Steven Ibara

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This paper argues for evaluating the impact of persuasive systems on users beyond metrics that focus on system usage, based on an interview study of 16 Wii Fit users. While exploring their experiences and reasons for abandoning the system, two main themes emerged: the tension between Wii Fit as a fitness tool and a game, and ways participants reacted to the(More)
Systems for collaborative writing have long captured the attention of CSCW researchers, but have only recently come into widespread use. One issue in designing and understanding these systems is awareness of others' actions in a document. On the one hand, making edits and changes visible can improve collaborators' knowledge of who has made edits and what(More)
Linguistic theory holds that the structure of a sentence can be described in abstract syntactic terms, independent of the specific words the sentence contains. Nonlinguistic behavior, including goal-directed action, is also theorized to have an underlying structural, or "syntactic," organization. We propose that purposive action sequences are represented(More)
Persuasive technologies designed to improve the health and fitness of users are becoming increasingly popular. One example is Nintendo's Wii Fit, which has achieved commercial success. Despite this success, many people ultimately abandon this technology. Past work explored reasons for leaving, but retroactively. This study examines the reactions of(More)
Recent work has given rise to the view that reward-based decision making is governed by two key controllers: a habit system, which stores stimulus-response associations shaped by past reward, and a goal-oriented system that selects actions based on their anticipated outcomes. The current literature provides a rich body of computational theory addressing(More)
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