Skip to main content Accessibility help
×
Home
Hostname: page-component-6c8bd87754-fppf4 Total loading time: 0.226 Render date: 2022-01-20T00:14:02.341Z Has data issue: true Feature Flags: { "shouldUseShareProductTool": true, "shouldUseHypothesis": true, "isUnsiloEnabled": true, "metricsAbstractViews": false, "figures": true, "newCiteModal": false, "newCitedByModal": true, "newEcommerce": true, "newUsageEvents": true }

A STUDY INTO DESIGNING AN AMBIENT WATER BOTTLE THAT SUPPORTS USERS' WATER-INTAKE TRACKING PRACTICES

Published online by Cambridge University Press:  27 July 2021

Aykut Coskun*
Affiliation:
Koc University-Arcelik Research Center for Creative Industries
Mert Yildiz
Affiliation:
Koc University-Arcelik Research Center for Creative Industries
Hakan Yilmazer
Affiliation:
Koc University-Arcelik Research Center for Creative Industries
Hüseyin Uğur Genç
Affiliation:
Koc University-Arcelik Research Center for Creative Industries
*
Coskun, Aykut, Koc University, Koc University Arcelik Research Center for Creative Industries, Turkey, aykutcoskun@ku.edu.tr

Abstract

HTML view is not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

Taking on the challenge of motivating users to drink water regularly, we designed a smart water bottle that can track water intake behavior and inform users about this behavior through ambient feedback. We then conducted two studies to explore the bottle's feedback design from the perspective of users and designers. First, we conducted semi-structured interviews with 10 prospective users and found that they would like to receive personalized, precise, gamified and reminding feedback. Second, we conducted a design workshop with 13 professional designers to explore the range of visualizations that can be used to give feedback. Analyzing these visualizations, we identified three reminder types (augmenting, restoring and balancing) and six visualization styles grouped according to three dimensions of ambient displays (representation fidelity, notification level, aesthetic emphasis). In this paper, we first explain our water bottle concept along with existing solutions. Then, we report the results of these studies. Finally, we discuss the potential implications of the results for our own work as well as for designing ambient displays aimed at supporting users' water intake tracking practices.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2021. Published by Cambridge University Press

References

Alahäivälä, T. and Oinas-Kukkonen, H. (2016), “Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature”, International Journal of Medical Informatics, available at:https://doi.org/10.1016/j.ijmedinf.2016.02.006.CrossRefGoogle Scholar
Chang, T., Ravi, N., Plegue, M.A., Sonneville, K.R. and Davis, M.M. (2016a), “Inadequate hydration, BMI, and obesity among US adults: NHANES 2009-2012”, Annals of Family Medicine, Vol. 14 No. 4, pp. 320324.10.1370/afm.1951CrossRefGoogle Scholar
Chang, T., Ravi, N., Plegue, M.A., Sonneville, K.R. and Davis, M.M. (2016b), “Inadequate hydration, BMI, and obesity among US adults: NHANES 2009-2012”, Annals of Family Medicine, available at:https://doi.org/10.1370/afm.1951.CrossRefGoogle Scholar
Chapman, J. (2012), Emotionally Durable Design: Objects, Experiences and Empathy, Emotionally Durable Design: Objects, Experiences and Empath y, available at: https://doi.org/10.4324/9781849771092.CrossRefGoogle Scholar
Chiu, M., Chang, S., Chang, Y., Chu, H., Chen, C.C., Hsiao, F. and Ko, J. (2009), “Playful Bottle: a Mobile Social Persuasion System to Motivate Healthy Water Intake”, Proceedings of the 11th International Conference on Ubiquitous Computing, pp. 184194.10.1145/1620545.1620574CrossRefGoogle Scholar
Choi, S. and Lee, U. (2016), “LockDoll: Providing Ambient Feedback of Smartphone Usage within Social Interaction”, CHI Extended Abstracts on Human Factors in Computing Systems, pp. 11651172.10.1145/2851581.2892445CrossRefGoogle Scholar
Comber, R., Thieme, A., Rafiev, A., Taylor, N., Krämer, N. and Olivier, P. (2013), “BinCam: Designing for engagement with Facebook for behavior change”, Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), available at:https://doi.org/10.1007/978-3-642-40480-1_7.CrossRefGoogle Scholar
Cugelman, B. (2013), “Gamification: What it is and why it matters to digital health behavior change developers”, Journal of Medical Internet Research, available at:https://doi.org/10.2196/games.3139.CrossRefGoogle Scholar
Gibson, S., Gunn, P. and Maughan, R.J. (2012), “Hydration, water intake and beverage consumption habits among adults”, Nutrition Bulletin, available at:https://doi.org/10.1111/j.1467-3010.2012.01976.x.CrossRefGoogle Scholar
Greenleaf, J.E. (1992), “Problem: Thirst, drinking behavior, and involuntary dehydration”, Medicine and Science in Sports and Exercise, available at:https://doi.org/10.1249/00005768-199206000-00007.CrossRefGoogle Scholar
Ham, J. and Midden, C. (2010), “Ambient persuasive technology needs little cognitive effort: The differential effects of cognitive load on lighting feedback versus factual feedback”, Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), available at:https://doi.org/10.1007/978-3-642-13226-1_14.CrossRefGoogle Scholar
Ham, J., Midden, C. and Beute, F. (2009), “Can ambient persuasive technology persuade unconsciously? Using subliminal feedback to influence energy consumption ratings of household appliances”, ACM International Conference Proceeding Series, available at:https://doi.org/10.1145/1541948.1541988.CrossRefGoogle Scholar
Hassenzahl, M. (2008), “User experience (UX)”, Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine on - IHM ’08, p. 11.Google Scholar
Hidrate Inc. (2018), “Hidrate Spark”, available at: https://hidratespark.com.Google Scholar
Jafarinaimi, N., Forlizzi, J., Hurst, A. and Zimmerman, J. (2005), “Breakaway: An ambient display designed to change human behavior”, Conference on Human Factors in Computing Systems - Proceedings, available at:https://doi.org/10.1145/1056808.1057063.CrossRefGoogle Scholar
Jéquier, E. and Constant, F. (2010), “Water as an essential nutrient: The physiological basis of hydration”, European Journal of Clinical Nutrition.10.1038/ejcn.2009.111CrossRefGoogle Scholar
Kim, T., Hong, H. and Magerko, B. (2010a), “Design requirements for ambient display that supports sustainable lifestyle”, DIS 2010 - Proceedings of the 8th ACM Conference on Designing Interactive Systems, available at:https://doi.org/10.1145/1858171.1858192.CrossRefGoogle Scholar
Kim, T., Hong, H. and Magerko, B. (2010b), “Designing for persuasion: Toward ambient eco-visualization for awareness”, Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), available at:https://doi.org/10.1007/978-3-642-13226-1_12.CrossRefGoogle Scholar
Ko, J.-C., Hung, Y.-P. and Chu, H.-H. (2007), “Mug-Tree: A Playful Mug to Encourage Healthy Habit of Drinking Fluid Regularly”, Adjunct Proceedings of the 9th International Conference on Ubiquitous Computing (Ubicomp2007), pp. 220223.Google Scholar
Kreuter, M.W. and Strecher, V.J. (1996), “Do tailored behavior change messages enhance the effectiveness of health risk appraisal? Results from a randomized trial”, Health Education Research, available at:https://doi.org/10.1093/her/11.1.97.CrossRefGoogle Scholar
Lessel, P., Altmeyer, M., Kerber, F., Barz, M. and Krüger, A. (2016), “WaterCoaster: A Device to Encourage People in a Playful Fashion to Reach Their Daily Water Intake Level”, CHI Extended Abstracts on Human Factors in Computing Systems, pp. 18131820.10.1145/2851581.2892498CrossRefGoogle Scholar
Lockton, D., Brass, C., Bowden, F. and Gheerawo, R. (2014), “Bird-wattching: exploring sonification of home electricity use with birdsong”, No. September.Google Scholar
Maan, S., Merkus, B., Ham, J. and Midden, C. (2011), “Making it not too obvious: The effect of ambient light feedback on space heating energy consumption”, Energy Efficiency, available at:https://doi.org/10.1007/s12053-010-9102-6.CrossRefGoogle Scholar
Mankoff, J., Dey, A.K., Hsieh, G., Kientz, J., Lederer, S. and Ames, M. (2003), “Heuristic evaluation of ambient displays”, Conference on Human Factors in Computing Systems - Proceedings, available at:https://doi.org/10.1145/642640.642642.CrossRefGoogle Scholar
Mateevitsi, V., Reda, K., Leigh, J. and Johnson, A. (2014), “The health bar: A persuasive ambient display to improve the office worker's well being”, ACM International Conference Proceeding Series, available at:https://doi.org/10.1145/2582051.2582072.CrossRefGoogle Scholar
Miles, M.B. & Huberman, M. a. (1994), “Qualitative data analysis: An expanded sourcebook (2nd ed.)”, Qualitative Data Analysis: An Expanded Sourcebook (2nd Ed.)., Vol. 20 No. 1, pp. 159160.Google Scholar
Mugge, R., Schoormans, J.P.L. and Schifferstein, H.N.J. (2005), “Design strategies to postpone consumers’ product replacement: The value of a strong person-product relationship”, Design Journal, available at:https://doi.org/10.2752/146069205789331637.CrossRefGoogle Scholar
Nakajima, T. and Lehdonvirta, V. (2013), “Designing motivation using persuasive ambient mirrors”, Personal and Ubiquitous Computing, available at:https://doi.org/10.1007/s00779-011-0469-y.CrossRefGoogle Scholar
Neves, D., Costa, D., Oliveira, M., Jardim, R., Gouveia, R. and Karapanos, E. (2016), “Motivating Healthy Water Intake through Prompting, Historical Information, and Implicit Feedback”, pp. 710.Google Scholar
Niedderer, K., Mackrill, J., Clune, S., Lockton, D., Ludden, G., Morris, A., Cain, R., et al. (2014), Creating Sustainable Innovation through Design for Behaviour Change: Full Project Report, available at:https://doi.org/10.13140/2.1.4817.4409.CrossRefGoogle Scholar
Occhialini, V., Van Essen, H. and Eggen, B. (2011), “Design and evaluation of an ambient display to support time management during meetings”, Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), available at:https://doi.org/10.1007/978-3-642-23771-3_20.CrossRefGoogle Scholar
Palma, L., Marques, L.T., Bujan, J. and Rodrigues, L.M. (2015), “Dietary water affects human skin hydration and biomechanics”, Clinical, Cosmetic and Investigational Dermatology, available at:https://doi.org/10.2147/CCID.S86822.CrossRefGoogle Scholar
Pousman, Z. and Stasko, J. (2006), “A taxonomy of ambient information systems: Four patterns of design”, Proceedings of the Workshop on Advanced Visual Interfaces, available at: https://doi.org/10.1145/1133265.1133277.CrossRefGoogle Scholar
Ritz, P. and Berrut, G. (2005), “The Importance of Good Hydration for Day-to-Day Health”, Nutrition Reviews, available at:https://doi.org/10.1111/j.1753-4887.2005.tb00155.x.CrossRefGoogle Scholar
Rogers, Y., Hazlewood, W.R., Marshall, P., Dalton, N. and Hertrich, S. (2010), “Ambient influence: Can twinkly lights lure and abstract representations trigger behavioral change?”, UbiComp’10 - Proceedings of the 2010 ACM Conference on Ubiquitous Computing, available at:https://doi.org/10.1145/1864349.1864372.CrossRefGoogle Scholar
Thermos, L.L.C. (2018), “Thermos Smart Lid”, available at: https://www.thermos.com/smartlid.Google Scholar
Zimmerman, J. (2005), “Video sketches: Exploring pervasive computing interaction designs”, IEEE Pervasive Computing.10.1109/MPRV.2005.91CrossRefGoogle Scholar
You have Access
Open access

Send article to Kindle

To send this article to your Kindle, first ensure no-reply@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about sending to your Kindle. Find out more about sending to your Kindle.

Note you can select to send to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be sent to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

A STUDY INTO DESIGNING AN AMBIENT WATER BOTTLE THAT SUPPORTS USERS' WATER-INTAKE TRACKING PRACTICES
Available formats
×

Send article to Dropbox

To send this article to your Dropbox account, please select one or more formats and confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your <service> account. Find out more about sending content to Dropbox.

A STUDY INTO DESIGNING AN AMBIENT WATER BOTTLE THAT SUPPORTS USERS' WATER-INTAKE TRACKING PRACTICES
Available formats
×

Send article to Google Drive

To send this article to your Google Drive account, please select one or more formats and confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your <service> account. Find out more about sending content to Google Drive.

A STUDY INTO DESIGNING AN AMBIENT WATER BOTTLE THAT SUPPORTS USERS' WATER-INTAKE TRACKING PRACTICES
Available formats
×
×

Reply to: Submit a response

Please enter your response.

Your details

Please enter a valid email address.

Conflicting interests

Do you have any conflicting interests? *