This paper describes the results of a three month study of physical fitness in the United States. Using a literature review, blog readings, interviews, and diary studies, the authors identify key challenges and opportunities for technology to support fitness behaviors. Results focus on implications for the design and implementation of personal health visualization software.
Goodman, E., Foucault, B. 2006. Seeing fit: visualizing physical activity in context. In CHI’06 EA: 797-802.
Chang, M. and Goodman, E. 2004. FIASCO: Game interface for location-based play. In Proc. DIS EA ’04: 329–332
About the project
As humans we come to understand the places around us using a myriad of observable cues, such as public-private, large-small, daytime-nighttime, loud-quiet, and crowded-empty. Unsurprisingly, it is the people with which we share such spaces that often dominate our perception of place. Sometimes these people are friends, family and colleagues. More often, and particularly in urban public spaces, the individuals who affect us are ones that we repeatedly observe and yet do not directly interact with – our Familiar Strangers.
This research project explored the often ignored yet very meaningful relationships with Familiar Strangers. Several experiments and studies led to a design for a personal, body-worn, wireless device that extends the Familiar Stranger relationship while respecting the delicate, yet important, constraints of our feelings and relationships with strangers in public places. Sponsored by Intel Research from 2003–4, with Eric Paulos.
Galloway, A., Brucker-Cohen, J., Gaye, L., Goodman, E. and Hill, D. 2004. Design for Hackability. In Proc DIS ’04: 363-366.
Paulos, E. and Goodman, E. 2004. The Familiar Stranger: Anxiety, Comfort, and Play in Public Places. In Proc. CHI ’04: 223-230.
SITEspecific: wireless networks and urban art practice
Taught with Ali Sant.