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Tangible data visualization of physical activity for children and adolescents: A qualitative study of temporal transition of experiences
International Journal of Child-Computer Interaction, Volume: 35, Start page: 100565
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Children and adolescents in the UK are increasingly at risk of significant health problems due to physical inactivity. While activity trackers and fitness applications have focused on addressing this problem in youth, poor wear-time compliance and usability and accessibility issues have been frequen...
|Published in:||International Journal of Child-Computer Interaction|
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Children and adolescents in the UK are increasingly at risk of significant health problems due to physical inactivity. While activity trackers and fitness applications have focused on addressing this problem in youth, poor wear-time compliance and usability and accessibility issues have been frequently reported in the literature as barriers to engagement. Physicalization of data offers an alternative approach to engage with physical activity (PA). In this paper, we present the results of a seven-week qualitative study with 97 primary and secondary school children (8–14 years old). We took a temporal approach to collect children’s and adolescents’ perspectives in short video interviews as they received 3D-printed models representing their faded-weekly PA levels. Our findings showed that children’s and adolescents’ emotional engagement with the models remained high throughout the study, while their reflection on the models and their knowledge of what constitutes PA and its different types evolved over time. The findings from this temporal study suggest that tangible data visualization of PA evokes experiences such as embodied reflection, active learning, emotional engagement, and temporality of PA experience. Therefore, we argue that the motivational impact of regular tangible visualizations as a form of feedback should be considered alongside wearable trackers in addressing childhood inactivity.
Physical activity, Physical visualization, Tangible artifacts, User experience, Reflection, Engagement, Active learning, Temporality, Longitudinal, Children, Adolescents
Faculty of Science and Engineering