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Chap
(Continuous Health Awareness Program) was designed to assist aging
individuals who spend most of their time at home. My goal was to help
individuals capture records of their activities, and view them against
captured changes in blood glucose values.
Consequently chap relied on motion detection sensors positioned in
places of regular activities (couch, dining table, refrigerator, etc.) To
capture individuals’ activities. Chap also included a computer-based diary
for more detailed activity recordings and glucowatch g2 biographer for high
frequency blood sugar capture. Chap was deployed in two households of
individuals with diabetes for 2 weeks each. The study revealed the potential
benefits and barriers in enabling people to interrogate their own health
data. On one hand, it indicated that individuals with over a decade of
diabetes experience were able to engage in reflection independently and form
relevant questions and hypotheses for investigation. On the other hand, it
illustrated that individual discovery did not seem to produce internally
reliable knowledge for the participants. Instead, it produced hypotheses that
required social validation or confirmation. Mamykina,
L., Mynatt, E. D., And Kaufman, D. R. 2006. Investigating Health Management
Practices Of Individuals With Diabetes. In Proceedings Of The SIGCHI
Conference On Human Factors In Computing Systems (Montréal, Québec, Canada,
April 22 - 27, 2006). Chi '06. Acm, New York, Ny, 927-936. |
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Mahi
(Mobile Access To Health Information), extended chap by including not only
the means to capture and access personal diabetes records, but also features
for engaging in a reflective dialog with diabetes educators. Mahi is a mobile
application that uses a mobile phone as the main computational platform and
activity capture mechanism: individuals use photo and audio capture
capabilities of the phone to record activities of interest. A custom-built
bluetooth attachment for a commercial glucose meter allows for connectivity
between the phone and the meter and integration of activity records with
blood sugar values. Both individuals and their diabetes educators can view
the captured records on individuals’ password-protected websites, and engage
in a discussion over the meaning of the records. Mahi was deployed with 25
students of the diabetes education center in dover, nj in the summer of 2007.
The study demonstrated that mahi succeeded in helping individuals achieve their
diabetes management goals (such as introducing changes to their diet). More
importantly, mahi inspired participants to adopt an internal locus of
control, which is shown to lead to more proactive engagement in self-care by
patients. Further details about both the design and the study are described
in our previous publication. Mamykina, L.,
Mynatt, E., Davidson, P., And Greenblatt, D. 2008. Mahi: Investigation Of
Social Scaffolding For Reflective Thinking In Diabetes Management. In
Proceeding Of The Twenty-Sixth Annual SIGCHI Conference On Human Factors In
Computing Systems (Florence, Italy, April 05 - 10, 2008). Chi '08. ACM, New
York, NY, 477-486. |
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Di-Tag
(Diabetes Tagging), further extended the social aspects of chap and mahi and
incorporated additional features for sharing data and supporting discourse
not just between the educator and the student (newly diagnosed diabetic), but
also within a community of experienced diabetics. In addition to data capture
features similar to the ones used in mahi, di-tag allowed its users to tag or
classify their records (see for example the tag cloud in the screenshot
below). To further support social discourse around the captured data, di-tag
created a wiki-like environment for its users: each newly created tag
automatically created a new wiki-page that listed the records corresponding
to the tag and prompted the tag creator to describe their opinions on the
captured items. Other individuals could then view the written entries and
annotate them to incorporate their own experiences. Di-tag was deployed with
12 individuals, all former students of the diabetes education center over 6
weeks. The study showed that access to the records of others alerted di-tag
users to challenges and possibilities they did not encounter in their own
experience. In addition, active usage of the tagging feature helped users
examine differences in their understanding and start development of a shared
vocabulary of diabetes experiences. Mamykina, L.,
Mynatt, E.D., Designing Pervasive Health Monitoring Applications for
Communities of Users, in Extended Abstracts of the Conference on Pervasive
Computing, Pervasive 2009, Nara, Japan. |
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Fish’n’steps
is
an application that combines ubiquity and simplicity of pedometers, wearable
devices that measure one’s step counts, with the engagement of social
computing games. Individuals enrolled in the game use pedometers to measure
their daily step count. Fish’n’steps then links the number of steps taken
each day to the growth and emotional state of a virtual pet “belonging” to
each individual: a fish in a fish-tank. Additional incentives incorporate
social dynamics, such as competition between teams of players. “fish’n’steps”
was built as a distributed software application that included several
functioning components as well as some “wizard of oz” components. Simple
commercially available pedometers, sportline 330, were used to measure the
step count of individual participants. To collect data from pedometers,
individuals placed their pedometer on a platform at a public kiosk, and took
a picture of their pedometer screen, including the unique pedometer id. The
picture was captured and sent to a member of the research team who entered
the appropriate data into a database. This application was developed by a
team of my colleagues at Siemens Corporate Research. The
fourteen-week deployment study with nineteen participants showed that the
game served as a catalyst for promoting exercise and for improving game
players’ attitudes towards physical activity. Furthermore, although most
player’s enthusiasm in the game decreased after the game’s first two weeks,
analyzing the results using Prochaska's Transtheoretical Model Of Behavioral
Change (Grimley et al, 1994), suggested that individuals had, by that time,
established new routines that led to healthier patterns of physical activity
in their daily lives. Lin, J.J.,
Mamykina, L., Lindtner, S., Delajoux, G., And Strub, H.B. 2006 Fis’n’steps:
Encouraging Physical Activity With An Interactive Computer Game, In
Proceedings Of Ubicomp 2006, Lecture Notes In Computer Science, Springer
Berlin / Heidelberg, Volume 4206/2006, Pp. 261-278. |
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Time Aura ::
historically one of the visions for human-computer symbiosis has been to
augment human intelligence and extend people’s cognitive abilities. In this
work, I designed two visually-based systems to enhance a person’s ability to
flexibly control their pace while engaged in a cognitively demanding
activity. In these investigations, i explored pacing interfaces that minimize
the cognitive demands for assessing a current pace, provide ambient cues that
can be quickly interpreted without incurring significant interruption from
the current task, and place knowledge in the world to flexibly support
different pacing strategies. Evaluation of the pacing interfaces shows that
technology can successfully support pacing. Mamykina, L.,
Mynatt, E., And Terry, M. A. 2001. Time Aura: Interfaces For Pacing. In
Proceedings Of The SIGCHI Conference On Human Factors In Computing Systems
(Seattle, Washington, United States). CHI '01. ACM, New York, Ny, 144-151. |