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Frank X. Chen

dblp:144/5347 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 44% Games and playful interaction · 34% Human-robot interaction · 17%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
exergames
0.212014
"healthifying" exergames: improving health outcomes through intentional priming · CHI 2014
Human-robot interaction
feedback
0.112011
Designing for context-aware health self-monitoring, feedback, and engagement · CSCW 2011
Health and well-being technologies › personal informatics
self-monitoring
0.112011
Designing for context-aware health self-monitoring, feedback, and engagement · CSCW 2011
Games and playful interaction
gamification
0.112014
"healthifying" exergames: improving health outcomes through intentional priming · CHI 2014

Methods — techniques the papers use, named apart from their topics

2x2 experiment · 0.2fieldwork · 0.1field testing · 0.1
YearPublicationVenuePosition
2014 "healthifying" exergames: improving health outcomes through intentional priming
abstract
Exergames, video game systems that require exertion and interaction, have been rising in popularity in the past years. However, research on popular exergames shows mixed health benefits, potentially due to minimal energy expenditure and decreasing use over time. This paper presents a 2x2 experimental study (N = 44), using a popular exergame, where we vary the framing of intention (i.e., "Gameplay" or "Exercise") and feedback (i.e., "Health" or "No health") to explore their single and interactive impacts on perceived exertion, objectively measured energy expenditure, affect, and duration of usage in a single session. Our study showed that participants primed with exercise used the system significantly longer than those primed with game play (M = 49.2 ±2.0 min versus M = 39.3 ±2.0 min). We discuss our results and possible design implications based on our single-session experiment. We conclude with a discussion on the potential impact of focusing on "healthifying" exergames -highlighting an exergames" dual purpose as both a game and exercise - as opposed to gamifying health behaviors.
Frank X. Chen, Abby C. King, Eric B. Hekler
CHI1
2011 Designing for context-aware health self-monitoring, feedback, and engagement
abstract
There is a novel opportunity to increase awareness of health activities in a person's daily life. One way to do that is through context-aware self-monitoring. We explore design insights from field work and field testing different methods for self-monitoring. We present an innovative design for establishing context-aware self-monitoring that has the potential to improve health.
Frank X. Chen, Eric B. Hekler, Candy Zhao
CSCW1