SCHOOL OF INFORMATION TECHNOLOGIES GAMIFICATION OF TANGIBLE INTERNET CONNECTED BUTTONS TOWARDS LONG TERM GOALS TECHNICAL REPORT 701 LIE MING TANG, JUDY KAY, BOB KUMMERFELD JUNE 2015 Gamification of tangible internet connected buttons towards long term goals Lie Ming Tang Judy Kay Bob Kummerfeld School of Information Technologies University of Sydney School of Information Technologies University of Sydney School of Information Technologies University of Sydney [email protected]@sydney.edu.au [email protected] ABSTRACT Long term goals such as healthy ageing, maintaining healthy diet and exercise demand consistent, repeated efforts over long periods of time. While such goals are widely recognized as important, many people find it very hard to achieve them. Some of the key challenges include maintaining motivation, establishing routines, setting personal goals, monitor progress and forgetfulness. As a way to tackle these challenges, we have designed an internet connected button to promote self regulation and monitoring towards one’s long term goals. This is integrated into a framework for applying Gamification techniques to help enhance user engagement, maintaining motivation and promote social interaction and support. Categories and Subject Descriptors H.4 [Information Systems Applications]: Miscellaneous; D.2.8 [Software Engineering]: Metrics—complexity measures, performance measures Keywords Tangible User Interfaces, Gamification, Long Term Goals 1. INTRODUCTION Long term goals such as health and well-being are personal goals that demand consistent and repeated effort over the long term. Common challenges cited by people in health and well-being domains include lack of time, lack of motivation, lack of self management skills and social support [15] 1 . Forgetfulness is another challenges especially for older adults with declining mental abilities for tasks such as adherence to medication schedules [13]. Moreover, health and well-being goals are less immediate by nature and pressing short term priorities may causes people to lose focus. 1 . cdc.gov/physicalactivity/everyone/getactive/barriers.html Figure 1: Hardware configuration and example setting for internet connected goal button. Research suggest abilities in self regulation including goal setting, planning, strategies, self monitoring and refection are strongly correlated with success in learning goals [14]. Moreover, research demonstrates such skills are teachable and can be improved through scaffolding (i.e., computer based support) [1]. We designed a tangible user interface in the form of internet connected physical buttons to help people improve their self regulation towards long term goals. Tangible user interface (TUI) refers to interfaces where a user interact with digital information through physical artefacts. TUIs are designed to make digital information accessible through the physical environment [8]. Our internet connected buttons allow users to embed their goals into their physical environment, make them a part of the daily routine and enable peripheral awareness through ambient displays. In addition, placing these buttons in a social settings such as the family room or shared spaces can facilitate collaboration and social engagement [16]. Our design links internet connected buttons to the abstract concept of personal goals. We achieve this through linking actions and displays of the buttons with personal goals data. Figure 1, 2 and 3 shows a prototype of the internet connected buttons and user interface design for linking goals with button actions and display. A physical internet connected button has several advantages over smart phones or computer tablets. Smart phones are general purpose, have a variety of functions and store large numbers of applications. They are generally more costly and applications have to compete for user attention. While smart phones are capable of facilitating logging and reminders, constraints such as battery life means their actual time with the user is limited [5]. Moreover, smart phones and tablets are often carried in pockets and bags which do not attract user attention. Our tangible internet connected button is a dedicated system. There are less constraints on mobility, size and battery life can be superior to smart phones or tables. Since they embody a single goal, can be placed in context relevant locations, they can be better at attracting user attention. For example, we can place diet and eating habit goals in dining room or the kitchen where food is prepared and consumed. Another advantage of tangible user interfaces in the form of a physical button is that has an instant appeal to a broad range of users and its affordance easily convey the actions required. Another contribution of our design is to facilitate the use of Gamification techniques. Gamification is a relatively new term described as the use of game thinking and design elements in a non game context [4]. The idea is to apply game techniques proven successful in engaging players to applications that do not have entertainment as the main objective. As part of our design, we included several features to facilitate Gamification for motivating users toward their goals. LED displays on the internet connected buttons supports visual feedback and rewards. They can be used to encourage user actions or reward users for reaching a goal or completing tasks. They can also be used to apply progression or loss aversion game mechanics. For example, we could show daily progress towards a goal or show remaining steps before reaching a desired targets or level (e.g., 10k steps / day). Configuring the internet buttons as daily goals with a countdown timer can be used to create appointment dynamics. We believe this combination of tangible internet connected buttons, goal setting and monitoring tools and Gamification can help people improve self regulation towards their long term goals. 2. RELATED WORK Tangible user interfaces has been used in a number of applications to take advantage of our naturally developed senses to manipulate digital information. For example, the Marble Answering Machine design [8] use physical marbles to represent telephone voice messages where users can place marbles in different places to trigger different actions (e.g., to playback). Tangible user interfaces also enable social communication and collaboration [16]. Placing a tangible button in a social setting such as the kitchen or eating area can support group awareness of goals and social interaction. Successful examples of collaborative interaction can be seen in tangible tabletop studies where users are able to visualise, manipulate physical objects and combined with tabletop displays to perform collaborative work [10]. Research have shown the recording of personal behaviour data can be used to support self monitoring and reflection [12]. In a study on medication use by older adults, user’s daily pill use were recorded and then data is presented to the participants. Users were able to obtain more accurate awareness of their abilities. Feedback suggest such methods can trigger self reflection and motivation towards corrective actions [11]. Through internet connected buttons, we will allow users to self record their actions towards their goals and targets. Through a graphical user interfaces, they can Figure 2: Example user interface for users to create long term (ends) goals and short term (means) goals. Figure 3: Example user interface for mapping button actions and displays with goal related data. monitor and reflect on their performance over the long term. Gamification techniques designed to promote goal setting behaviour, self monitoring and self reflection have been successful in promoting long term goals goals such as health and well-being. For example, Health Month 2 , an online service designed to encourage users to set achievable and time specific goals, uses a number of Gamification techniques to promote user self regulation towards goals. They encourage users to be persistent, reward them for reaching goals and use points and competition game mechanics. The fish n’ steps study uses digital fish to represent physical activity and as a reward to promote activity. Similarly, the breakaway system uses an ambient display in the form of a sculpture to represent prolonged sitting in office environment to encourage people to take short breaks [9]. These examples demonstrate the potential for applying Gamificaiton in applications aimed to support long term goal. 3. SYSTEM DESIGN Our system design includes two components: Tangible, internet connected buttons and user interfaces for linking buttons to goals and support Gamification, self monitoring and reflection. 3.1 2 Tangible Internet Connected Buttons healthmonth.com In recent years, rapid advances in microcontrollers, wireless connectivity and power management technologies enable low cost, mobile and internet connected devices that can run on batteries over long periods of time. Our button system include two physical push buttons, one for logging activity and another to undo, LED lights and speaker circuits. The button input and output can be linked to user goals via a graphical user interface. An example is shown in figure 2. LEDs and speaker is used to provide visual and audio feedback. For goals that require the display of a counter (e.g., to show serves of fruit eaten so far), 7 segment LED digit displays can be included to serve as a form of ambient display. The number of digits can be increased depending on the range required. A prototype of button hardware configuration is shown in the figure 1. Button actions and LED displays are connected to a cloud service via a microcontroller with wireless connectivity. We used the Spark Core from Spark.io 3 for our prototype. However, there are a number of microcontrollers with similar functionalities available. This simple hardware configuration with the current generation of microcontrollers can theoretically run on battery power for months to years 4 . These features give users the ability to experiment with different type of goals, different environments and locations. Tangible interfaces does have limitations and challenges. For example, due to the limited display space (i.e., LEDs on a button), we can only display a single goal data. We can partially address this limitation by combining the interaction with a graphical user interface to view longer term and historical data. See figure 4 for an example interface to support long term view of goals data. Another limitation is each button can only represent one goal. Too many buttons would increase clutter of the physical environment. This means that users must use such buttons for key goals. We also need to consider aesthetics and space requirements in order for such tools to be more widely accepted. 3.2 Graphical User interfaces Goal setting and self monitoring interfaces is a very large research area. In this section, we limit our discussion to the user interface designs for linking of goals to tangible internet buttons. We will show how this design fit into the general context of goal setting, self monitoring and reflection applications for promoting long term goals. We define means goals as short term goals used to achieve long term goals as described in [3]. Means goals are relatively short term, can repeat over time and should be measurable. A key requirement for the user interface is the ability to configure long term (ends) goals and short term (means) goals. It should allow users to view current as well as long term goal history and provide visualisations to support self monitoring and reflection. In figure 2, we show an example of the user interface using long term healthy diet goal. We selected daily recommended serves of vegetable, dairy and fruit from the Australian Dietary Guidelines (2013) 5 as means goals. Figure 3 provides an example of how button actions and displays can be linked to goal data. Users can configure button behaviours based on different goals data, time period, goal achievement levels and user actions. This allow 3 http://spark.io http://bt.tn 5 http://nhmrc.gov.au/guidelines/publications/n55 4 Figure 4: Example user interface for users to create long term (ends) goals and short term (means) goals. users to map the abstract concepts of goals, progress and performance to the physical properties of the buttons. The figure 4 shows an example of long term dashboard for viewing goal performance over a 2 year period. It is important to note that there is potential for this interface design to facilitate different visualisations of the historical data. However, discussion self monitoring and reflection visualisations is outside the scope of this paper. 3.3 Gamification Designs Research have shown audio and visual stimulus can be effective rewards towards desired behaviour. The success of slot machines and arcade games where user actions generate audio and visual feedback is well known [7] . Drawing on this, we allow users to link audio and visual rewards with logging and interaction with goal buttons. For example, users can choose to show a led flash each time a user push a button to log a goal event which provides instant feedback and reward. They can set the button to play a short musical tone when they complete a short term goal and play a song as well as flash LED when achieving a long term goal. This approach is similar to badges used in fitbit 6 except we use sound and visual reward for achievements. Figure 3 show an example configuration for a weekly achievement reward (i.e., flash LED) and a monthly reward of playing a song (i.e., play ‘we are the champions’). In addition to visual and audio rewards, other game mechanics are possible through our design. We list below four examples to illustrate mechanics / dynamics that can be achieved through this system. 3.3.1 Countdown Timer Instead of an increment counter, the LED digit display can be used as a count down timer to create time pressure dynamics. Users can set time critical goals where action is needed within a time period e.g., before noon daily or by end of every month. This type of game mechanics can create a sense of urgency to complete actions before countdown ends. It is very successful in game applications for triggering user actions towards goals that require regular engagement [17]. 3.3.2 Level Up Button Physical activity promotion applications such as fitbit encourage users to perform additional actions or activity when they see that they are very close to certain levels. This 6 fitbit.com type of game mechanic has been found very effective [6] where people increase activity simply to reach the next level. We can create this game dynamic by configuring the LED counter to show remaining steps or actions required to reach a target level instead of counting increments. 3.3.3 Goals Leaders board Leaders boards are often used to reward achievers and encourage others to improve. A potential configuration is to place goal buttons from different users with common goal together in a social setting e.g., common area. This configuration can act as an ambient display for showing relative progress and performance. 3.3.4 Group goals to promote social interaction Research suggest leader boards may not appeal to all type of users [2] and may demotivate users who are falling behind [17]. An alternative is to create social and collaboration through group goals. For example, a family might set group goals of eating healthy and staying active. They may configure goal buttons to track the total vegetable and fruit eaten and number of shared physical activities. They can set daily, weekly and monthly targets and configure rewards based on reaching these levels and place the buttons in a common family area. 4. DISCUSSIONS & FUTURE WORK When applying Gamification, practitioners suggest careful design of user experience in the system as whole. Considerations such as the type of players [2], intrinsic and extrinsic value systems, on-boarding process and managing flow [17] are important to success. There is also opportunity to integrate these internet enabled buttons with other applications to expand its capabilities. For example, we can connect button actions as well as goal performance to IFTTT 7 to trigger notifications, update your doctor or share achievements. 5. REFERENCES [1] R. Azevedo, J. G. Cromley, and D. Seibert. Does adaptive scaffolding facilitate students ability to regulate their learning with hypermedia? Contemporary Educational Psychology, 29(3):344–370, 2004. [2] R. A. Bartle. Designing virtual worlds. New Riders, 2004. [3] D. 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