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Is a Virtual Workout Partner Better Than a Real One?

A recent Michigan State University study demonstrated that competition with a virtual partner could increase workout performance compared to exercise conducted alone.  The researchers even suggested that a virtual workout partner is better than a real workout partner.

According to lead researcher Deborah Feltz, some “individuals can become discouraged if they believe they can never keep up with their [real-life] partner, or on the other hand, become bored if their partner is always slower.”  Feltz believes a virtual partner can be programmed to optimize competitive motivation and, at the same time, remove social anxiety from working out in public.

The study raises some good points.  Primarily, finding a real-life workout partner that provides adequate motivation is not easy. However, I think a computer programmed virtual partner would become annoying.  Would the partner be better than me every day?  If so, is it different from competing with my previous best workouts?  Won’t I constantly be wondering how the partner was programmed that day?

Perhaps there is a way to build on the study observations to reach an even more powerful solution:  real workout partners, matched in a virtual competition.  You and I might be in different gyms and not know each other, but competing in real time using wireless sensors.

With this type of setup, I can be matched with someone at my skill level, avoid social anxiety from in-person competition, yet also know that I’m competing with a real person.  Real-time, virtual exercise competition with real partners is a ways in to the future, but it’s a possibility that’s always been exciting for our team.

Why You Don’t Run When You Hear the Fire Alarm…

Building on FireImage from www.topnews.in

Earlier this week, the fire alarm sounded loudly and persistently in EveryFit’s office.  And yet both our team as well as friends at another company decided not to skedaddle urgently, even though our lives could have conceivably been on the line.  In fact, many of us questioned whether we should have left the building at all.  One guy said that in college, he used to sleep through fire alarms, and the rest of us nodded in agreement.  In sum, the value of doing nothing seemed greater than the perceived probability that we were going to die in a fire that was raging through our building.

With sirens blaring, the fire trucks rushed through the building to discover, as we had thought, that there was no actual fire.   This incident reinforces many insights into social behavioral psychology that are as relevant in everyday life as they are in triggering healthy behavior change:

1)      The anchoring of false alarms – Similar to the story about crying wolf, if you’ve lived through false fire alarms before, you’re unlikely to believe that there’s anything different this time around.  People are pattern-driven, so a trigger must offer evidence to defy the pattern in order to be effective.

2)      Fire alarms trigger only one human sense – you hear the ingratiating sound of the alarm, but none of the other four senses are immediately engaged, unless you’re in the middle of the fire.  Bottom line: the more senses engaged, the more credible and influential the trigger. If you can see the fire with your own eyes, feel the heat, and/or smell the smoke, you’re more likely to stop, drop, and roll.

That said it’s not necessary to engage multiple senses to trigger a desired action.  For anyone focused on behavior change, it’s important to deliver triggers that engage the most valuable human sense for the task at hand.  In the case of fires, sound alarms arguably engage the least valuable sense for convincing people to leave a burning building.  After all, you can hear the alarm but you likely can’t hear the fire.

3)      Social interaction is a double-edged sword – On the one hand, if a colleague were to burst into the office and warn us all that a fire was raging, it would have been an effective trigger for us to move.  On the other hand, if we’re all anchored by our past experience with false alarms, we’re likely to sit still and go down in flames unknowingly.

What does this tell us? Above all, it indicates that social proof is very powerful, but that social influence based on anchored thinking is likely to lead to inaction and disaster.  Solomon Asch’sclassic conformity experiments in the 1950s are a case-in-point that social anchoring can lead people astray, even if their initial inclination towards an action or response is correct.

Every day, doctors tell patients that if they don’t manage their chronic diseases—such as diabetes, hypertension, and cardiovascular conditions—they’ll die.  And yet the vast majority of people still consume too much sugar, spend too much time on the couch, and don’t see the immediate relationship between their behavior and the consequences of their diseases.

The lesson:  most of your doctor’s advice is like a fire alarm, where the immediate reward of inactivity and bad nutrition is still more visible, tasty, fragrant, and tangible than the prospect of dying.   For behavioral triggers to be actionable, they must be credible, engage the dominant human sense for a given task, and apply the power of unanchored social proof.  Until then, we all risk going down in flames.

Exercise Games Should (Wii) Fit My Lifestyle

Image of Wii Fit balance game from ign.com. Sliding a penguin on an icy platform has nothing to do with fitness. That's the whole point. It's brilliant!

The promise of exercise video games is no doubt appealing.  You mean I can play a video game in my living room and get in shape?

I’ve recently been able to test a few of the most popular of these games (WiiFit and EA Active). Can these games help the mainstream user over the long term?  What can we learn from them?  Here are my thoughts:

What I Like

Records, Status and Other Personalized Elements

They say “records are made to be broken”, but I would say “records are made to get people to do ridiculously illogical things (e.g. Cal Ripken, Jr.).”  It’s the same reason that I replayed this soccer game on Wii Fit 75 times just trying to achieve “champion” status.  It’s the same reason my friend “checks-in” on foursquare to become mayor of his own apartment.  Man, this concept has a lot of power.

Fun That Sneaks Up on You

Why is it fun to control a penguin sliding on an icy platform while trying to capture fish?  I don’t know, but it is.  There are definitely times when a game provides a workout and you don’t even realize it until you’re exhausted at the end.  You’re having fun.  Almost all of the basic movements that you can do in your living room can be incorporated in to a game.

Short, Achievable Sessions

This is the key, especially for beginners.  Just learning the system, I liked trying out a bunch of different activities and not getting tied in to one for too long.  This keeps it fresh and gives the user an immediate sense of accomplishment.  However, it doesn’t take long before it becomes a negative (see below).

What Can Be Better

Doesn’t Fit My Lifestyle

My biggest problem: I have to be in my living room, the same place where I watch television.  It’s just too easy to fall back to my usual activity in that room.  “Well, I’ll take a quick break and see what the score in the Celtics game is.”  Also, the experience feels very disjointed.  As I mentioned above, the short achievable sessions quickly become annoying.  Either I have to plan out a full list of activities before I start or I go back to the menu after each, which brings me to my next point.

Too Many Choices

There’s a lot of setup time and much of it is in the menus (for EA active, setup is even longer because of the sensors).  There is a reason that 90% of people just press “Quick Start” when they jump on to a treadmill.  I want to start right away, not sift through the menu pages trying to decide what to do from 100 activities.  Every additional time I have to do it is even more annoying.  It would be best if I chose an initial activity, then the game responded with new activities and levels based on my performance.

Just Focus on Fun

Why do I always have to pick a virtual trainer?  I don’t think these applications should pretend to be trainer like.  For someone that wants trainer feedback, a real person is the way to go.  These should be fun applications that provide a totally different type of motivation.

Where To Go From Here

On the whole, these are great applications.   The concepts of personalized, fun and achievable workout motivation are powerful.  However, the biggest opportunity yet to be tapped is fitting these elements more seamlessly in to the average user’s everyday lifestyle.  Wii Balance Boards aren’t collecting dust because the games aren’t fun.  They’re collecting dust because users are seeking freedom to enjoy these motivational elements beyond the living room.  No worries – that’s coming soon.

Can Lessons from Slot Machines Help in Building an Exercise Habit?

60 Minutes recently ran a story about the increasingly addictive nature of slot machines.  According to the story, players became so addicted to slots they described their experience as a “kiss from a lover” and checked in to rehab with slot withdrawal shakes.  One slot addict admitted he became so engaged in the slot experience that he could not remember his children’s name while playing.

 

What can the exercise industry learn from casinos? I don’t want to suggest that making exercise addictive would be a good thing or that I agree with casinos preying on the addictiveness of slots.  Addiction, even to something good for you like exercise, is probably unhealthy and not in the best interest of the individual.  However, perhaps we can apply some of the slot machine concepts for a good cause – to help people build a habit of exercise.

 

First, we have to understand why the new slot machines are addictive.  According to MIT anthropology Professor Natasha Schull, slots are now more like high-tech video games with carefully designed elements to hook the user and make the experience as engaging as possible.  For the addicted player, it’s actually more about the experience than the opportunity to win money.  In fact, Schull described “gambler’s who had won the jackpot that became irritated because it stopped the flow of play.”

 

I’ll lay out a few of the addictive elements that researches like Schull have identified in slot machines and how these elements might be used to help people develop an exercise habit:

 

1.  Immediate, Fast-Paced Rewards. “What addiction really has to do with is the speed of rewards,” said Schull during the 60 Minutes interview.  The newest slot machines are providing extremely fast-paced play, with simultaneous bets and special bonus periods. There is an opportunity to apply this concept in exercise, an activity that typically makes the participant wait a long time for rewards (weight loss, improved cardiovascular health, etc.).  The exercise industry can increase the speed of rewards by developing short-term incentives for physical activity, perhaps delivering these in a more game like experience.

 

2.   Constant Winning. Researchers find that slot addicts feel they are always winning, regardless of the balance in their account.  That’s because many of the new slots are constantly ringing up rewards, even though these rewards are often a fraction of the bet placed (a $1 bet might give the user a feeling of winning when only $0.25 is returned to his or her account).  I think the translation to the exercise world works particularly well here.  Any amount of exercise is beneficial.  If positive feedback is properly applied, the exerciser should be able to experience a sense of constant winning, regardless of progress towards long-term goals.

 

3.  Intangible Rewards. Most slot machines deal in “credits” rather than dollars and cents (i.e. cash is immediately converted to an intangible currency once inserted in to the machine).  As a result, the user gets lost in the experience because it is harder to tie credits to real world value.  Applying intangible rewards in exercise could be a great way to make the experience more engaging, especially for the more casual exerciser.  Take calories, a very prominently displayed metric during cardiovascular exercise.  Some exercisers we have talked to get discouraged tracking calories since this metric can be so easily tied to the real word (i.e. nutrition).  If I can only burn 400 calories in a workout, I’m just barely offsetting the 3 cookies I ate this afternoon.  That’s very discouraging!  Shouldn’t there be a bigger reward?  Maybe a more abstracted metric, like credits, would be more motivating and rewarding.

 

I would guess the major argument against applying slot concepts to exercise is that the slots are generally considered entertainment, while exercise is widely considered work.  But does that have to be the case?  There is nothing inherently entertaining about sitting in front of a screen for hours on end, pushing a button and watching a wheel spin.  It’s the way the experience is designed that makes this activity entertaining.

 

While you might not walk in to a gym in the near future and hear coins dispensing and jackpot alarms, we believe a more engaging and fun exercise experience is on the way.

 

The Skeletons in Your Kinect

Skeletal Mapping in the XBox Kinect

Image from XBox.com Engineering Blog

Here's a highly informative postfrom the XBox Engineering team on the Kinect's skeletal tracking system and gestural interface.  The sheer volume of machine learning behind the Kinect is impressive, but there are some important constraints that exergaming developers will have to work through:

  • Motion-based activities & games are limited to a 10-foot gestural space (i.e. your living room).   While some video gaming critics argue that the spatial boundaries are too large, we would argue that they're actually too small.  See our previous post on the physiological limitations of the Wii Fit and Kinect.
  • The skeletoscope can currently recognize two active players.   It will be interesting to see how game developers leverage the 4 potential passive players to make the gestural experience more social and community-focused.
  • The verdict remains out on whether skeletal (parts) pixel mapping can effectively identify limbs, fingers, and toes in rapid motion.   This was one of the key reasons Sony turned down Kinect in 2002 and has embraced a tech hybrid between Kinect and Wii (i.e. PlayStation Move).  Whether or not you like or have the Move, the use of of the gyroscope/accelerometer wand provides key motion-precision controls to developers & users that a skeletal tracking camera alone simply cannot.

As gaming consoles go, the Kinect does have elements of "magic," but it's important to recognize that major breakthroughs in exergaming are more likely to come from the ability of software developers to balance hardware constraints with user compliance.  With that in mind, it will be interesting to see if future iterations of the Kinect unload the skeletons in favor of something else...

Can Lady Gaga get you into shape?

Music and Exercise

To what extent is your mp3 playlist linked to your workout performance?  A 2009 study by British researchers tested variation in music tempo on the performance of male cyclists and found measurable changes in cyclist response—heart rate and speed/cadence improved in response to higher tempos.

Another 2003 study out of University of Wisconsin-Lacrosse found that with music tempo increases, exercise bikers improved pedaling cadence by 10-15%.   Health columnist Gretchen Reynolds from the New York Times covered these studies and a few others recently—interestingly, some of the test subjects conveyed that the music made them feel that they were working harder and correspondingly pushed them to workout more intensely. These findings are quite interesting and indicate this is a ripe area for research and experimentation.

In the Wisconsin study, the researchers preset the music for the cyclists (i.e. by time sequencing music with no tempo, slow tempo, and fast tempo).   That was in a pre-iPod world.  Nowadays users can dynamically generate music playlists via applications like Genius.    On the exercise front, Nike+ already gives you the opportunity to pick your “homestretch” song for extra motivation at a key time in your run.

And these applications are just scratching the surface.  The truth is, real-time volume, tonal, and tempo manipulation is possible.  With context-aware exercise applications, users should expect Lady Gaga, Vivaldi, and Eminem to help them modulate their intensity levels in strength and cardio training.  Instead of you telling your music player what to play, your player will select music catered to your dynamic workout routine.  Yep, it’s only a matter of time before exercise loses itself in the music…

Wii Fit and Kinect - Quality Exercise?

This recent post on the NY Times “Well” blog discusses the effectiveness of “exergames” (i.e. Wii Fit, Kinect, etc.) as a substitute for more traditional exercise. Despite the growing popularity of these games, early studies are not providing evidence that current exergames alone allow younger people to meet physical activity guidelines. We’ve been hearing this from our user study participants as well.   One major shortcoming of existing exergames: you are confined to your living room (too many ways to become distracted and not enough real equipment to get a good workout).

If Only Angry Birds were Fit...

...they wouldn't be so angry.  According to the Wall Street Journal, physics-based games like "Angry Birds" are ridiculously addictive...so what does this mean for fitness?

Angry Birds Rovio's "Angry Birds" is the #1 iphone game for good reason--great user experience, simple rules, and constant rewards.

Key takeaways for mobile fitness/health:

  • Rewards systems and positive reinforcement are critical to user engagement
  • Casual games provide a “cognitive distraction”–studies show this improves player moods and stress levels.  Very relevant to fitness.
  • The user experience on the mobile phone has far greater potential to achieve mass appeal than PC games and game consoles like the Wii and XBox.  Systems like the Wii Fit and XBox Kinect are scratching the surface of what’s possible.  For the mainstream user, the breakthroughs in fitness will come via the mobile phone because it is ubiquitous, portable, and multi-functional. Unlike consoles, the phone also lends itself well to casual, interrupted use–this is critical for the mainstream user.

Check out the full article here…and get angry for fitness!

Bringing FarmVille to Fitness—Why Exercise Needs Gaming

FarmVille and Fitness

At last count, there were nearly 100 million people playing FarmVille, the popular Zynga game that infests your Facebook newsfeed and begs you to plow land and harvest crops.

Even if tending to vegetables isn’t your cup of beans, FarmVille’s success demonstrates how game mechanics can be applied effectively to motivate desired behavior and outcomes.  The game’s immense popularity comes from its wonderfully addictive and simple formula—come back and you’ll get rewarded; don’t check in and your crops will die.

Last week at the TedXBoston Conference, Seth Priebatsch of the gaming company SCVNGRgave a stellar presentation summarizing the future of the game layer.  Whereas the past 10 years were the decade of “social”—a la Facebook’s Open Graph—the most critical future innovations in the cloud will be in the game layer, where companies leverage game mechanics to build their customer/user base.  Priebatsch highlighted four key principles of effective game mechanics:

1)      Appointment-based:  Time and location restrictions are incredibly powerful motivators of behavior.  In FarmVille, if you buy seeds that harvest quickly—say strawberries—you have to return within 4 hours or the crop will wilt and you’ll lose profits.   Limited appointment windows introduce scarcity and urgency, whereas if you leave action entirely up to the user, the action becomes optional.  This is no less true in fitness.

2)      Social Influence and Status: Foursquare is an example of a community that thrives on individual desire for social status and influence.  People vie to become mayor of a restaurant, district, bus route, and other quirky venues—these status rewards are currently location-based.  In the world of fitness, rewards should be exercise-based, thereby making fitness a fun habit rather than a draining chore.

3)      Progression: Everyone loves seeing their progress towards a goal improve when they take action.  Priebatsch highlights the progress bar in LinkedIn as a good example—if you’re at 85% and the service gives you ways to get to 100% (i.e. fill out your profile completely, solicit professional references), that’s a good motivator.   In FarmVille, you start out as a “Farm Hand” on Level 1 and can progress to “World Champ” at Level 70.  Realizing that levels make FarmVille extremely addictive, Zynga introduced 20 more levels in June 2010.

Everyone loves progression and, correspondingly, recognition for progression.  In the realm of fitness, if you burn 250 calories today or lose an inch off your waist size this week, shouldn’t you be able to advance to Level 2?  You’d hope so.

4)      Communal Discovery: Collaboration around a designated goal is possibly the most powerful motivator of individual behavior.  In microfinance, if a group receives a community loan, the whole group suffers if one person defaults and fails to pay back their share.  As a result, the whole group feels invested in the success of every individual.  While few people consciously recognize the microfinance model as an example of a game, it actually applies game mechanics quite well.

Through surveys that we’ve run at EveryFit, it is clear that most health club members do not feel like a part of a community.  Many members highlight that personal training staff don’t know their names and that their general feelings of anonymity make them feel undervalued—put simply, no one else is invested in their success.

The fitness industry should take notice, given that over 40% of new health club members quit each year because they are dissatisfied with their workout experience.   While tending to crops may not be the answer, the industry must absolutely leverage game mechanics to retain customers effectively.

That’s all for now.  Time to tend my tomatoes…

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