

Via Mindware Forum

dietmate weight-loss computer

DietMate is a hand-held computer that provides a program of weight loss, cholesterol reduction, and hypertension control. DietMate is made by Personal Improvement Computer Systems (PICS), which also makes two other tiny computerized mindgadgets: SleepKey Insomnia Treatment Hand-held Computer and the QuitKey Smoking Cessation Hand-Held Computer.

From the PICS website:

DietMate provides a sophisticated, yet easy to use, nutrition and exercise program that is tailored to each user's nutritional requirements, food preferences, and habits. By providing hundreds of nutritionally balanced menus which can be customized as desired, DietMate picks up where calorie counters leave off.

DietMate also tracks calories, fat, saturated fat, cholesterol and sodium. It provides daily nutritional targets, charts progress and even creates a shopping list. DietMate has been proven effective in both weight and cholesterol reduction, in clinical studies funded by the National Heart Lung and Blood Institute.

Sep 24, 2006

Is social networking changing the way people relate to each other?

New Scientist has an interview with sociologist and MIT professor Sherry Turkle about how "always-on" communication devices - i.e. instant messaging, Wi-Fi and cellphones - are changing the way people relate to each other.

Here is an excerpt from the article:

For some people, things move from "I have a feeling, I want to call a friend" to "I want to feel something, I need to make a call". In either case, what is not being cultivated is the ability to be alone and to manage and contain one's emotions. When technology brings us to the point where we're used to sharing our thoughts and feelings instantaneously, it can lead to a new dependence, sometimes to the extent that we need others in order to feel our feelings in the first place.

Our new intimacies with our machines create a world where it makes sense to speak of a new state of the self. When someone says "I am on my cell", "online", "on instant messaging" or "on the web", these phrases suggest a new placement of the subject, a subject wired into social existence through technology, a tethered self. I think of tethering as the way we connect to always-on communication devices and to the people and things we reach through them.

 

Continue to read the full interview

Sep 18, 2006

QuitKey Smoking Cessation Computer

Via Mindware

 

QuitKey is a small portable device that promises to help quit smoking:

This small device, which resembles an automobile keyless remote containing a computer that collects data on the test subject's smoking habits for one week. The computer implements a gradual rate reduction protocol targeting both the physiological dependence on nicotine and conditioned stimuli that may trigger the urge to smoke. QuitKey� cues the individual when it is time for him or her to smoke, based on their history. In reality, what it is trying to do is take away the natural instinct to smoke on impulse, instead teaching the women to smoke on a gradually diminishing schedule.

 

The device was recently tested in a small-scale pilot clinical study by tobacco-addiction researcher Monica Scheibmeir.

For the study, 10 participants were given a QuitKey, which was attached to a cigarette lighter. Every time the participant reached for the lighter, she was prompted to input data into the QuitKey. According to Scheibmeir, early results are promising. 

quitkey


 

Aug 02, 2006

Home-based sensors could detect early signs of dementia

Via Medgadget 

According to a study conducted by Oregon Health & Science University researchers, continuous, unobtrusive monitoring of in-home activity may be a reliable way of assessing changes in motor behaviors that may occur along with changes in memory. The study was presented last week at the 10th International Conference on Alzheimer's Disease and Related Disorders in Madrid.

From the university's press release:

"To see a trend over time, you need multiple measures - good days and bad days - and it often takes years to see that trend in a clinic setting," said Tamara Hayes, Ph.D., assistant professor of biomedical engineering at OHSU's OGI School of Science & Engineering, and the study's lead author. She noted that most clinic visits by elders are spaced over months or even years, and their memory and motor skills performances are evaluated in a small number of tests completed in a limited amount of time.

"In contrast, we're looking continuously at elders' activity in their own homes," Hayes said. "Since we're measuring a person's activity many times over a short period, we can understand their normal variability and identify trends. If there's a change over a period, you can see it quickly. "

Mild cognitive impairment is a known risk factor for dementia, a neurological disorder most commonly caused by Alzheimer's disease. Changes in clinical measures of activity, such as walking and finger-tapping speeds, have been shown to occur at about the same time as memory changes leading to dementia. By detecting subtle activity changes over time in the natural setting of an elder's home, researchers hope to more effectively identify when elders are starting to have trouble.


All the posts