There has been extensive research into using computers to help people to monitorudtheir physical activity. Most existing self-monitoring approaches employ high complexity,udhigh-engagement interfaces with a focus on numbers, text and graphics.udAn alternative are low-complexity interfaces - those that employ simple metaphorsudto convey information - such as ambient displays. Research has shown that theseudinterfaces could be equally effective in assisting users to monitor and subsequentlyudchange their behaviour. Engagement with existing smartphone-based or fixed ambientuddisplays presupposes that the user is also engaged in some other unrelatedudactivity (looking at a phone or walking past a screen), limiting their usefulness.udWearable ambient displays that are persistently visible to the user could overcomeudthis problem, and have the additional benefit that they help to engage the wearerudwith others in discussions around the information displayed.udUsing a design process facilitated by accessible rapid prototyping tools such as 3Dudprinting, I developed a wearable device that could track the user's level of physicaludactivity and, implementing a novel ambient display design, provide the userudwith information about their own activity levels and those of others. I evaluatedudthe final device in a user study with 40 participants over six weeks. The results,udboth qualitative and quantitative, indicated that participants were able to engageudwith the ambient visualisation and it motivated them to think about and discussudphysical activity. Further research is needed to establish the potential for long-termudbehaviour change.
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