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ABSTRACT
Designing to stimulate health and fitness in children proposes particular challenges because children lack direct control over their environment. Additionally, children respond more to activities emphasizing recreation over education. This paper details the design and development process for children, highlighting design choices with research from industry, parents and children. The end product is a responsive and persuasive audio player that controls and varies music tempo based on measured activity level. This device makes use of music's natural ability to fuel activity, and it gives children a way to directly control some portion of their environment. Additionally, it delivers increased exercise under the disguise of fun and recreation. This paper contributes to the HCI design process for children by showing how to develop persuasive technologies to implicitly succeed a specific goal without explicitly addressing an existing problem.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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