4.6 Article

Representing and Reconciling Personal Data and Experience in a Wearable Technology Gaming Project

期刊

出版社

IEEE COMPUTER SOC
DOI: 10.1109/TLT.2016.2602265

关键词

Education; health; human information processing; information interfaces and representations; kinesthetic devices; learning; ubiquitous computing

资金

  1. US National Science Foundation [IIS 1451446, IIS 1217317]

向作者/读者索取更多资源

Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online game. This ethnographic study illustrates how youth negotiate conflicts between their data and embodied experience. Using a grounded theory approach, our analysis of interviews and focus groups reveals emergent categories of resistance such as youth evaluating the incompatibility of the device, disputing the device's step-count accuracy and syncing, and disputing the game's conversion of steps. In particular, we highlight the ways youth sometimes privileged their embodied recollections over the device's seemingly accurate data. The article also provides a case of a day during implementation when youth converged on a single form of resistance, game conversion, and examines their reasoning and alternate forms of data validation that we saw in-action on that day. Finally, we discuss benefits to learning and critical engagement that result from users' disputes and conclude by positing the promise in designing physical activity monitors for engagement, instead of exclusively persuasion or reward.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.6
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据