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학술대회자료
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한국HCI학회 한국HCI학회 학술대회 EXTENDED ABSTRACTS OF HCI KOREA 2016 학술대회 발표 초록집
발행연도
2016.1
수록면
451 - 455 (5page)

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Recently, wearable device market is popular worldwide. Among several kinds of it, one area is pedometer-based fitness service and products. Previous studies have mainly focused on exploring the technological development of it. However, while gradually increasing the interests in user"s usage patterns, game and gamification studies have shown positive results to promote user engagement of physical activity. The purpose of this study is to see the usability and sustainability on the wearable device for physical activity. We want to observe effectiveness specially in gamification conditions through user case study. We performed user evaluations of Fitbit, one of the pedometer-based wearable devices and FitRPG, a gamified service compatible with Fitbit. Interview questions consist of usability, usefulness and affect based on Human Computer Interaction (HCI) elements. We conducted user research for 4 weeks (2 weeks for Fitbit condition/2 weeks for FitRPG condition) to ascertain sustainability. After collecting data and interview answers, we were able to suggest three issues of the gamified service that may affect users.

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ABSTRACT
INTRODUCTION
RELATED WORKS
USABILITY, USEFULNESS, AND AFFECT
METHODOLOGY
RESULT
DISCUSSION
CONCLUSION
REFERENCES

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UCI(KEPA) : I410-ECN-0101-2016-004-002618336