Author:

Katherine Chen

Mary Zdorova

Dan Nathan-Roberts Ph.D.

Abstract:

Self-quantifying fitness tracking services and wearable devices have become more ubiquitous but still suffer from high abandonment rates. Wearable devices can monitor the physiological changes of the body and alert patients and physicians of immediate needed actions and facilitate in the research process of disease prevention and treatment, especially in areas that have less access to healthcare. This proceeding discusses how to bridge the gap between novice and expert users by implementing gamification techniques and social communities within fitness tracking services to increase the enjoyment, perceived ease of use, perceived usefulness, and long-term engagement of fitness tracking services. Additionally, retention of wearable technology can be improved by applying human factors principles to make products more user-centered and friendly.

Document: https://doi.org/10.1177/1541931213601871

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