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N E W M E D I A I N S T I T U T E

Universit y of G eorgia

M AY 1 , 2 0 1 0

In the Spring of 2010, the Capstone class in the New Media Institute investigated the possibilities of using
various forms of personal media to encourage users to engage behaviors and activities that will improve
their overall health. In an effort to fight problems like heart disease, childhood obesity, type II diabetes, and
high blood pressure, the class researched the various platforms and created the projects detailed in this report.

P R E S E N T E D B Y:

New Media I nstitute • University of Georgia • w w w.mynmi.net


Table of Contents
Letter from the director
Twitter - TweetFit
Facebook - MyFitness Live
Mobile - CityStep
Gaming - Tugg
Letter from the director
Our relationship with media is changing. Old media that encouraged us to consume mass messages
are being pushed out by new media that respond in unique ways to our individual tastes, desires, and
behaviors. We call these new forms "personal media" because our experience with them is custom-
ized and individualized. With Facebook, we craft our own personal content and consume the
content of our friends. Via Twitter we build networks that allow us to "follow" those individuals we
personally find interesting, entertaining, or informing -- and ignore the rest. Mobile media delivers
content to the most personal devices that we live with 24/7 -- cell phones. And games allow us to
create our own personal spaces and experiences. The phenomenal growth in personal media attests to
the changes in media preference. There is a fundamental shift from media by them to media by and
for us.

The New Media Institute has challenged itself this semester. We wanted to determine if the power of
these personal media can be converted from individual gratification to a larger public good. Can
personal media make the world a better place? This semester we explored the role that personal
media might play in addressing one of our most pressing issues. We looked at whether Facebook,
Twitter, mobile media, and gaming can build healthier communities by encouraging individuals to
make good health behavior decisions.

NMI students scrutinized each of the personal media platforms. They analyzed existing projects.
They researched the technological components. Then they put what they learned to work. They
actually built "promotypes" to demonstrate the health opportunities for each platform. This report
contains their findings and a description of these systems they created.

We learned many things. But the main lesson is that personal media has great potential for public
good.

Dr. Scott Shamp


TWITTER
Kristen Danch-Powell, Amanda Gordon, Ellen Greenwell,
Cindy Reynolds, Lauren Robinson, Kristy Sumner

UGA | May 1, 2010


New Media Institute
Twitter
The Personal Media Public Good group devoted to Twitter have made it our goal to determine the best way
to use Twitter to help people change one behavior that can improve their overall health. To establish this ap-
proach, we have conducted research on the Twitter platform, literature related to Twitter, social media, and
health, as well as examined a successful health-related Twitter account, ActiveNetwork.

Platform overview
Jack Dorsey, the founder of Twitter, wanted to know where his friends were and what they were doing at any
given time during the day. Intrigued by the idea, Dorsey and several colleagues partnered with a creative envi-
ronment based in San Francisco, called Obvious, to build a prototype, which became Twitter (What is Twitter,
2009).

Twitter is a short messaging service that allows users to post messages of 140 characters or less in real-time.
It works with many networks and devices, from mobile to web, making it a popular social networking tool.
Through Twitter, subscribers are able to follow people or interesting sources. To use Twitter, you must have
an account. When a user tweets, their message is posted to their account and appears on the home page of
other users that follow them. This action allows users to interactively connect with other people on Twitter.

Using Apple computers, engineers at Twitter worked with a web application framework called Ruby on Rails.
The Twitter platform uses a message routing system to send tweets to user devices and offers features like
TwitPics and direct messaging in a sleek and simple social networking format (What is Twitter and how does
it work, 2009).

The first Twitter prototype launched in March 2006 and went public in August 2006. With an overwhelming
response, Twitter became its own entity, and Twitter, Inc. was born in May 2007 (What is Twitter, 2009).

People enjoy how simple it is to use Twitter. Users can post what they are doing, type what is on their mind,
or post links to other websites they find interesting or amusing. Recently, companies and organizations have
gotten involved in Twitter, using this free tool to promote their business and keep people updated on their
programs or initiatives. Many have found Twitter to be an effective marketing tool.

Unlike text messaging, which is a two-way conversation between two specific mobile phones, everyone that
follows an account can see those conversations on Twitter. This open aspect is a unique way for content to
circulate and reach many different types of users instantly. The future of Twitter lies in its ability to quickly
spread information to anyone at any time. An example of Twitter’s communication abilities occurred in 2009
when protestors in Iran and Moldova used Twitter to report riot information from the streets, because access
to traditional media was cut off by the government. In both cases, protestors created special hash tags to
more easily identify their tweets, which gave direct attention to the protests all over the world. Outsiders
could readily spot the tags and then retweet them to build awareness. This example illustrates how Twitter has
crossed boundaries from a simple social media network to a tool that can be used to incite public change
(Siegel, 2009).
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Twitter is also becoming increasingly useful as a networking vehicle. Twitter allows professionals to connect
with each other and post information about their industry. Twitter grew to be especially relevant for network-
ing after the economic downturn in 2008 and 2009 led to layoffs and job loss. Twitter provides easy avenues
for letting your network of followers know that you are looking for work, and through Twitter you can brand
yourself with a profile, tweet about projects, and find instant updates on companies and conventions. Twit-
ter’s relevance will only continue to expand as an information channel in an ever-growing globalized world
(“Twitter,” 2009).

The most frequent ways that people use Twitter are for personal reasons, to post information on a specific
topic, and for a company or an organization. The best way to use Twitter as a personal tool is to open an ac-
count, and start to actively following other accounts that interest you. Once you are comfortable with the
format, you should start tweeting and interacting with your own followers. It is also important to note for
new users who find the amount of content on Twitter overwhelming that you can follow different categories
of Twitter users in groups called lists. You can create a list to group Twitter accounts together for any reason
and receive it as a tweet stream; furthermore, you can include accounts into your lists that you are not directly
following. The Twitter list feature allows individuals to follow certain themes without having to follow several
single accounts (Catone, 2009).

Twitter is a great vehicle for self-promotion, marketing, and branding. For businesses the marketing and
branding aspects are important because Twitter facilitates a two-way conversation between a company and an
individual. Never before could an organization have other people see the conversation between the company
and an individual in an interactive setting. An example of this type of exchange occurred on Saturday, Febru-
ary 13, 2010, when Hollywood director Kevin Smith was asked to deplane a Southwest Airlines flight due to
his obesity. Outraged, Smith immediately began a tweeting tirade in which he publicly attacked Southwest
Airlines. Southwest was able to respond on Twitter with an apology to the director, but they also could reiter-
ate their seating policy and justify their actions as a safety precaution. Southwest correctly dealt with the nega-
tive press by publicly addressing Kevin Smith; therefore, the negative public exposure focused back to Kevin
Smith and his large size rather than the airline. Public relations departments should capitalize on Twitter’s
communication aspect, because it allows companies to defend or explain their actions on the Web. Finally,
Twitter is a great tool for acquiring news; not only can you instantly access blogs and articles, but you can also
subscribe to feeds for specific websites and news channels (Lee, 2010).

Resources
www.twitter.com
www.listorious.com
www.retweet.com
www.pingwire.com
www.twitip.com
http://twitpic.com

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Terms
@replies - Twitter update that begins with @username to tweet to a specific user.
Direct message (DM) - private Twitter messages to users.
Following - getting updates in your personal timeline from Twitter users you choose to follow. 
Hashtags – tweets in a certain category that contain a pound symbol and subject, ex. #UGANMI.
Lists – a group of Twitter accounts built by users that any Twitter account can follow.
Mention - any Twitter update that contains @username in the body of the tweet. 
Retweet (RT) – reposting a tweet you found interesting from a different user.
Tweet – an update posted by a Twitter user using, containing 140 characters or less.

Literature Review
The following analyzes relevant literature surrounding the topics of obesity, the initiation of behavior
changes, and social media tools. It is important to consider previous findings and studies when creating our
Twitter account to use the most effective strategies.

Obesity in America

According to a recent study by the Center for Disease Control (CDC), more than one-third of U.S. adults and
16 percent of U.S. children are obese. Since 1980, obesity rates for adults have doubled and rates for children
have tripled. Obesity rates among all groups in society – regardless of age, sex, race, ethnicity, socioeconomic
status, education level, or geographic region – have increased remarkably in the last 20 years (The Center for
Disease Control and Health Prevention: The National Center for Chronic Diseases Prevention and Health
Promotion, 2009).

Obesity has physical, psychological, and social consequences in adults and children. Children and teens are
developing obesity-related diseases, such as type 2 diabetes, that were once seen only in adults. Obese children
are more likely to have risk factors for cardiovascular disease, including high cholesterol levels, high blood
pressure, and abnormal glucose tolerance. The CDC found that 70 percent of obese children had at least one
risk factor for cardiovascular disease and 39 percent of obese children had at least two risk factors (CDC,
2009).

The prevalence of adults in the U.S. who are obese may be high, yet new data suggests that the rate of in-
crease for obesity in the U.S. in recent decades may be slowing (American Medical Association, 2010). Al-
though the rate of the obesity epidemic may be slowing, drastic measures still need to be taken to reduce the
high obesity rates in America.

The Benefits of Exercise

According to the 1996 U.S. Surgeon General's Report on Physical Activity and Health, people of all ages who
are generally “inactive” can improve their health and well-being by becoming moderately active on a consis-
tent basis (The Center for Disease Control and Health Prevention: The National Center for Chronic Diseases
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Prevention and Health Promotion, 2008). Regular physical activity that is performed on most days of the
week reduces the risk for developing or dying from some of the leading causes of illness in the United States,
such as heart disease (CDC, 2008). Regular physical activity can also improve health in the following ways:

• Reduces the risk for dying from heart disease


• Reduces the risk for developing diabetes
• Reduces the risk for developing high blood pressure
• Helps reduce blood pressure in people who already have high blood pressure
• Helps control weight
• Helps build and maintain healthy bones, muscles, and joints
• Helps older adults become stronger and better able to move about without falling
• Promotes psychological well-being (CDC, 2008).

The CDC has identified everyday ways in which individuals can become more physically active. Evidence in-
dicates that aspects of the home, workplace, and community environments influence a person's level of
physical activity. For example, the availability and accessibility of attractive stairwells, bicycle paths, walking
paths, exercise facilities, and swimming pools, as well as the overall aesthetics and perceived safety of an envi-
ronment, may play a part in determining the type and amount of physical activity in which people engage.
Being physically active, no matter how moderate, helps combat problems that can result from a sedentary
lifestyle, such as obesity, diabetes, and heart disease (CDC, 2008).

Social Learning/Social Cognitive Theory

Effective communication techniques to promote healthy lifestyles are based on a strong theoretical frame-
work. The social learning theory, also known as social cognitive theory, proposes that behavior change is af-
fected by environmental influences, personal factors, and attributes of the behavior itself. A central principle
of social cognitive theory is the idea of self-efficacy. A person must believe in his or her capability to perform
the behavior and must perceive an incentive to do so. Or according to the social cognitive theory, the person
must possess self-efficacy and the person's positive expectations from performing the behavior must out-
weigh the negative expectations. Additionally, a person must value the outcomes or consequences that he or
she believes will occur as a result of performing a specific behavior or action. Outcomes of the behavioral
change may be classified as having immediate benefits (i.e., feeling energized following physical activity) or
long-term benefits (i.e., experiencing improvements in cardiovascular health as a result of physical activity).
because these expected outcomes are filtered through a person's expectations or perceptions of being able to
perform the behavior in the first place, self-efficacy is believed to be the single most important characteristic
that determines a person's behavior change. Self-efficacy can be increased in several ways, among them by
providing clear instructions, providing the opportunity for skill development or training, and modeling the
desired behavior (Hortz & Petosa, 2008).

A proper model for delivering messages related to behavioral changes must be carefully selected to gain the
most success in initiating behavioral changes.  To be effective, models must evoke trust, admiration, and re-
spect from the observer. Models must not, however, appear to represent a level of behavior that the observer
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is unable to visualize attaining. Social media represents a possible model to help effectively encourage and
deliver a behavioral change message to potential candidates (Hortz & Petosa, 2008).

Social Media as a Behavioral Change Tool

Facebook, Twitter and YouTube are social media tools most often associated with words like social, youths,
and networking. Yet a growing body of evidence is suggesting that traditional social networks play a surpris-
ingly powerful and underrated role in influencing how people behave. This recent finding is supported by
Nicholas A. Christakis, a medical sociologist at the Harvard Medical School, and James H. Fowler, a political
scientist at the University of California at San Diego. The two reported in 2009 that obesity appeared to
spread from one person to another through social networks, almost like a virus or a fad (Stein, 2008).

Christakis and Fowler have also produced similar findings about another major health issue: smoking. In a
study published in the New England Journal of Medicine, the team found that a person's decision to quit
smoking is strongly affected by whether other people in their social network quit, even people they do not
know. Surprisingly, entire networks of smokers appear to quit virtually simultaneously. This study suggests
that behaviors are swayed by social networks in ways that have not been fully understood. The researchers
claim it may be possible to harness the power of these networks for many purposes, such as encouraging safe
sex or getting more people to exercise (Stein, 2008).

For this study, Christakis and Fowler analyzed records kept between 1971 and 2003 of 5,124 people who par-
ticipated in the landmark Framingham Heart Study. When researchers analyzed the patterns of those who
managed to quit smoking over the 32-year period, they found that the decision appeared to be highly influ-
enced by whether someone close to them stopped. A person whose spouse quit was 67 percent more likely to
kick the habit. If a friend gave it up, a person was 36 percent more likely to do so. If a sibling quit, the
chances increased by 25 percent (Stein, 2008).

The findings from this research could also have implications for the obesity epidemic. Groups of friends,
coworkers or neighbors can use social media tools such as Twitter to aid in a coordinated effort to become a
more health and physically active public. Though not much has been tested, as social media is still young, evi-
dence from this research demonstrates the potential in social media to influence a behavioral change (Stein,
2008).

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Case Study
ActiveNetwork, www.active.com; http://twitter.com/activenetwork
In order to help us develop
a successful Twitter ap-
proach, the Twitter group
chose to study the Active-
Network account in depth. 
Using this example, we can
develop a foundation for
our own account based on
some of the most success-
ful techniques that Active-
Network has employed to
promote an active lifestyle.

Linked to the workout web-


site Active.com, the Ac-
tiveNetwork Twitter account
takes being physically fit to a whole new level.   With over 27,000 followers and impressive utilization of the
Twitter medium beyond mere website promotion, it is certainly not your average account. Not only do those
who run Active Network tweet about countless races and contests people can get involved in for various
sports from running to bicycle riding and beyond, but they also cater to those that are not already active. 
They have started several Twitter trends using hash tags, among them #activemonday and #bestrace, to cre-
ate a sense of community and encourage people to be physically active and share their tips with others.  They
also provide links to articles for everyone from the seasoned athlete to the mother who just wants to get her
kids outdoors (Active.com, 2010).

Active.com is owned by the Active Network, Inc., a company based in San Diego, California, which started in
1998 as a registration website for endurance races.  Since then, the company has grown to become a
technology-rich site for event registration of all kinds with online communities supporting physical activity in
several regions of the world and in many different ways.  Along with their growth as a company, they have
established their presence on several social media sites like Facebook and, of course, Twitter, and they use
these effectively to continue to expand the community aspects of their many branches (The Active Network,
Inc., 2010).

The developers of Active.com and its respective social media profiles wanted to create a social network that
would enable people to “discover, learn about, share, register for and ultimately participate in activities.”  In
essence, their purpose was just as simple as their name.  They wanted people to get out there and be active. 
As one of the most popular sports and activity sites on the Internet today, they serve as an encouraging ex-
ample of a successful social media community (The Active Network, Inc., 2010).

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Interview with ActiveNetwork
To gain a complete understanding of how Active.com and its parent company the Active Network, Inc. use
their websites and their many social media outlets to encourage physical activity, we contacted the company to
ask them a few questions.

Based on communications with Geoff Scow on February 16, 2010

According to Geoff Scow, a representative for the Active Network, Inc., Active.com draws its success from a
variety of sources. Because it not only provides users with a way to sign up for and engage in physical activity
but also gives them an opportunity to “access instructional articles, get peer support in forums, track progress
through training logs, [and] receive discounts on gear,” this site stands apart from other sport-related registra-
tion sites. The sheer quantity of activities represented on the site is also noteworthy with “over 80 sports […]
in [their] events and activities directory” (G. Skow, personal communication, February 16, 2010).

From a social media standpoint, Active.com maintains a powerful and highly interactive online community.
The company uses their Twitter and Facebook pages to interact with users and to encourage them to take
advantage of the wealth of information provided on the site. Beyond that, though, Scow remarks, concerning
their Twitter account, that Active.com has “a fantastic team of content producers and editors […], and that’s
reflected in the depth, breadth and popularity of articles [linked] to in a lot of [ActiveNetwork’s] tweets.” He
feels that this is the “biggest differentiator” between their company’s social media pages and those of other
activity-based companies (G. Skow, personal communication, February 16, 2010).

Significance of ActiveNetwork

ActiveNetwork has been influential in getting people to adopt healthier habits, especially in the realm of
physical activity. Active.com encourages participation in many forms of sporting events. While it originally
served as an online forum for race registration and team building, ActiveNetwork has grown to provide other
services such as nutritional information for dieting and immune system building, as well as recreational activ-
ity information. Acitve.com is one of the most visited sports-related websites on the Internet (The Active
Network, Inc, 2010).

Utilizing their Twitter account, ActiveNetwork holds a large discussion each day on sports and nutrition. Ac-
tiveNetwork posts tips, responds to followers' suggestions, and responds followers' questions related to hash-
tag responses. ActiveNetwork's tweets also inform followers about activities going around in their own areas,
give updates on upcoming races, and provide healthy eating tips. Followers may not be seeking to race or diet,
but for many the tweets simply serve as a reminder to get moving. Followers may be encouraged to seek out
activities stemming from the events discussed on this Twitter feed.

The Facebook fan page/group Active.com has over 58,000 fans (Facebook Active.com, 2010). The “status”
updates mirror those of the ActiveNetwork Twitter feed, and the fans participate with comments and wall
posts. Facebook fans also post pictures from their endeavors. These pictures serve to both give and receive
encouragement from other ActiveNetwork community members.

The Active Network, Inc. links people all over the globe. Facebook fans and Twitter followers interact with
each other trading ideas, tips, and encouragement. The community feel allows people to recognize their not
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alone in their pursuit of an active lifestyle. Participating in ActiveNetworks' social media serves as a motiva-
tion tool for those who need a little extra push. Reading others' stories, seeing the advice given, and in some
cases looking at their photos helps out those who do not know if they are up for some of the physcial chal-
lenges.

Future of ActiveNetwork

The Active Network, Inc.'s use of social media lends hope that the Network will continue to be influential in
the future.  The company has also been global since 2000, spreading its mission to many other countries.
With now more than 20 offices worldwide Active has proved itself in the business world, becoming a major
competitor in the marketing industry (The Acitve Network, Inc, 2010).

On Active.com’s website, there is an online community where people can discuss races, other sports, exercise
tips, etc. This open forum has 30,325 participants, many of which contribute a great deal to the forum (Ac-
tive Community, 2010). There is even a singles section on Active.com that serves to engage singles in a sepa-
rate online community with live audio chats and instant messaging. These forums are more important to site
members who are less likely to be involved in social media outlets such as Facebook and Twitter.

Having embraced social media mediums like Facebook and Twitter, Active.com allows their online commu-
nity to continue to grow.  With over 3,000 tweets, the ActiveNetwork's Twitter presence is a huge success (ac-
tiveDOTcom, 2010).   

The Active Network, Inc. is also on YouTube, Active.com. The videos include such subjects as "Efficient
Swimming" and different stretching methods. The channel has 2,650 followers and 142 friends. The
Active.com videos have received more than 2 million hits in less than three years (activeDOTcom, 2010).
YouTube is an ever-growing force reaching all audiences. YouTube interacts very well with Facebook and
Twitter, however Acitve.com has not fully integrated these vehicles. With more advertisement of their chan-
nel, they could reach even more subscribers.

With the Twitter account and the online community, The Active Network, Inc. is positioned for a successful
future. The company is continuing to grow and reach new audiences.

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Twitter project: TweetFit
Representing one of the most popular platforms of social media today, Twitter has become an influential
communication tool used by corporations, non-profits, individuals and even celebrities. According to Twitter
there are over 105 million users, sending over 55 million Tweets a day. By all measures, Twitter is growing rap-
idly. But Twitter is more than a social media platform, it has also transformed into a trusted source of infor-
mation. “Twitter lets people know what’s going on about things they care about instantly, as it happens,” Evan
Williams, Twitter’s CEO, told The New York Times. “In the best cases, Twitter makes people smarter and faster
and more efficient.” A survey of Twitter users from MarketingProfs supports Williams’ views. On a scale
from 1 to 5 (with 1 for strongly disagree and 5 and for strongly agree), the phrase “I find it exciting to learn
new things from people” averaged a score of 4.65 and “I value getting information in a timely manner” aver-
aged 4.58. It is clear that Twitter is here to stay and perhaps more powerful than ever. Based on these find-
ings, students in the New Media Institute selected Twitter as a valuable and trusted new media platform to
use in promoting behavioral changes.

Target Audience
Unlike the majority of social media platforms, Twitter attracts a slightly older audience. The Pew Internet and
American Life Project says that the average Twitter user is "overwhelmingly young," though the average age
of a Twitter user is slightly higher than most other social networking services. Twitter's median age is 31,
while Facebook's is 26 and MySpace's is 27. Based on these findings, New Media students identified busy
adults age 25 to 40 as the target audience for this project.

Many adults who work full-time or have children find it hard to be physically active during the week. Finding
time to go to a gym is not always an option for everyone. Yet following a sedentary lifestyle can be more dan-
gerous for your health than smoking, says a new study carried out by the University of Hong Kong and the
Department of Health. In the study, researchers looked at the level of physical activity in people who died
and were able to correlate their level of physical activity with their risk of dying. The results revealed that 20
percent of all deaths of people 35 and older were attributed to a lack of physical activity. With this informa-
tion, New Media students dedicated the Twitter platform to helping adults add physical activity to their day.
The target audience specifically includes young professionals, working parents, and stay-at-home moms.

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TweetFit
Wouldn’t it be cool if you could use Twitter to add physical activity to your daily routine?  

After all, regular exercise is a very important part


of a healthy lifestyle. The American Heart Asso-
ciation recommends that adults get about 30
minutes of moderate exercise per day. The bene-
fits of daily activity can include helping to main-
tain a healthy body weight and increasing energy
levels.  Cardio workouts are specifically designed
to raise the heart rate which provides numerous
health benefits as well.  These workouts tend to
focus on movement-intensive activities and
sports like running, climbing, or walking. Stretch-
ing, on the other hand, can relieve tension in the
muscles and tendons while also raising the heart
rate.  Stretching and yoga-related exercises are generally more relaxed and more focused on flexibility than
movement.  No matter the type of exercise, regular physical activity provides a large array of benefits.

As students at the New Media Institute, we have created a way to use Twitter to send customizable time-
released messages that encourage adults to exercise and raise their heart rates during lunch. TweetFit will send
direct messages with workouts, including either cardio workouts or yoga, created especially for busy adults
who have little time during their day. By using Twitter in this innovative way, TweetFit allows followers to cus-
tomize the time and content of their messages. Followers have a choice of receiving messages at 11 am, 12
noon or 1 pm each week day. Additionally, TweetFit users have the option of selecting whether they would
like to receive tweets including information about cardio workouts, yoga stretches, or both. Users can read
their tweets as text messages on the go or on their Twitter page online. TweetFit can help adults fit a quick 15
minute or less workout into any hectic day and create a more physically active routine for followers. 

How TweetFit Works


To create TweetFit, we utilized a several programs that, when combined, help us operate this account as a
unique and personalized exercise suggestion system.  First, we established our Twitter account using the ac-
count name TweetFitAth. Next, we created a website using Google’s blogger tool -
www.tweetfitath.blogger.com - and embedded a Google form on the sign up page, so followers can tell us
when and what kind of messages they’d like to receive.

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Our next task was to find a way to send time-released direct messages to specific groups of our Twitter fol-
lowers. For this, we chose to use a combination of the third-party programs, including TweetParty.com and
SocialOomph.com. TweetParty allows Twitter accounts to group their followers using hashtags.  They can
then send direct messages to these groups separately instead of contacting all of their followers at once.
SocialOomph.com gave us the ability to send direct messages to users at pre-assigned times. Now we have a
working system for sending our messages to the correct groups of users at the times that they choose.

How to Use TweetFit


To use TweetFit, first a person must follow TweetFitAth on Twitter.  TweetFitAth will then follow the user as
well, so that direct messages can be sent between them.  Next, the user needs to inform TweetFit when and
white kinds of exercises they would like to receive, but filling out the Google form on our website powered
by Blogger.com. Users can access our website by clicking on the link on our Twitter page, or by going to
www.tweetfitath.blogger.com.

On the site, under Sign Up for TweetFitAth, the user will find an embedded Google Form.  On the form, they
will provide their contact information as well as the time they would like to receive their daily message and the
type(s) of exercise (cardio, yoga, or both) that they would like these messages to include. 

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Once the user clicks submit, they will receive the following confirmation email:

Thanks for signing up for TweetFitAth. Starting immediately you will receive messages based
on your time and workout specifications.

Your feedback is important to us. If you like our messages, feel free to retweet our workout
suggestions to your friends and followers or send us a message to let us know. We hope
TweetFitAth will help you reach your fitness goals.

Best of luck!

TweetFitAth Team 

Now the user is signed up for TweetFitAth!  They will receive one direct message to their Twitter account
each week day with a suggestion regarding their choice of exercise. The user can set up their Twitter account
to send direct messages to their phone as SMS (text) messages or to their email account through their Twitter
settings.  Tweets they may receive include:

Cardio

• Ditch the elevator and take the stairs. You can burn up to 9 calories a minute and tone your body from
head-to-toe!

• Do 2 sets of 75 jumping jacks. This will boost your heart rate and keep you energized for the rest of
the day!

• Sit on your chair with knees bent, feet flat on the floor. Extend your feet so they face out with your
knees locked. Do 2-3 sets of 20.

• Today's move: Push Ups! Make sure your back is strait and elbows are square. Do 2-3 sets of 15.

• Burn Fat! Walk briskly for five minutes, stop and jump in place for one minute; make sure to bend low
and extend arms up during jump. Repeat.

Yoga

• Stretch your arms! Extend one arm strait then pull it towards your chest with your other arm. Hold for
ten count then switch. Do 3-4 sets.

• Keep your neck long with your head facing forward, roll your shoulders back and down. This stretch
lengthens your torso and improves posture.

• Sit on the floor with legs extended flat against a wall. Bend towards toes. Hold stretch until you feel the
tension in your muscle release!

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• Stretch Hamstrings! Stand with your feet shoulder width apart and pointed straight ahead. Slowly bend
forward, keep knees slightly bent.

• Raise your shoulders towards your ears until you feel slight tension in your neck and shoulders. Hold
for 3-5 seconds then relax. Repeat.

Evaluation
It is important to consider how the developers can evaluate the success of TweetFit in the future. To deter-
mine which exercises are most popular amongst users, developers can track the number of times followers
retweeted TweetFit messages. Based on these findings, developers can continue to send workout tips that fol-
lowers find most helpful. TweetFit should also continually send followers reminders to provide feedback, as
this will be the best way to evaluate success. Additionally, future developers should encourage and utilize
TweetFit success stories. By creating an interactive two-way conversation with TweetFit followers, developers
can monitor how users are benefiting from TweetFit. Success stories can also attract prospective users by
demonstrating follower’s success with TweetFit.  

Future Direction
During the initial development, TweetFit can start by setting up local Twitter accounts such as TweetFitAth
for Athens, Ga. By creating a community aspect, users will feel connected to each other and TweetFit can
gain credibility within communities. As TweetFit grows and learns from its users by monitoring feedback, it
can develop a national account. Once a national account has been established, TweetFit can pursue a number
of different options to continue its development and increase followers. Future possibilities for TweetFit in-
clude acquiring corporate sponsors, partnering with personal trainers and working with organizations such as
the Centers for Disease Control (CDC). By developing this innovative way to use Twitter, organizations will
be able to reach audiences on a more personal level to help adults get more physically active.

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The Twitter Team
Cindy Reynolds
cindy@costa-creative.com
M.A. Mass Communication, concentrating in Advertising, graduating in De-
cember 2010.
Cindy acted as the team leader, and was responsible for finding the technol-
ogy solutions that made the Twitter project work. Cindy completed a B.A. in
Advertising and Journalism from Lee University in 2003, and went on to
work in graphic design. She spent the last four years managing the corporate
brand for Zaxby's, which included working on everything from race cars to
training material. Cindy went back to school in the fall of 2009, and she cur-
rently is building her own business - Costa Creative - specializing in advertising,
branding and creative communication. She also works with Dr. Shamp in the New Media Institute. In the
future, Cindy plans to continue to build her business and follow her husband's band, Leaving Araby, as they
tour.

Kristen Danch-Powell
k19dora@gmail.com
B. A. Mathematics/ Statistics, graduating in December 2010
Kristen designed the website, contacted and wrote the case study on Active
Network, helped write the final paper about TweetFitAth, and conducted
searches for information like applicable Twitter apps, stats, etc. as needed.
While at the University of Georgia, Kristen has worked towards Bachelor's
degrees in Mathematics and Statistics, a minor in Theatre, and certificates in
Computer Science and New Media. Outside of school, she write for
EchoreynofAthens.com, a biweekly blog Kristen created about the local music
scene of Athens, GA. She also writes and directs her own creative short films
for the amateur film studio she established called Echoreyn Midnight Studios.
In the future, Kristen dreams of becoming a published author, establishing her own company, and working in
search engine optimization, data mining, website design, and animation among other things.

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Ellen Greenwell
ellengreenwell@gmail.com
B. A. in Public Relations, graduating in May 2010
Ellen conducted research on Twitter as a new media platform, how Twitter is
being used to influence healthy decisions and the health risks affecting adults
today. She helped in the development of the TweetFitAth website and the
TweetFitAth Twitter account. Ellen was also a part of the marketing team
representing the Twitter group. Ellen is a senior Public Relations major with
two minors in Spanish and History. She has completed a number of intern-
ships including a corporate communications internship with Solvay Pharmaceu-
ticals and a social media internship with Athens Banner-Herald. Currently, Ellen is looking for interesting op-
portunities after graduation. In the future, Ellen would like to use her communications and new media skills
to do corporate communications for a Fortune 500 company.

Amanda Gordon
mandag22@gmail.com
B. A. in Sociology, graduating in May 2011
Amanda organized and managed the Twitter account, as well as other third
party accounts. She was responsible for setting up the account and
scheduling/posting tweets. Amanda is majoring in Sociology, emphasizing
Criminal Justice. She is also working on a New Media Certificate, as an asset
in her future career. She hopes to enter into the Criminal Justice field through
the Navy. Amanda wishes to become an NCIS Special Agent, or maybe work
in the intelligence field. She hopes that her New Media Certificate will make
her more valuable in this field.

Lauren Robinson
lrob77.robinson@gmail.com
B. A. in Advertising, graduating in May 2010
Lauren researched the different ways people use Twitter from a personal and
business standpoint, and wrote the user case study for Emily to give a voice
to the TweetFit target audience. She wrote and researched all of our health/
cardio/yoga Tweets as well. Lauren is in her fourth year as an Advertising
Major with a minor in Consumer Economics and a certificate in New Media.
She am a lifelong golf enthusiast and has interned for Fore Georgia golf
magazine in Atlanta doing media and web work. Lauren spent last summer
traveling with gypsies through Hungary and living in a village in Transylvania. In the future, Lauren hopes to
do work that she am passionate about. She wants to help companies connect with real consumers through
advertising and media. She would also love to have the opportunity to travel more and learn another language.
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Kristy Sumner

sumner.kristyh@gmail.com

B. A. in Agricultural Communication, graduating May 2010

Kristy helped gather information on the Twitter platform, laid out the poster
that was later edited to its final version, made an outline for the presentation,
as well as brainstormed and made suggestions throughout the process of
developing TweetFit. Kristy is a creative person who loves design. She is
highly motived in all the projects she am involved in. Kristy is a great team
player and can take on several projects at once, giving each a lot of attention to detail. She loves advertising
and graphic design, and she hopes to one day work in a field that works with them and/or social media.
Kristy would one day hopes to start her own freelance design company focusing on invitations, announce-
ments and stationary. More importantly, Kristy hopes to get a job with a company that has a great atmos-
phere, values and work ethic where she will fit in and enjoy every day that she comes to work.

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References
Active.com. (2010). Retrieved February 11, 2010, from http://twitter.com/activenetwork.

activeDOTcom (2010). YouTube ActiveDOTcom's Channel. Retrieved


from http://www.youtube.com/user/ACTIVEdotCOM.

Active community (2010). Active.com Retrieved February 16, 2010 from http://community.active.com.

Adult obesity still high, but recent data suggest rates may have stabilized US. (2010). American Medical Asso-
ciation.

Catone, J. (2009, November 2). How to: Use Twitter lists. Mashable. Retrieved from http://mashable.com.

Facebook Active.com (2010). Retrieved February 11, 2010, from www.facebook.com/pages/Active.com.

Hortz, B. & Petosa, R. (2008). Social cognitive theory variables mediation of moderate
exercise. American Journal of Health Behavior. 32, 305-314.

Lee, C. (2010, February 16). Kevin Smith’s Southwest airlines incident sets web all a-Twitter. Los Angeles Times.
Retrieved from http://articles.latimes.com.

Siegel, R. (Show Host). (2009, June 19). Twitter’s impact on Iran protests examined [Broadcast transcript].
National Public Radio. Retrieved from www.npr.org.

Stein, R. (2008). Social networks’ sway may be underestimated. Washington Post. Retrieved from
www.washingtonpost.com.

The Active Network, Inc. (2010). History - The active network. Retrieved February 10, 2010,
from www.activenetwork.com.

The Active Network, Inc. (2010). Timeline - The active network. Retrieved February 10, 2010, from
www.activenetwork.com.

The Center for Disease Control and Health Prevention: The National Center for Chronic Diseases Preven-
tion and Health Promotion. (2009). Obesity at a Glance.

The Center for Disease Control and Health Prevention: The National Center for Chronic Disease Prevention
and Health Promotion. (2008). 2008 Physical Activity Guidelines for Americans.

Twitter. (2009). Retrieved February 10, 2010, from http://topics.nytimes.com.

What is Twitter and How Does It Work? (2009). Retrieved February 16, 2010, from www.johncow.com.

What is Twitter? How to Twitter? (2009). Retrieved February 16, 2010, from http://learntotwitter.com.

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FACEBOOK
Genevie di Leonardo, Nicole Bennett, Sierra Fenton,
Meghan Irwin, Magan Jenkins, Andrew Kann, Caitlin Peterson

UGA | May 1, 2010


New Media Institute
Facebook
Platform overview
• Developed in 2004 by Mark Zuckerberg

• Although originally designed only for college students, now anyone with an email address is able to become
a member

• More than 400 million active users (visited the site within 30 days) worldwide (“Statistics,” 2010)

• More than 65 million active Facebook Mobile users (“Statistics,” 2010)

• Facebook Mobile users are 50% more active than non-mobile users

• 94,748,820 users in the United States (largest user nation in the world followed by the UK) (Gonzalez,
2009)

• 56.7% Female; 43.3% male

• 18-24 year olds are largest user group (25.2%) followed by 25-34 year olds (24.9%)

• About 70% of users are outside of the United States (“Statistics,” 2010)

• Over 70 translations available on the website

• Average users spend more than 55 minutes a day on Facebook (“Statistics,” 2010)

• More than 500,000 active applications on the website (“Statistics,” 2010)

In March 2010, Facebook eclipsed Google as the most visited site on the Internet in the United States, receiv-
ing 7.07 percent of weekly website traffic. Despite the site’s astronomical popularity, the potential of this rela-
tively new platform remains largely untapped. Although developers have experimented with Facebook as a
personal, entertainment, and business oriented social media outlet, the potential to use Facebook as a means
to encourage public health has been scarcely explored.

Wouldn’t it be cool if you could use Facebook to help you lose weight? Our project transforms facebook
into a virtual personal trainer that connects users through live video feed to help them achieve their personal
fitness goals.

The MyFitness Live application capitalizes on the popularity of Facebook to encourage users to become
more active. By providing Facebook users with exercise-related content customized to their personal interests
and goals, as well as the opportunity to interact and learn from others who share these interests, the MyFit-
ness Live application will motivate Facebook users to spend some of the time that they already dedicate to
Facebook to being more active and, consequently, getting healthier. The MyFitness Live application encour-
ages and motivates Facebook users to persevere and master the exercise videos in order to achieve the Expert
status, wherein they will be able to help other users of the application. Therefore, the social and community
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aspects of the application encourage users to stick with it and continue to interact with the application as they
reach their personal fitness goals.

This paper will show how we made this project possible. First, the different ways in which Facebook is used
will be discussed, including: Personal/Social, Business/Philanthropic, and Entertainment. Next is a case
study of a Facebook application that works well to help users keep track and reach their personal fitness
goals. This is followed by a description of our project, the MyFitness Live application. To better present our
project, a user case study follows the project description, depicting how a typical Facebook user would inter-
act with the MyFitness Live application.

Social/Personal
The most popular way in which Facebook is used is as a mechanism for social interaction and personal ex-
pression. The connection that users feel with others in the Facebook community has led the platform to ex-
plode in popularity. Facebook is a powerful way for users to stay connected with people that they may not
typically call on the phone or see on a regular basis.

Profile

A key component of Facebook is the Profile. All Facebook users have a Profile, which allows them to con-
trol how they are depicted to the rest of the Facebook community. Users can choose to include information
about their relationship status, religious and political views, interests, hobbies, favorite books, movies, and
quotes.

Wall

One of the most frequently used components of every Facebook users’ Profile is the Wall. Users are able to
leave messages on each other’s Walls that can be viewed by their Friends. The Wall also displays photos that
the user was recently Tagged in, Groups and Events that the user has recently joined or plans to attend, and
other interactions that the user had with his or her Friends.

Friends

Users can connect with each other by sending Friend Requests. Users have the option to either accept or ig-
nore requests.

Facebook is a useful avenue for users to stay connected with people that they know and to learn more about
new acquaintances. The average Facebook user has about 130 Friends and sends roughly eight Friend Re-
quests per month (“Statistics,” 2010). Facebook is an easy way to stay connected with people that one may
not communicate with in person. It also provides the opportunity for users to find and communicate with
others who share their interests.

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Friend Requests

Friend Requests are requests to connect with another Facebook user; by accepting a Friend Request, a Face-
book user grants access to his or her profile, including Photos, Videos, Applications and other information.
However, users have the option to limit the access their Friends have to this information.

Status

The Facebook Status feature enables users to tell the Facebook community what they are doing, what they are
thinking about, or to post a link to other online content. Facebook Statuses can be customized in a practically
infinite number of ways, and are one of the most commonly used features of the social networking site. Each
time users update their Statuses, a notification appears on the News Feed of their friends, allowing them to
comment.

News Feed

News Feeds are a useful tool for observing what others are doing, as well as current trends that are develop-
ing on the site. The News Feed is a type of Wall that is located on users’ home pages, and includes informa-
tion about their Friends’ recent Facebook activities, such as uploaded Photos, comments, and Groups or
Events that they had joined or attended.

Photos

The Photo application enables Facebook users to upload pictures to share with their Friends. After an event
or get together, a new album is often made by users to display their documentation of the festivities.

Tag

The Tag feature is within the Photo application. This feature enables users to link images of other users to
their Profiles. Users’ linked photos are displayed on their Profiles and in the photo albums of the user who
uploaded them. Users have the ability to “Untag” a picture if they do not want others to see it on their Pro-
file. More than 2.5 million photos are uploaded on Facebook each month (“Statistics,” 2010).

Events

Facebook Events have become a logical and simple way to send out invitations, as the majority of people’s
friends are Facebook users. It also provides an easy way to draw more people to an event, as Facebook users
constantly receive notifications about events that their Friends are attending on their News Feeds. There are
more than 3.5 million Facebook Events created each month, and the average user is invited to three Events
per month (“Statistics,” 2010).

Chat

Rather than having to text or pick up the phone and call someone, users are given the ability to have real-time
communication with Friends via back-and-forth instant messaging. If users have a quick question about
something or want to tell someone something short and they see that the person that they want to talk to is
on Facebook, the Chat function can be an extremely useful and appropriate communication tool.
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Business/Philanthropic
Facebook was once written off as another means to help college students waste away precious study time by
browsing photos from last night’s party or posting witty status updates. However, fast forward to today, and
you can see the tremendous influence this social networking platform has had on the success of businesses
and philanthropies. Both large and small organizations are taking advantage of access to a staggering audi-
ence of over 400 million active users. Facebook has quickly become a staple marketing tool for corporations
and non-profit organizations around the globe since its creation in 2004. Though businesses and philanthro-
pies have different objectives—one to generate money and awareness for a product or service for profit, the
other for charities and public good—many of the same Facebook features can be used to achieve each result
by simply altering their content and promoting continuous interaction with their audiences. There are several
ways in which an organization may develop an identity through Facebook.

Advertisements

Advertisements on Facebook serve the same purpose as banner advertisements on websites. These ads ap-
pear on the right side of the Facebook users’ screen and are customized to his or her stated interests and lo-
cation, as is displayed on their Profile.

Groups

Facebook Groups are a group of people that share a common interest. Some groups require an invitation,
while others are open for all users to join. Group pages are very similar to regular Profile pages, featuring a
Wall, Info, Discussions, Photos, Video, and Events.

Fan Page

The Fan Page is basically a glorified version of a Group. More than 700,000 local businesses have active Fan
Pages on Facebook (“Statistics,” 2010). Similar to an individual Facebook user’s Profile, a Fan Page serves
virtually the same purpose for a professional business, charity foundation or any number of other causes or
endeavors that rely on user interaction and feedback (“Social Media Guide,” 2010). Anyone can become a
Fan of a Page by clicking the “Become a Fan” button in the Page header. Fans are equivalent to Friends on a
personal profile. Fan Pages have created more than 5.3 billion Fans (“Social Media Guide,” 2010). Fans are
granted access to view all content on the Fan Page, receive all messages, etc. A Fan Page serves as an um-
brella for additional features that allow the business to interact with the user on a more personal level, such as
applications, user-generated content, videos, images, group discussions, two-way conversation, and much
more.

Info

Within both the Group and the Fan Page is an info tab, which is set aside for general information, such as the
companies’ contact information, location, mission statements, and links that enable users to purchase prod-
ucts, make donations or view the business or philanthropy’s external website.

Events
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Businesses and philanthropies use the Events tool to invite fans or group members to sponsored events and
provide information about how many people will be, will not be, or maybe attending the Event.

Wall

The Wall is used to post the recent Facebook activity or news related to the business or philanthropy for a
Group or on a Fan Page, while also enabling fans to respond and interact with the content.

Discussions

Other user-generated content can be posted in the Discussions section of the Group and Fan Page. Here,
users can respond with feedback, testimonials, and opinions regarding a particular cause, product, etc.

Applications

Another notable feature of the Fan Page is the ability to incorporate Applications to further engage fans.
There are thousands of applications used for many different purposes, such as:

• Keeping records

• Voting

• Streaming outsourced content

• Simple entertainment

The following list is a few Applications that may prove quite useful once added to a Fan Page:

• The Twitter app automatically pulls tweets into Facebook statuses, saving time updating and remain-
ing consistent

• The Video app provides the ability to upload user-generated video feeds

• The RSS Reader pulls in content from users’ blogs to their Facebook Profiles

• The HTML/FBML (Facebook markup language) enables developers to add images, video, interactive
comments, etc.

• The Flash Player enables users to embed Flash content, i.e. video, widgets, and games. It also enables
users to create their own Applications.

Facebook Connect

Facebook Connect is another very important tool that enables users to seamlessly transport their Facebook
identities to an external website or application (“Build and Grow,” 2010). This tool is extremely beneficial in
increasing traffic to a website, encouraging Facebook user engagement, and potentially boosting revenue for
the business or philanthropy. More than 80,000 websites have implemented Facebook Connect since its de-
velopment in December, 2008 (“Build and Grow,” 2010). Facebook users may visit a website using Facebook
Connect, allowing them to stream this content to their Facebook profiles and share it with their friends who,
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in turn, are likely to click back to the external website. More than 60 million Facebook users use Facebook
Connect each month (“Statistics,” 2010). Two thirds of comScore’s U.S. top 100 websites and half of
comScore’s global top 100 websites use Facebook Connect (“Build and Grow,” 2010).

Entertainment
Facebook provides its users with an outlet for something everyone can relate to: entertainment. While Face-
book’s primary application is as a social media tool that allows users to connect with their friends and stay up
to date with what is going on in their social circles, it is also the perfect medium for people of all back-
grounds to entertain themselves. Facebook enables its users to engage in activities through different mediums
including applications, gaming, music, videos, and celebrities.

Applications

Applications are software programs that can be both externally and user-generated and range from games to
non-profit donation buttons. Applications personalize users’ profiles, creating a more unique and personal
space within Facebook.

Games

Facebook Games are developed for the active user and are generated with a different purpose than traditional
video games. These Games are intended to be played for short periods of time while users are on the Face-
book website. Therefore, users do not have to open separate browsers and are able to continue interacting
with the website while they are playing. Facebook Games also allow users to share their progress with the
game and play with all of their Facebook Friends. Competition and community are the driving forces behind
a successful game on Facebook.

Music and Videos

Music and Videos allow users to listen to, share, and interact with their favorite artists and bands. Groups
market themselves through Facebook Fan Pages, while Applications, such as iLike and Music Challenge, pro-
vide a way for users to share their Music with friends and connect to their favorite songs, artists, and Videos.
Users can watch, listen, rate, and comment on Music and Videos and Post them to their profiles, allowing for
further personalization of their page.

Celebrities

Celebrities use Facebook to reach out to fans and to promote their endeavors. While Facebook has become a
less popular means of following celebrities because of sites like Twitter, it still provides a place for fans to
interact and support their favorite celebrities. The Fan Pages also draw attention to causes that the celebrities
find important and enable users to interact and post commentary. Facebook provides a personal look into
celebrity life with Photos, Videos, and frequent, real-time postings and Status Updates.

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Feature Case Study: Fit-ify Exercise Tracker

Since Facebook first leapt onto the social media scene around six years ago, the social networking site has
exploded in popularity, today serving over 400 million users online. Unfortunately, many of its users have also
exploded in size, especially in America. According to the Center for Disease Control and Prevention data
compiled in 2008, around one-third of all American adults are obese or overweight (Flegal et al., 2010).
Among children and teenagers, the numbers are similarly staggering: according to government data cited in a
February USA Today article, around 32% of children and teens are currently obese (“Premature,” 2010). An-
other recent government study shows that obese children and teenagers may live two to five years less than
their parents because of future health complications caused by childhood obesity (“Premature,” 2010).

Should this trend continue, future generations will be forced to pay for the astronomical healthcare bills and
insurance premiums that will be incurred down the road by many obese children, who are likely to become
obese adults. Facebook’s emergence as one of our generation’s most popular modes of communication is
likely not helping the problem. Internet use amongst our generation has reached an all-time high: a recent
British study estimated that youth under the age of 20 spend over 30 hours per week on the Internet, the ma-
jority of which is spent on Facebook (Greenhow et al., 2009). The average Facebook user spends an average
of 55 minutes per day perusing the site, clicking through photos from last weekend or checking up on old
friends (“Statistics,” 2010). On a daily basis, Facebook’s nearly 400 million users are spending almost an entire
hour sitting in front of a computer screen, browsing through the site. This is precious time that could be
otherwise spent walking, running, or participating in some other form of physical activity.

Though the exorbitant amount of time that Americans are spending in front of their computer screens may
be a problem, one study has shown that the Internet, if used effectively, does have the power to get people
back on the move. A 2001 study commissioned by the Weight Risk Investigators Study Council, which exam-
ined 91 healthy but overweight adults, found that the Internet can be an effective vehicle for public health
intervention, especially for such public health problems as obesity (Tate et al., 2010). Researchers found that
the study participants who were enrolled in an immersive online weight loss program, complete with a se-
quence of 24 weekly weight loss lessons delivered via e-mail and required weekly submissions of an online
self monitoring diary, lost significantly more weight than those assigned to the study group that participated
in a simple weight loss education program online (Tate et al., 2010). It was found that the repeated contact
with participants, offered by the immersive behavior therapy program, was one of the most important rea-
sons why participants receiving that particular treatment fared better in their weight loss endeavors (Tate et
al., 2010).

Clearly, a key component of any web-based weight loss program must be constant interaction with the indi-
vidual. Given the amount of time users spend on its website, Facebook presents a logical platform for appli-
cation developers looking to venture into the realm of public health. Several Facebook applications and
pages have attempted to address the issue of mass inactivity that is plaguing America, from the personalizable
“Tickers” that users can add to their Facebook profiles to keep tabs on their weight or exercise habits to the
countless fan pages dedicated to gyms or fitness programs around the country. However, these attempts to
mobilize the Facebook community lack the capacity to allow users to set specific and personalized fitness or
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weight loss goals, and to provide users with a means to track their progress towards their own personal objec-
tives.

Fortunately, one developer has created a Facebook application aimed at spearheading this problem in a con-
venient and effective way. Developed by independent application developer Don Holloway, the Fit-ify Exer-
cise and Health Tracker is a useful application for Facebook users looking to set and achieve specific health
and fitness goals. The application aims to take advantage of the enormous amount of time that Facebook
users spend in front of a computer screen as a way to keep them focused on and moving towards their stated
fitness or weight loss goals. Considered a “lifestyle” type application, Fit-ify has been available to Facebook
users for nearly two years. The application was launched in March 2008 but, despite its somewhat lengthy
availability on the Facebook landscape, the application has just over 5,500 monthly active users.

Despite its relatively small base of users, Fit-ify is a very unique and innovative application, especially consid-
ering its use of the Facebook platform. Capitalizing on the compulsive use of Facebook by many Americans
today, Fit-ify aims to keep its users focused on their health and fitness goals. After installing the application to
your profile, the application requires users to enter information about their current height and weight. Based
on the information provided, the application calculates the user’s Body Mass Index (BMI), a statistical meas-
ure that compares his or her weight and height. Though a person’s BMI doesn’t provide an exact measure of
a person’s percentage of body fat, it is a useful tool for estimating an individual’s healthy body weight based
on his or her height. If one’s BMI is currently over 25, a number above which is considered to be unhealthy,
Fit-ify will calculate how many pounds he or she needs to lose to achieve a healthy BMI.

Though the application’s BMI calculator is a useful tool for Facebook users to gauge their physical fitness,
perhaps the most innovative feature of the Fit-ify application is its ability to visually display your progress
towards a healthy weight and physical fitness level. On each subsequent visit to the application’s Facebook
page, users are asked to “weigh in”, or enter their current body weight. Using the weight information that is
entered over periods of weeks and months, the application generates a graphical representation of the indi-
vidual’s “90 Day Weight History.” This line graph gives users the unique ability to see their progress towards
a healthy BMI, while also allowing them to see trends and fluctuations in their weight. It also allows users to
pinpoint time periods where they made real progress towards their weight loss goals, and also to take notice
of periods of weight gain or stagnation. This visualization of progress is an important tool for anyone trying
to shed a few pounds. By charting users’ weight loss over time, Fit-ify allows them to consider their eating
and exercise habits during times of significant weight reduction so that they can adjust their current diet and
exercise regimen accordingly.

Any effective exercise tracker must do just that: allow users to craft a workout and fitness regimen that suits
their abilities, schedule, and weight loss goals, and track their progress towards achieving those goals. Fit-ify,
perhaps more than any other fitness-focused Facebook application currently available, does just that. The
application features an “Exercise History” tab, which allows users to enter their recent workouts. Users can
log distance workouts in one of four areas of exercise activity: running, walking, swimming or cycling. For
those interested in getting in shape via alternative types of physical activity, Fit-ify also allows its users to re-
cord a number of types of timed workouts: aerobics, yoga, pilates, spinning, mixed workouts or even boxing.

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Fit-ify stores users’ workouts in a personal “Workout History,” allowing them to look at their activity levels
over the past week or month.

Often, a major struggle for individuals trying to get in shape or lose weight is developing a feasible workout
regimen. However, outlining the workout is only half the battle. If individuals really want to get in shape or
lose weight, they must stay dedicated to their fitness program and focused on their weight loss goals. Ac-
knowledging this issue, Fit-ify provides its users with workout suggestions, as well as links in the “Exercise
History” section of the application to popular running or aerobics programs. This feature makes it easy for
Fit-ify users to choose a regular workout program and stick to it. As another tactic to keep users dedicated to
their weight loss objectives, Fit-ify offers various awards and other forms of recognition as users record more
workouts and accumulate mileage and aerobics time.

In any athletic or goal-oriented endeavor, competition is a key motivating factor for people in a variety of
disciplines. The developers of Fit-ify, recognizing this innate human desire to compete with others, have in-
corporated a competitive element into their exercise tracker. The application features a “Top Ten” section,
which ranks the ten best Fit-ify runners, walkers, cyclists and swimmers based on distance logged. This rank-
ing of users, and the competitive spirit that it fosters amongst the Fit-ify community, is one of the most sig-
nificant features of the exercise tracker.

Overall, user reviews that have been posted on the Fit-ify application’s wall are very positive. Many users ex-
plain that because they are already on Facebook so much, Fit-ify is a perfect way for them to stay focused on
their fitness goals and also to record their weight loss progress. Some users have suggested a section for re-
cording non-distance based activities besides aerobics, such as weightlifting or sports activities. Also, a few
users have suggested a calorie burn calculator to give them an idea of how many calories they are burning
during their 2-mile run or 30-minute aerobic workout.

Social media technologies are constantly evolving, as evidenced by the seemingly never-ending platform ad-
justments that hit Facebook every couple of weeks. Despite the ever-changing nature of the social media
landscape, there are a number of ways that Fit-ify and other applications of its kind can be improved and
advanced to better serve the public good in the future.

Allowing users to enter their food intake and diet information would further enhance the Fit-ify experience.
By calculating daily caloric intake, the application could then calculate exactly how many calories users need to
burn to meet their stated weight loss or BMI goals. Also, the issue of accountability is one that needs to be
addressed by Fit-ify and similar applications in the future. Currently, there is no way for Fit-ify to determine
whether its users are actually running and swimming the distances that they claim to be in their exercise his-
tory logs. Right now, technologies exist in several products sold by Nike and other sportswear companies that
utilize a computer chip embedded in an individual’s shoe that can be synced with the individual’s iPhone or
iPod to record a user’s workouts. Perhaps something using this or a similar technology could be developed to
track workouts and record them automatically on the user’s Fit-ify Exercise History.

Though there is still much room for improvement for the Fit-ify Exercise Tracker and future public health-
related Facebook applications of its kind, Fit-ify represents a noteworthy use of the Facebook platform as a
means to get people in shape. Though it may seem somewhat odd to even use the words “Facebook” and
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“weight loss” in the same sentence, Fit-ify strives to do just that: to get Facebook users focused on achieving
personal fitness and weight loss goals.

Wouldn't it be cool if...


…you could use Facebook to help you lose weight?  Our project transforms Facebook into a virtual personal
trainer that connects users through a live video feed to help them achieve their personal fitness goals.

Our group wanted to find a way to use Facebook to get people to be more active.  Ultimately, we were trying
to contribute to the nationwide battle against obesity, which has become a major public health epidemic
across the entire country.  According to the Get America Fit Foundation, obesity is currently the #2 cause of
preventable deaths. One of the major contributors to obesity is inactivity, a problem that goes hand-in-hand
with the rising popularity of Internet use, specifically social media sites like Facebook. 

According to Nielsen (2008), Facebook was the ninth most popular brand on the Internet and had the long-
est time spent on its website per person in comparison to the 75 most popular internet brands.  Between De-
cember 2007 and December 2008, the amount of time that Facebook users spent on the site increased by
566%.

The most common and successful solution for battling the obesity problem is exercise. Unfortunately, many
exercise programs require people to take time out of their days to leave home and attend a gym. This proves
difficult not only due to busy schedules, but also the costs associated with a gym membership. We were look-
ing for an opportunity to take advantage of Facebook's popularity, while providing a free peer-oriented op-
portunity for people to exercise while in the comfort of their own home. 

Proposed Solution
Users of the MyFitness Live application will be able to exercise during the time that they already spend on
Facebook. 

Facebook users will have the opportunity to download the application and begin working out instantly.  The
application will provide users with a community setting that will encourage and motivate them to achieve
their fitness goals.  It also gives them the one-on-one attention that is characteristic of a personal trainer at a
gym...but for free!

The application will not only give users workout videos that are personalized to their own exercise interests
and goals, but also the opportunity to receive help from others that have mastered that particular exercise.  

Rather than simply becoming a "Fan" of a gym or exercise-related organization, our application allows Face-
book users to actually participate and interact with the exercise content and other users!  The opportunity to
become an Expert of a specific exercise provides users with the motivation to continue working out and ul-
timately reach their fitness goals.

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Facebook project: MyFitness Live
When Facebook users download the My-
Fitness Live application, they will be
prompted to choose three out of the five
provided exercises—yoga, pilates, Tae Bo,
step, and dance—in which they are inter-
ested. Once the users choose their three
exercises, they will be provided with three
videos related to their selected exercises
will be provided. Users are able to choose
between beginner, intermediate, and ad-
vanced levels of each exercise.  Upon se-
lecting a video, an enlarged screen will
appear, where the users are able to click
play and begin watching the selected video.  Following the completion of the video, users will be provided
with the option of watching the next video in the series or a video related to one of the other exercises that
they selected.  Users also have access to still photos of exercises and poses, as well as additional exercise vid-
eos from which they can choose in a gallery section of the application. At the bottom left hand side of each
video screen is a help button that users can click while viewing the video if they have a question regarding the
workout.  Upon clicking the help button, a list of all of the available Experts of that particular exercise will
drop down for their selection.

Once the user selects an Expert from the list, an interactive screen featuring a live video feed with the Expert
will pop-up in a new window. The Expert will be available to all users that are currently viewing a video in his
or her area of expertise. He or she will be equipped with a screen layout of one large video screen, on which
he or she will appear to the users, as well as multiple smaller video screens displaying the live feeds of the us-
ers that are currently in need of assistance. When the Expert is helping a particular user, he or she is able to
enlarge that user's video feed by simply clicking on that user's small screen to better see the problem. If the
Expert appears busy helping another user, users have the option of exiting the live feed and returning to the
previous page where they will be able to choose another available Expert from the drop-down menu.

After users complete ten videos of a particular exercise, at least one of which is an intermediate and ad-
vanced video, they have the option of becoming an Expert of that exercise. Once users become an expert,
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they can be called upon by other users for help regarding that particular exercise. Upon agreeing to be an ex-
pert, users' names will be added to the Expert drop-down list that is provided to all other users who are in
need of assistance.

Technology
We thought that an application would be the most effective way to use Facebook to get users to be more ac-
tive. Applications provide the opportunity for Facebook users to customize their profile pages with free
content--think of it as adding flair to your Facebook…only this flair can interact with you! 

We had two options for the creation of the application: applications can be developed either through the
Facebook website or externally with Flash or Dreamweaver and then imported onto the Facebook page. If
the application is developed through Facebook, all of the fonts, colors, links, etc. would be exactly like the
Facebook page. If the application is developed externally, the developer is able to choose his or her own col-
ors, fonts, and layout. We decided to develop the application externally in order to have this creative freedom.

Originally, we decided to use Dreamweaver to create the application; however, it limited our options for de-
velopment. Flash was our next choice.  It allowed our project to go above and beyond: it was cleaner, easier to
work with, and required no coding or decoding. 

To create our application, we decided to go with a Fitness Sport & Health Flash template. We customized the
template by changing the pictures, content, etc. First, our task was to find where the content was located in
Flash. Each piece of our template was located on different layers that needed to be either changed or deleted
to fit with our project. However, certain animation and predetermined layouts were a challenge to work with.

We also had to find workout videos on YouTube for each of our workout categories: yoga, Tae Bo, dance,
pilates, and step. We then linked each video to our application through a video streaming database called
Stickam. 

Stickam is a social networking site featuring pro-


fessional and user-generated images, audio, and
video.  It is the first website of its kind to accom-
modate the live-streaming video chat for which it
is most prominently known.  Users are able to
host live group chats and debates and participate
in public chat rooms.  The website has expanded
to include live-streaming shows, as well as live per-
formances by many musicians and celebrities. 

We chose this program for our application because it has the convenient ability to embed its streaming web-
cam feeds into other websites using a Flash player.  By merging this social networking resource with the most
popular social networking platform to date—Facebook—we have been able to expand Sitckam’s functional
capabilities to create more interactive social communities.

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There is currently a Stickam application on Facebook that enables users to broadcast themselves through
Stickam on their profiles.  However, we believe that this application has more potential than just enabling
Facebook users to broadcast themselves online.  The MyFitness Live application uses the Stickam interface to
unite Facebook users that share a common interest: fitness. 

The MyFitness Live application is centered around the opportunity for developers to embed their streaming
webcam feeds from their Stickam accounts into the Facebook application using a Flash player.  By inserting
the embed code for a given Stickam host account into the application, viewers are able to sign into Stickam
and join the live conversation. 

We linked the list of fitness Experts on our application to their Stickam live accounts.  By clicking their names
on the list, users will be instantly connected to the Experts’ live feeds and prompted to sign in to
Stickam.com so they may be assisted in their workout.  It is necessary to have an active Stickam.com account
in order to use the service. If the Expert of the embedded account is not signed in to Stickam, however, he
or she will not be visible or available to the MyFitness Live users.  The Expert is able to maximize the size of
each guest’s screen for better viewing of each individual user.  Multiple guest windows allow the Expert to
assist several users at once.

Challenges
We faced many challenges in the development of this project. The first challenge that we faced was when we
attempted to create a project that none of us had the skills to actually develop.  In our attempt to be innova-
tive in a medium that has done little in the realm of public good, we lost touch with our true technological
abilities.   While we had a great deal of good ideas about what the project should do, we were not sure how
exactly it could be done.  Originally we came up with a project that created a new version of Facebook and
would, thus, require the permission and partnership of the Facebook developers.   As this would be very dif-
ficult to acquire and develop, we decided to break the project down into feasible components, while maintain-
ing its original innovativeness. 

We decided that we wanted to include live video conferencing within our project, but we had several different
ideas of how it should be incorporated.  First, we thought that it should be a live workout, wherein users
would be connected with an instructor who would be able to watch and help them throughout the workout.
 As we were discussing the logistics of this program, we realized that it would be impossible for an instructor
to keep up with a large group of users and actually be any help.  We tossed around the idea of setting a
maximum number of users that could participate in the live chat, but realized that there was probably an eas-
ier way to incorporate the live video feed.  That was when we decided that the video feed would only be used
when a user clicks a help button while watching a provided workout video, thus leading to a live conversation
with the Expert.

After we decided the basic premise of the MyFitness Live application, we had to find a live video program
that we could embed into a Facebook application.  After researching and playing around with a variety of
programs, including SkypeMe, an application that was currently used on Facebook, we found the Stickam
program. We were then faced with the challenge of learning how to use the application and incorporating it
into our project.
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Future
Fitness is ever-changing and will continue to be a hot topic as long as people desire healthy lifestyles. The
media world changes each and every day and will inevitably open more doors for advertising, community in-
volvement, and other social media outlets within the fitness world. In the future, the MyFitness Live applica-
tion will provide the option for users to not only interact with an individual Expert through the live video
feed, but to also participate in a live video workout with an instructor and other participants in the class of
their choice.  Additionally, because it is an external application—developed outside of Facebook—the MyFit-
ness Live application can be adapted to other social media websites, as well as mobile media players, in the
future.

Conclusion
Despite the almost infinite number of applications available to Facebook users, the market for effective, easy-
to-use applications aimed at getting people off of the couch and on the move remains largely unexplored.
The MyFitness Live application represents a unique transformation of the Facebook platform. By capitalizing
on Facebook’s tremendous capacity to connect its users, as well as its widespread use among the general
population, MyFitness Live allows users to exercise from the comfort of their homes with the ability to re-
ceive real-time fitness assistance.

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MyFitness Live Team
Genevieve di Leonardo         

genevievedileonardo@gmail.com

Expected Graduation Date: December 2010

Genevieve served as the leader for the Facebook group.  She was in charge of bringing to-
gether and facilitating communications between members of the group—keeping everyone
on the same page and working toward the same goal.  She also participated in the brain-
storming and idea generation that eventually led to the development of the MyFitness Live
application.  Finally, she contributed to the research and writing of the final paper and was
in charge of all of the editing.

Genevieve is a first year graduate student at the University of Georgia, where she is completing her master's
degree in advertising.  She attended the College of Charleston for her undergraduate education, where she
majored in corporate communication and minored in business administration.  While at CofC, she served as
the vice president of PRSSA and a reporter for the student newspaper The George Street Observer.  She is
currently working as a graduate publications assistant in the College of Education's Office of Communica-
tions and Publications.  Upon graduating, Genevieve plans to pursue a career as an account executive, either
in an advertising agency or a political consulting firm.  Even though she was born and raised in Philadelphia,
Pennsylvania, Genevieve plans to spend the rest of her life in the south.

Nicole Bennett

njlbennett@gmail.com

Expected Graduation Date: May 2010

Nicole contributed to the writing and editing of the final report, as well as research and
assisting in the development of the application.

Nicole is a senior at the University of Georgia, completing her education in Sociology and New Media. She
has always had an interest in the newest gadgets and technologies to hit the market, so the New Media Cer-
tificate program was a perfect fit. During her free time, she enjoys spending time with her parents and her
closest friends, taking trips, eating out, being in the sun, and trying anything new and adventurous. After
graduation this upcoming May, Nicole is moving to Greenville to start her career with one of the nation's
leading commercial printing companies, Consolidated Graphics, where she will start as an Associate in the
Leadership Development Program.

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Sierra Fenton

sierrapf@gmail.com  

Expected Graduation Date: May 2011

Sierra proposed the original concept of using a live video interface to create a specialized
community within the platform for the project development.  She was also part of collabo-
ration in concept execution, and was responsible for finding an applicable live stream video
client.  It was necessary for her to become fluent with this program and aid in the creation
of the featured Facebook application: embedding live stream interface and enhancing pro-
gram appearance and capabilities using raw HTML code and text editing software.

Sierra is the artist, the designer, and the nerd… all rolled into one.  She spends much of her extra time en-
hancing her graphic design and web development skills.  Painting, drawing and Discovery Channel specials
are some of her favorite past times.  Her most recent challenge has been teaching herself raw HTML code to
better understand some of the software she uses.  Sierra is an Advertising major pursuing a New Media Cer-
tificate and has been involved with campus organizations such as Fashion Design Student Association, Little
Red Book fashion magazine, and AD Club.  Following graduation, Sierra plans to either enroll in portfolio
school or begin her career in an advertising agency. 

Meghan Irwin

Mei6589@uga.edu, meghan6589@yahoo.com

Expected Graduation Date: May 2011

Meghan was the marketing representative for Facebook Group.  She was in charge of
contacting people about the New Media Public Good conference, including Facebook
developers and experts in fitness and physical health. She also helped design the My-
Fitness Live application on Flash and assisted in the writing of the technology section
within the project description.

Meghan is currently a junior majoring in Advertising and getting a certificate in New


Mix Media. She is a member of the Phi Mu fraternity on campus. In her free time, she enjoys being social,
working out and watching television series. Her plans for the future are to attend graduate school and earn a
degree in Marketing. She would love to live in a large, populated city and work for an advertising firm or
magazine company. If you would like to know more about her, contact her via email.

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Magan Jenkins

magannj@gmail.com, magannj@uga.edu

Expected Graduation Date: December 2010

Magan helped design the application logo. She was also a main designer and developer
of the application and its layout.

Magan is majoring in Public Relations and is expected to obtain the New Media Cer-
tificate. She is a fanatic for film and loves watching movies in her free time. In the fu-
ture, Magan hopes to be a part of an entertainment PR firm and living the life!

Andrew Kann

dkann88@gmail.com 

Expected Graduation Date: May 2010

Andrew wrote the feature case study portion of the final report.  He also con-
tributed to background research and designed and created the project poster.

Andrew is a senior magazines major in the Grady College of Journalism and


Mass Communications and is in the process of working towards completing his
New Media Certificate. Since May 2009, Andrew has worked as a sports reporter for the Red and Black, the
University's independent student newspaper, covering men's basketball, baseball and women's soccer. Drew
enjoys sports and being outdoors, as well as writing about topics that interest him.

Caitlin Peterson

cbarrettp@gmail.com

Expected Graduation Rate: December 2010

Caitlin was a main designer and developer of the poster and the logo.  She also con-
tributed to the writing and editing of the final paper. 

Caitlin is currently a senior majoring in Public Relations and receiving a certificate in


New Media. Outside of class she is involved with many different organizations on campus including Delta
Delta Delta Sorority; the Guide Dog Foundation, wherein she raises and trains Isaiah, a future guide dog for
the blind; as well as serving as the Campus Relations Chair for UGA Relay For Life. She is looking forward to
getting out into the "real world" and utilizing the skills she has acquired while at The Grady College and The
New Media Institute. Social Media and its assimilation into the business world is something that really inter-
ests her, especially social media's ability to become more than just a forum for discussion and really be one
for action, brand identity and communication.

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Works Cited
Build and Grow with Facebook Connect (2010). Facebook Developers. Retrieved February 4, 2010 from
http://developers.facebook/connect.php.

Facebook Marketing Statistics, Demographics, Reports, and News. CheckFacebook.com. Retrieved February
2, 2010 from http://www.checkfacebook.com/.

1Flegal, K. M., Carroll, M.D., Ogden, C.L., & Curtin, L.R. (2010). Prevalence and Trends in Obesity Among
U.S. Adults, 1999-2008. The Journal of the American Medical Association, 303 (3), 235-241.

Greenhow, C. & Reifman, J. (2009). Engaging youth in social media: Is Facebook the new media frontier?
Nieman Reports. Retrieved February 3, 2010 from
http://www.nieman.harvard.edu/reportsitem.aspx?id=101906.

Hellmich, N. (2010). Premature death is more likely in obese children. USA Today. Retrieved February 3,
2010 from http://www.usatoday.com/news/health/weightloss/2010-02-11-obesekidsdieearlier11_ST_N.htm.

Statistics (2010). Facebook Press Room. Retrieved February 2, 2010, from


http://www.facebook.com/press/info.php?statistics.

Tate, D.F., Wing, R.R., & Winett, R.A. (2001). Using Internet Technology to Deliver a Behavioral Weight Loss
Program. The Journal of the American Medical Association, 285(9), 1172-1177.Gonzalez, Nick (2009).

The Social Media Guide (2010). Mashable. Retrieved February 4, 2010 from
http://mashable.com/guidebook/facebook/.

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MOBILE
Ben Benson, Becky Atkinson, Allison Cass,
Chelsea Gattung, Kiki Milteer, Madison Staab

UGA | May 1, 2010


New Media Institute
Mobile
Platform overview
Purpose of paper
This paper will outline how mobile media can be used to promote healthy behavior changes. For our pur-
poses, mobile media is limited in definition to Smartphones, or cellular telephones with advanced capabilities
beyond dialing and receiving calls. Whereas phones were once used for the single purpose of talking to
someone, Smartphones have revolutionized personal technology. They have brought about a convergence of
media and technology. A phone is no longer just a phone. It’s also a camera, a Google map, a texting work-
horse and a complete social platform. Smartphones give many people have access to the Internet immediately
in their pocket.

This paper will explain how mobile media can be used for the public good changes by outlining Smartphone
technology, explaining a feature case study and presenting our own original mobile media idea. If nothing
else, we hope that this paper will spark ideas and demonstrate how new media can lead to a healthy behavior.

Issue to address
Our initial focus for creating this mobile application was as a tool to alleviate symptoms of Type 2 Diabetes.
This disorder is characterized by high blood glucose in the presence of insulin resistance and deficiency. It
can be avoided or even help suppressed with exercise and diet change. Recognizing that physical activity was a
key component to changing the prevalence of this disease, we elected to target in activity among children and
adults.

These adverse health conditions at a societal level inspired us to create a Smartphone application that creates
incentives to encourage healthy behavior by simply adding walking to one’s list of daily activities.

Throughout our project’s development, however, we expanded our focus in addition to increasing people’s
activity, incorporating stories and other creative aspects. Our final project specifically is designed to give trav-
elers or even curious residents a fitness-focused tour of their city with immediate feedback regarding your
physical achievement.

Specific Behavior Change


The behavior change we chose to promote is encouraging people to walk 30 minutes a day. According to the
American Heart Association, walking has the lowest dropout rate of all physical activities. Research has even
shown that the benefits of moderate physical activity can reduce the risk of heart disease, osteoporosis and
Type 2 Diabetes as well as improving blood pressure levels and maintaining mental well-being among other
health benefits. A simple part of your day, walking 30 minutes can be a positive change to your lunch break, a
way to stay active on-the-go and a habit you’re not afraid to let seep in to your daily routine. Simply put, we
tried to make exercise easy.

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Platform description
Mobile Phone Intro
By this point, Smartphones are nearly old technology. In fact, IBM and Nokia released devices that allowed
people to manage their contacts, calendar, and e-mail all on a mobile phone during the 1990s. However, look-
ing back, the first Smartphones appear cumbersome and technologically inept. Nonetheless, these phones
paved the way for the recent Smartphone revolution.

Today, it’s becoming more customary to use and have a Smartphone, especially among certain demographics.
Standard Smartphone users are between the ages of 25 and 34 and have an income of more than $75,000.
Thus most people who use Smartphones are people who have high-paying jobs and on the younger side of
the general population.

Even though the demographics of Smartphones skew young, their convenience is making them more com-
mon among everyone all the time. In 2009, according to The Nielsen Report, Smartphones had a market
penetration of 16.9 percent, up 6 percent from the previous year.

Smartphones have made it easy for people to haul a wide array of technological gadgets – from personal e-
mail to health trainers to games – with them wherever they go. They serve as a convenient method for us to
transport our lives without hauling around excess luggage.

Smartphones are becoming our lives’ mobile companions, riding alongside in a pocket.

Most Popular Smartphones: iPhone and Droid


Today’s cell phone market is dominated by two major Smartphones: the iPhone by Apple and the Droid by
Google/Motorola. Not surprisingly, the two largest new media companies, Apple and Google, have produced
these competing cell phones and operating systems.

The iPhone came out in 2007, shaking up the cell phone industry with its large, multi-touch screen, a fancy
applications store, and multi-function capability that was exclusively available on the AT&T network. Unlike
any other phone of its time, Apple combined the basic functions of previous cell phones (e.g., text messag-
ing, camera, video) with the iPod, a web-browser, e-mail, GPS, and virtual keyboard into one device.

In late 2009, Google’s Droid came onto the market with its Android operating system, an open-source plat-
form, available only on the Verizon network. The Droid includes a multi-touch screen, a similar applications
store, GPS, web-browser, e-mail, and other basic Smartphone features. However, a couple of versions of the
Droid, unlike the iPhone, include a slide-out keyboard to accompany the touch screen for those who prefer
the feel of the keys to the uncertainty of the virtual screen.  

The key difference between these two phones is their operating system. Android OS is an open-source system
that allows people to upload apps and other media to the Android system without restrictions, whereas Ap-
ple’s iPhone OS requires authorization and approval for each app before it becomes available in their applica-
tion store.  

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Competition is driving Smartphone growth. Apple and Google have tried to one up each other by creating
distinct, albeit similar, Smartphones. In addition to selling the device and its operating system, each company
has attached its brand name to the service of the phones, Google siding with Verizon and Apple with AT&T.

Even though the companies’ Smartphones deliver many of the same features, Google and Apple hope to
further differentiate their mobile phones to capture more of the burgeoning Smartphone market.

Smartphone Components
SMS and MMS Text Messaging

Text messages come in two forms: SMS and MMS messages. The following explains each and how they re-
lated to Smartphones.

SMS is an acronym for Short Message Service, or to the typical mobile user, a “text message.” With text mes-
saging, people can send words and characters to others with their mobile devices. Text messages also have
options to customize text with bolded, italicized, and underlined words.

Many cell phones also use technology called “Predicted Text.” This is when as a person types, the phone’s
dictionary (or word memory) will suggest words it “thinks” you are trying to spell for a more efficient way of
typing.  Cell phones can also switch to multi-tap mode, which allows you to press each letter until you spell
out the desired word.

Symbols are also a feature for many phones to use. Most symbols on a keyboard – such as slash or exclama-
tion point – are stored in the phone’s memory for message clarity and emoticon creation.

iPhones display the most recent 50 messages. Messages can be loaded by tapping “Load Earlier Messages.”
iPhones have many SMS-related apps. For example textPlus allows iPhone users to send Group text up to 50
people at the same time, and Nuance Dragon Dictation automatically turns voiced words into text on your
phone.

MMS is an acronym for Multimedia Messaging Service, otherwise known as a “picture message.” MMS mes-
sages are used to send photos, audio, or video and can be sent to a 10-digit number or an e-mail address.
However, MMS messaging is narrower in scope than SMS messages. Some carriers charge extra for MMS
messages or do not support the feature.

iPhone 3G and 3Gs or later are able to support MMS messaging and Apple allows people with cellular carri-
ers that do not support MMS to still receive the message. Instead of viewing the message on their phone,
they are sent a link that asks for message ID and password. Users go through a special webpage to view the
message. The limit of the size of the message depends on your carrier. However, iPhones and other Smart-
phones can compress photos and videos.

Photography, Video, and Audio Capabilities

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Smartphones have a built-in camera with the lens positioned on the backside of the phone. In this manner,
the Smartphone’s screen acts as a viewfinder. However, many Smartphones do not have an optical zoon or a
powerful flash.

The camera’s resolution varies depending on the Smartphone. Droids have a 5.0 megapixel camera and
iPhones have either a 2.0 or 3.2 megapixel camera. The Droid has a decent mobile camera, with image stabili-
zation, a dual LED flash and a 4x optical zoom.

Once images are a taken, photographs are stored in albums, also called a “camera roll.” From there, the pho-
tos can be sent to people with a MMS message or uploaded to social networking sites like Facebook.

With the built-in camera, Smartphones can record video as well. Some Smartphones even allow for videos to
be edited on the mobile phone itself by “trimming frames.” This allows Smartphone users to edit video on
their phone by editing the beginning or end of videos.

Smartphones typically have microphones built-in to go along with the video recorder, allowing people to cap-
ture meetings, mental notes, or lectures. As an example, Apple’s iPhone allows you to record, manage, edit
and share recorded memos right from the phone. As well, the captured audio can be sent to your contacts via
MMS messaging.

Bluetooth

Bluetooth wireless technology is available on both the iPhone and Droid cell phones, and most cell phones
today have Bluetooth technology as well. Bluetooth wireless technology is a short-range form of communica-
tion, replacing the cables of connecting portable or fixed devices. Some key features of Bluetooth technology
are high levels of security, sturdiness, low power and low cost.

Bluetooth allows the user to simultaneously handle data and voice transmissions without using their hands.
Bluetooth also allows a hands-free experience for voice calls, printing, faxing and synchronization for PCs and
mobile phones. The classes of Bluetooth devices determine the signal range: Class 3 radios handle a range up
to three feet, while Class 1 radios handle a range up to 300 feet.

There are multiple brands, designs, and levels of Bluetooth headsets that are compatible with different types
of phones, drivers and ears. Bluetooth headsets are easy-to-use, flexible, and reduce outside sounds to allow
for a clear phone connection.

On-Star, a comprehensive in-vehicle security and diagnostics system, also provides hands-free calling. On-
Star’s hands-free calling is voice-activated, allowing the driver to keep his or her hands on the wheel and eyes
on the road while driving. Bluetooth has become a popular safety feature, as a headset and an in-vehicle ac-
cessory for all drivers. The technology’s popularity will continue to grow as more states ban handheld cell
phone use while driving.

Applications
What is an App?

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Apps, short for applications, are designed to expand the functionality of a mobile device. They can serve a
variety of purposes, from gaming to social networking and travel to health and fitness. Apps are only available
on Smartphones and have a variety of different platforms.  

What is an App store and how do App stores differ?

An app store is an online store that can be accessed from the mobile device or from your personal computer.

The original app store was created by Apple for iPhone users and was quickly emulated by other companies.
In order to be included in the Apple app store, applications must be coded so that they conform to a specific
standard. They then face approval by the manufacturer before being released to the public. This results in
theoretically “safer” environment, at the frustration of many app creators. However, with more than 100,000
apps, consumers still have a wide selection of content.  

Another important app store is the Android Market, which can be used by Verizon’s Droid phone as well as
other Android-capable devices. Compared to many existing platforms, Android is open to continued innova-
tion and new experiences. This is because independent developers have almost unlimited access to the plat-
form, so they can develop applications without the approval of a third party. While their store is considerably
smaller compared to Apple’s creation, Droid offers a unique feature allowing its users to multitask all of the
available apps.

Popular Applications:

Gaming: Top-grossing games include adaptations of popular computer and video games such as The Sims,
Rock Band and Grand Theft Auto. Games have also been developed for the iPhone that utilize the acceler-
ometer feature.

Social Networking: Mobile platforms exist for such sites as Facebook and MySpace with adaptations of
TweetDeck and even Skype made available on either store.

Navigation: Free apps like Google Earth ensure people are always able to navigate their location wherever
they travel.

Travel: Travel apps range from general fields like translators and currency converters to specific adaptations
of Internet platforms like Kayak, Lonely Planet, AAA and Zagat. 

Health & Fitness: Applications in the fitness category offer a combination of services that range from calorie
counting to pedometers and heart rate trackers to exercise tips. Even gyms, hospitals and health magazines
have taken advantage of apps to create a mobile form of communication.  

Future of Apps

There are several questions in regard to the future of apps. Following the release of the iPhone, practically
every major handset manufacturer has jumped on the app store bandwagon, with online retail outlets open
for Blackberry, Nokia, Palm, Windows Mobile and Google's Android handsets. With so many different oper-
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ating systems, operators are considering joining forces to bypass the multiple sign-up processes for various
app stores. However, they still face the challenge of agreeing on how to release content on an equal playing
field.

Another consideration for the nature of applications is how they will be used. Are browser-based apps a sign
of the future, as Google develops their wireless cloud further? Or will downloaded content, like many iPhone
apps, become the standard platform? These questions hint at the budding future of the mobile application.

Feature Case Study: DailyBurn


The next section will explain how DailyBurn, a Smartphone application, encourages people to partake in
healthy behaviors through both exercise and healthy eating.

Overview
DailyBurn is an interactive website and mobile platform that addresses living a healthy, proactive lifestyle.
Through monitoring adequate nutritional intake, offering daily encouragement and listing physical workouts
and challenges, among other uses, DailyBurn creates incentives for making healthy behavior change. The
website and mobile app act as a social networking program, allowing each user to create a personal profile in
which they can set nutritional guidelines and choose applicable workout challenges to reach their personalized
health and fitness goals.

Workouts: In this section, users can find a workout program, set up a custom workout or quickly track an
exercise. Established workout programs are organized by fitness goals, whether that is fat loss, strength build-
ing or anything in between. Users can also define their own personal routine measurements and establish a
fitness calendar. Current challenges are also available for people who seek a competitive atmosphere.

Training: DailyBurn also serves as a handy training aide. Video instruction can be found daily via featured
exercises streamed to DailyBurn from YouTube.

Nutrition: In this section, DailyBurn breaks down your specific health goals into a comprehensive log, a water
glass counter and complete dietary history. The program allows users to monitor and track their dietary pro-
gress.

Motivation: This element of DailyBurn is where the aspect of social interaction comes into play. Users can
find motivators who can help keep them accountable. They can even allow their motivators to see their exer-
cise and nutrition progress, write in their journal, and send and receive motivational messages. An interactive
forum creates an atmosphere for conversation regarding daily challenges, general health topics, and opportu-
nities to share success stories.

What do the iPhone apps offer for those who wish to use DailyBurn on the go?
DailyBurn App:
The DailyBurn iPhone app offers a fully integrated mobile platform for everyone the site includes. As a
feature-full app, users can access their profile on the homepage; keep a Body Tracker with current weight
goals; log detailed workouts that include calories burned, weight lifted and distance traveled; add to their nu-
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tritional log; and synchronize all elements with the online component on their personal computer. This app
works offline and as such can be used regardless of the user’s present situation or circumstances.

FoodScanner App:
FoodScanner takes the DailyBurn platform one step further by allowing users to take pictures on their iPhone
camera of UPC barcodes. From the picture, the app then recognizes the food and is able to retrieve basic
nutritional information, including calories, fat, carbohydrates and protein.

Many food items, such as fresh produce, may not have a UPC code, but the FoodScanner app allows users to
type in food names and select the correct choice to retrieve the necessary information. Finally, for foods that
are not yet included, the app allows users to enter information into the growing data base of more than
240,000 foods. Whether users find themselves grocery shopping or enjoying lunch, they can quickly reach for
their phone to log the nutritional information of their meals.

Literature Review
Past research supports several manners in which DailyBurn can have a positive effect on people’s lives and
their health.

Obesity epidemic in the United States


According to the Center for Disease Control and Prevention, two-thirds of adults and one-fifth of children
in the U.S. are obese or overweight. America’s obese or overweight population has increased the risk for cer-
tain diseases, including type 2 diabetes, heart disease, stroke and certain cancers. According to the Office of
the Surgeon General, approximately 300,000 deaths a year may be due to obesity, and obesity cost the United
States $117 billion in 2000.

Counting calories works


Knowing calorie information helps people eat healthier – Yale University conducted a study to see if knowing the
amount of calories affected food choices and intake.

Three groups participated in the study. The first group received a menu with no calories labeled. The second
group received a menu with calorie labels. The third group received a menu with calorie labels and a label that
listed the recommended amount of daily calories for an average adult. The study found that the group with
calorie labels and the recommended daily caloric intake consumed an average of 250 fewer calories.

The study showed that when people made healthier dietary choices when they knew both the caloric content
of their food and how much they should eat.

Support systems motivate people to lose weight and keep it off


Community-wide initiatives support positive weight-loss behavioral changes - The Centers for Disease Control and Pre-
vention’s Guide to Community Preventive Services

(Community Guide) strongly recommend communitywide initiatives incorporating informational compo-


nents.
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This recommendation was used as a basis for Walk Missouri, a community-wide media campaign to encour-
age walking in a Missouri town. Results of the study show that the media campaign caused residents of the
town to walk almost one more day per week than residents unexposed to the media campaign. The campaign
also may have boosted attendance at community-sponsored walks. And according to a study by the Center for
Community-Based Research in Boston, Mass., small changes in levels of physical activity at an individual level
can contribute to major benefits in public health.

Finding a weight-loss buddy online helps you lose weight – A study from the University of Vermont compared a struc-
tured behavioral weight loss website (the study used VTrim) against a commercial weight loss website
(eDiets.com). The VTrim group lost significantly more weight and kept the weight off by having a more
structured, individualized program. The participants in this group followed the program with 15 to 20 other
people with similar health goals and participated in hour-long online chats once a week that were led by a
trained therapist.

Research demonstrates the benefits of walking even 30 minutes a day


Participating in moderate physical activity, such as walking for 30 minutes, five or more times a week reduces
the risk of many diseases. According to AARP, walking lower the risk of heart attacks, breast cancer, type 2
diabetes and strokes. Alternatively, walking helps manage weight, control blood pressure, and boost good
cholesterol.

Walking reduces risk of pre-diabetes by 50 percent – In a study funded by Diabetes UK, people aimed to walk 30
minutes every day, aided by the using a pedometer. The study wanted to determine if using a pedometer helps
people sustain increased physical activity levels and specifically focused on people with pre-diabetes (i.e., peo-
ple with raised blood glucose levels).

This study discovered that using a pedometer and walking every day reduced the risk of diabetes by up to 58
percent over the long term. Using a pedometer also reduced blood glucose levels in that group by 15 percent.
Something simple like a pedometer (such as an iPhone app) can make a real impact on the diabetes epidemic.

Interview with Andy Smith, CEO of DailyBurn


Was there anything in particular inspired you to work for DailyBurn? (Also, were you the founder?)

I was the founder, along with Stephen Blankenship. We were both looking for a site to track our workouts
and to be honest, the rest of the sites really sucked. We wanted to focus on social/usability/usefulness.

I love technology and fitness, and the combination has been a dream job for me.

Is there a typical DailyBurn user that you are trying to reach? Are most people who use it looking for a new way to lose weight,
or are they athletes searching for a better way to keep track of their training progress? Also, do you modify DailyBurn with a
specific demographic in mind or do you try to make it as universally applicable as possible? 

The first users of DailyBurn were fitness enthusiasts – those who knew what they wanted to do and just
needed good tools. Over time, we are seeing that our demographic is shifting to those who don't know what
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to do and need more hand-holding and guidance. We aren't targeting a specific sex/age/geo demographic,
but we do see a larger percent of our users as male.

The copyright on DailyBurn says it’s been around since 2007. How have you changed the application and platform over the past
four years (or at least since you've been at DailyBurn)? 

Since 2007 we have gone through a lot of changes. From adding nutrition, challenges, integrating devices,
mobile apps, etc. One of the biggest changes was re-branding from Gyminee (primarily so people could spell
our name when spread by word-of-mouth).

I’m not asking you to specifically reveal any future plans, but are there any other health areas or behavior changes you see further
incorporating into DailyBurn? For example, DailyBurn’s FoodScanner application encourages healthy eating behavior right at
the grocery store. Since people always have their cell phones with them, what are other opportunities you see to encourage people to
practice healthy lifestyle choices?

I think increasingly we are in a position to integrate all sorts of fitness devices, from watches/phones/sleep
sensors, etc. I also think you will see us moving toward more automated capture and hand-holding for begin-
ner users.

Finally, what are the most gratifying aspects of being the CEO of DailyBurn?

It sounds cheesy, but it sure is fun to work on a technology that is changing people's life for the better.  That
is probably the best part!

Significance of DailyBurn
For better or worse, people never leave home without their mobile phone. We bring our phones with us at all
times, whether we’re working or driving, watching television or shopping for groceries. Mobiles phones are
our constant companion.

Due to this change in our culture, companies like DailyBurn have taken advantage and are using it as an op-
portunity to make us healthier people.

The DailyBurn app allows its users to stay healthy on-the-go and throughout their busy day. Users are able to
document their eating habits at their fingertips and no longer have an excuse not to. Keeping a food journal
has never been easier because the DailyBurn app keeps it organized for you. Having a documented account
of one's daily food intake helps people take responsibility for their actions in hopes to encourage a lifestyle
change.

In addition to documenting food and caloric intake, the DailyBurn app can map out workout plans unique to
an individual's fitness level. Having your phone create a specific workout encourages users to exercise on-the-
go and more frequently. Not only does the app create workouts, but users can set challenges that will motivate
and constantly remind them that they need to be completed. Having a third party – computer-generated or
otherwise – increases the pressure to perform and, in return, the user will feel compelled to complete chosen
challenges.

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The DailyBurn app creates a sense of accountability to its users and the constant reminders encourage the
completion of each task. Even though it relies on self-reporting, if people cheat they will at least feel a pang
of guilt. As well, the social networking aspect of Daily Burn creates a community aspect where users can
show off their success, thereby fulfilling the satisfaction of reaching a goal. 

Mobile phones are so frequently used in today's society that it makes sense to have applications on the phone
that encourage a healthier lifestyle. We live on the go and the level of ease and convenience influences our
daily decisions. Having an app that motivates you while you exercise and makes it convenient is a revolution-
ary concept when applied to mobile devices.

Daily use of the Daily Burn app will also help users develop a habit to take part in everything that the app
offers daily. Repeated and extended use of DailyBurn has the potential to create lifestyle behavior changes for
each and every one of its users. 

Future Potential
The DailyBurn application has the potential to be generalized to other devices. In the interview, Andy Smith
talked about integrating aspects of DailyBurn with watches. Cheaper devices would give customers an oppor-
tunity to use DailyBurn without having to purchase a Smartphone.

For instance, a watch would reach a lower price point for people who could not afford a Smartphone. Even
though Smartphone usage is becoming more common, most of these phones are still owned by wealthier
individuals who can pay the phone’s upfront costs and the monthly dues. By lowering the costs to participate
with DailyBurn, the product could become used by less-wealthy demographics that, incidentally, have higher
rates of obesity and its related diseases. 

Additionally, watches and other cheaper devices could be modified for children or adolescents whose parents
may not trust a Smartphone. DailyBurn exercise challenges could encourage physical activity among children,
and, subsequently, fight against childhood obesity.

Also, as DailyBurn becomes easier to use and accommodates more electronic devices, people have a better
opportunity to challenge and interact with their friends through the device. Studies have shown that we act
healthier as a group, and mobile apps like DailyBurn can serve as an on-the-go communal motivator.

However, despite its convenience among regular Smartphone users, DailyBurn’s applicability and effectiveness
is probably still too advanced for non-Smartphone users. The more automated DailyBurn can become, the
better it will be designed for the general population.

For example, DailyBurn could have the potential to track all the distance a person walks in a day if initiated
into a certain mode. There could be “walk,” “bike,” or “run” mode that track distance and calories burned in
real time as opposed to a person choosing a predetermined route or entering their time and mileage data.
This feature would make challenges like “Walk 100 miles in month” easily doable.

Also, in its current incarnation, the FoodScanner application still has many gaps. Inputting fruit, vegetables,
and other non-bar-coded foods is somewhat tiresome. Probably only the most diehard people watching over
their diet will actually input every food item they eat. However, further software updates to FoodScanner
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should make the program easier to use. For example, once mobile food recognition apps can identify the
shapes and colors of fruits or vegetables, they will overcome the problem of people manually identifying
them.

Finally, mobile fitness monitors like this can serve as a constant reminder for people to exercise, eat nutritious
food, and stay healthy in general. The more people think about these topics, the more it becomes normal and
part of their everyday routine.

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Mobile project: CityStep

Project Description
Original Idea
What did we want to accomplish?

The idea behind our project was to give people in an unfamiliar area a reason to go explore their surround-
ings by walking around. We wanted to make mobile media into a personalized walking travel guide.

Our inspiration originally came from research that says that walking 30 minutes a day can improve physical
fitness and help people keep fit. By staying in shape and warding off excess fat, people decrease their chance
of many types of diseases, including diabetes and hypertension.

We wanted to provide people, especially those who are on-the-go, with a simple-yet-motivating way to incor-
porate 30 minutes of walking into their day. We coupled this with the idea that people are often sedentary on
business trips or vacations. When people are moving around via plane, train or car, packing excess luggage
can be a hassle and exercising can seem invasive in a busy schedule.

Putting these ideas together, we made CityStep.

CityStep is just an idea of what this type of app could do. It’s meant to get people out and walking around.
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Also, we wanted to make it easy for people to learn interesting stories about the city, or, as with much of our
example, a local campus. The audio and visuals that go into CityStep explain why and how the quirks, facts
and urban legends exist within a city. We wanted to go beyond the traditional tourism-type material and make
the tour intriguing.

Ultimately, our goal was to uncover the heartbeat of a city through an original walking tour. By combining
fascinating insight with history, comedy and even a little mystery we created interesting content that engage
travelers to explore a city’s culture in a truly interactive way.

Challenges to Making CityStep


Problems constantly presented themselves as we created CityStep

Story Creation
At first, we thought it would be easy to create entertaining stories
that would engage a variety of listeners. However, this was not the
case. We began by writing stories about historical landmarks in
Athens, but that proved to be uninteresting and unoriginal. We
struggled with making our stories both interesting and educational
while keeping our audiences intrigued. 

After many brainstorm sessions, where we thought about highlight-


ing the music scene of Athens, choosing a particular day in history
and describing what campus was like, we finally decided to tell sto-
ries about why things are the way they are around campus. We de-
cided to incorporate myths that many students hold, thus exploring
the campus’ underlying lore.

By choosing buildings, monuments, and other landmarks around


campus to write about, we were able to make the stories both edu-
cational and interesting. Most people would never know the story
of Joe Brown Hall or why there was a memorial just outside the
Miller Learning Center. We identified these stories by collaborating with one another and asking our peers for
stories of myths, legends or traditions on campus and composed a final list: Sanford Stadium, Journalism
Building, MLC Memorial Garden, Joseph Brown Hall, Founders Garden, Old College, The Arch, and The
Georgia Theatre. 

Mobile Website Coding & Flash


Initially we wanted to use Flash to have different buttons on the page that could be clicked to release audio
and exercise details, such as calories burned and distance walked, to tell users about the different locations
included on the city's tour. Since Droid is the only Smartphone that runs Flash, we scrapped using Flash in
order to accommodate more Smartphones, including the iPhone.

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Our next step was deciding between building a web app or an app sold through the iPhone store. Since we
know how to build websites, we created a web-based application. Additionally, a web app is accessible to
Smartphones other than the iPhone. Our final step was finding a template to help us build the web app and
be the correct size to fit on a smartphone screen. 

Mapping the route on a Smartphone


Making our app user friendly became a tedious process. We initially
wanted to use GPS to guide users through our chosen route, but after
speaking with experts we chose to sidestep GPS to reach a larger audi-
ence, including people without a GPS subscription on their phone. Also,
we were afraid the GPS would be too unreliable and hard to coordinate
with the rest of the app. We then turned to Google Maps where we real-
ized we could map out our own route and create our own lettered pin-
points at each of our destinations. 

For our app, instead of embedding our Google Map into the page, we
decided to insert a screen shot of the map. We did this after trying to
zoom in on the Google Map version from an iPod Touch, which caused
problems with moving the page and zooming in using our fingertips. We
also discussed placing screenshots of the route from point to point on
each of the destination pages, so the user did not have to zoom in on the
map.

However, we instead added a screenshot of the entire map into a page of its own (and a link from a destina-
tion page to the map) so people can refer back to it at anytime and zoom in using their phone's preset zoom
functions. As well, CityStep includes a picture slideshow between points to better direct our viewers through
the visual landscape of the CityStep tour while the audio component simultaneously plays. The app instructs
you to play the story as the user travels to the desired location, while approximating the distance traveled and
calories burned.

Bringing CityStep to Life


Brining all aspects of the Smartphone app together

Story writing
Before crafting each tale, we researched. This included interviewing friends and
alumni for personal adventures, requesting stories from our friends and follow-
ers using Facebook and Twitter, searching for articles about historical content
and urban legends, and referring to history documents to supplement our per-
sonal experiences. This content provided the opportunities to weave together
captivating legends and humorous anecdotes to entice our users and keep them
interested throughout their walk. Each story reveals a location’s uniqueness and
legend.
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We walked our route several times to determine the distance from each point and ensuring our stories did not
overlap. The stories play the CityStep user arrives at the actual destination. We thought that listening to the
story while leaving the destination would leave the user unsatisfied, because they would not have known what
or why they were at the particular destination point.

Web-based Coding for Smartphones


We created our web app using iWeb Kit, a mobile for created websites on
mobile phones. We used a template from a previous New Media class that
automatically sizes CityStep and adjusts it for vertical and horizontal view
for an iPhone screen.

CityStep uses a mixture of HTML and CSS to work. We used Dreamweaver


to edit the HTML and CSS exactly the way we wanted and added in links,
pictures, information and slideshows. The beginning and ending of CityS-
tep are graphic-based to add a visual appeal and catch the app user's atten-
tion right away. The slideshows were created in Final Cut Pro as a way to aid
users in following the right path.

Guiding People on the Walking Tour


Choosing the sites and route for our users
to walk was one of the largest obstacles we
crossed. We wanted to ensure our users could easily follow the route on their
Smartphone or iPod Touch. After researching and writing our stories, we
mapped out a direct route from place to place while marking each destination
with a lettered pin point using Google Maps. We then walked the route while
tracking the number of steps, distance, and calories burned by using an
iPhone pedometer.

We incorporated the recorded information


into each page to help users stay on the
route. The app has an easy-to-read page ex-
plaining CityStep and how to use it. Each
page includes step-by-step instructions guid-
ing the user to the next action required from them. A picture slideshow
matches the tour while the CityStep user is walking to the next destination.
This makes navigating through Athens easier, since our primary target user
for the app is someone who is a newcomer. After adding all instructions into
the app's pages, we tested it on multiple people to see if they could navigate
through the app without our help or explanation and we revised any spots
seen as troublesome. We also included a full version of the map on the home
screen for users to refer to at any time.  

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CityStep Interactivity
We also included a section that makes CityStep more interactive. An intriguing question precedes the begin-
ning of each story. The questions either shed light on the upcoming content or they provide new information
all together. We aimed to make this aspect of CityStep more fun for users and add another element to learn-
ing about the city.

Conclusion
How can this be generalized to other places?

CityStep Athens can be easily adapted to other locations. However, a large amount of effort has to be de-
voted to the content of the stories. Combining history with clever narration will develop insightful tales that
complement the physical locale. However, people will only use an app similar to CityStep if the content
makes it worthwhile.

From there, the technical programming will be almost identical to our original prototype. By including Goo-
gle maps and picture slideshows, CityStep can be implemented with ensured success. Routes could also be
modified for places in further distances apart, for hikers or bike riders. Still, features from this mobile app can
be applied beyond promoting healthy living. CityStep can enhance the local tourist industry by strategically
designing pathways to target specific places, while the auditory component can also be used to explore desired
locations.

Finally, advertising may require compliance by both local government or tourism agencies to reach travelers
effectively. Placing advertising media in local hotels and restaurant establishments will help to encourage visi-
tors and citizens alike to explore the CityStep mobile application.

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CityStep Team Members
Becky Atkinson
I am a junior magazine major at the Univer-
sity of Georgia earning my New Media Cer-
tificate and English minor. I've written, ed-
ited and designed for several on-campus
publications including The Red & Black, U-
gazine and InfUSion. Additionally, I have
worked in the marketing department at The
University of Georgia Press and at
Peachtree
Publishers,
a children's
book pub-
lishing
company in Atlanta. I am an executive board member for the Grady Student
Society, a group that connects current students in the journalism school with
fellow students and alumni, and I now represent the journalism school as a
Grady Ambassador. After graduation, I hope to live in New York or Boston
working in the publishing industry and using my new media skills.

Ben Benson
I am a graduate student studying public relations at the University of Geor-
gia. I graduated from the University of Oregon in 2009 with degrees in jour-
nalism and economics. Although I have focused on public relations in gradu-
ate school, I have tried not to tie myself down to one type of communica-
tion. I have worked at an advertising agency on a assortment of clients, in-
cluding health care, aviation and footwear. I also helped re-brand a student-
run cultural magazine at the University of
Oregon. I plan to write my thesis on com-
munication strategies to adopt wind energy.

Allison Cass
I am a senior public relations major at the University of Georgia working to
complete my New Media Certificate. I am heavily involved with several on-
campus organizations including Gamma Sigma Sigma National Service So-
rority and Designated Dawgs, serving on both executive boards in the past. I
am currently the Relay for Life team captain of my sorority, and I also am
interning for a local music booking agency, while still working part-time as a
pharmacy technician. Pharmaceuticals and music are my passions in life, and
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I hope I will be given the opportunity to have a careers in both. I plan on moving
to Atlanta post-graduation in May, where I will continue my job hunt. 

Chelsea Gattung
I am a senior at the University of Georgia studying advertising, sociology, and
new media. I am currently the Vice President of Fundraising for Advertising
Club, an Account Executive for Your Pie restaurant through our student-run ad-
vertising agency Hooper, Sanford, Baldwin, & Thomas and I am interning with
NetStream Interactive as a web designer. After graduation in December, I would
ultimately like to attend portfolio school at either Creative Circus or Miami Ad
School to further study my passion for interactive or graphic design.

Kiki Milteer
I am a senior at The University of Georgia. I
graduate in December 2010 with a Bachelor of
Arts in Journalism. I am a Broadcast News major, Film Studies minor, and
New Media Certified. Furthermore, I am a recipient of UGA's EXCEL
Award and the HOPE Scholarship. As an avid Journalist, I have experience in
broadcast news, print, media productions, telecommunications, film, radio,
digital media, social media, and public relations. I was a part of UGA’s Geor-
gia Gameday, WUOG, and am currently with UGA Newsource. In addition
to my campus involvement, I've had internships with CNN, Star94, Q100,
and this summer with NBC. After graduation, I intend to begin my career as
a news producer and travel the world.

Madison Staab
I am a junior at the University of Georgia, studying Advertising with a minor
in Art History and completing the New Media Certificate. My involvement
includes Alpha Chi Omega Sorority, where I serve as Webmaster as well as
the Graphics and Online Marketing Chair on the executive board for the
American Cancer Society’s Relay For Life. I am a member of UGA’s Ad Club
and have recently been selected to represent the Grady College of Journalism
and Mass Communications as a Grady Ambassador. Upon graduation, I
hope to either move back home to Texas or venture to Chicago to work in
the creative department of an ad agency.

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References
King, A. (2009, May 22). Walk: Want to save money and live longer?. The Los Angeles Times. Retrieved from
http://www.latimes.com/sns-health-save-money-live-and-walk,0,671728.story

Nielsen. (2009). The global online media landscape. Retrieved April 20, 2010,
fromhttp://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/nielsen-online-global-lansc
apefinal1.pdf

Hellmich, N. (2009, December 21). Diners eat fewer calories when menu lists entrees' contents.USA Today.
Retrieved from
http://www.usatoday.com/news/health/weightloss/2009-12-21-caloriesonmenu21_ST_N.htm

Wray, R. J., Jupka, K., & Ludwig-Bell, C. (2005). A community-wide media campaign to promote walking in a
Missouri town. Preventing Chronic Disease 2(4), (1-17).

Gold, B. C., Burke, S., Pintauro, S., & Harvey-Berino, J. (2007). Weight loss on the web: A pilot study compar-
ing a structured behavioral intervention to a commercial program. Obesity 15(1), (155-164).

Devlin, K. (2010, January 4). Using a pedometer "can cut chance of developing diabetes by half." Telegraph.
Retrieved from
http://www.telegraph.co.uk/journalists/kate-devlin/6918062/Using-a-pedometer-can-cut-chance-of
-developing-diabetes-by-half.html

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GAMING
Kiley Dorton, Isha Ghodke, Jessica Henry, Katrina Kulik,
Kelly Skyler Musgrove, Sara Osburn, Lauren Rohde, Hal Tift

UGA | May 1, 2010


New Media Institute
Gaming
Platform overview
GAMING 101

What is a game?

Historians have suggested that games have been played since before written history. According to an article
published by the National Institute of Health (NIH), a game is a physical or mental contest with a goal or
objective.  Games are played according to the framework or rules set out by the creator. Games come in many
forms and are said to fulfill basic human psychological needs.  Today many games are considered video games
and are played digitally on devices such as at arcades, on consoles,
computers, handheld devices or the internet.  Video games have become
a huge part of the entertainment industry in our society.  Recently, video
games have taken a lot of criticism regarding the amount of violence
involved and the fact that they are distracting from physical activity.  To
combat this criticism, a new genre of gaming is emerging called “serious
video games;” these games “use role-playing and story to teach train and
change the knowledge, attitudes and behaviors of those playing.”  [NIH,
2007]  The move towards ‘serious video games’ is becoming more and
more prevalent. A lot of research is being done to discover how to use
video games to create a more fit and pleasant society.  In order to create effective ‘serious games,’ it is
important to understand the elements of a game, why people play games, and how games can be used to
influence a person’s behavior.

Elements of a Game

Games are typically played for fun and are able to reach a large and diverse audience because they do not
require a special set of skills to succeed.  However, video games do more than just provide entertainment,
and that is why people continue to play them.  Research has
found many people enjoy video games because they find
them intrinsically satisfying.  They feel rewarded and want
to continue to play the game.  They strive to achieve
mastery and Video games satisfy a need for autonomy,
control, and connectedness.  They provide a sense of
achievement, but beyond that virtual games tend to involve
group play and satisfy a players social needs as well.  

The most successful video games are those that involve


story, interactivity, and intrinsic motivation.  When a game
involves a realistic story, players want to continue to see what the future holds.  In the NIH study, they found
that games that sought to only increase physical activity while playing without including a story, were
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considered boring after four weeks.  To create an even greater ‘pull’ or motivation, game creators add an
element of interactivity.  Most often they create a game in which players feel like they are immersed in the
game environment.  This helps to create a feeling of connectedness, especially when the gaming environment
is retable, or realistic.  A large part of both intrinsic motivation and the ‘pull’ of video games is that the
results of an action or decision are instant.  Outside of the gaming world a person might make a bad decision
and not realize the consequences until weeks, months or years later, but in video games if you put off or
decide not to do something you instantly see the results of your actions. Researchers at the University of
Rochester found that players felt best when games produced positive and challenging experiences “that
connected to what they know in the real world.”  [CBC News, 2006]  Therefore, when games are realistic they
have a greater ability to change a person’s behavior.

Game Theory

Games are typically played for fun, but there are many different aspects of games that can be considered fun.
A study by Hsu, Lee and Wu in 2005, identified six factors of fun in action video games: novelty and
powerfulness, appealing presentation, interactivity, challenge, sense of control, and reward. According to an
NIH study found that children also find elements of fantasy and interactivity to be enjoyable. Games can
satisfy the player’s needs for autonomy, connectedness, and control. To win the game, video games challenge
players to use the information they obtain as they navigate
the game world, thereby providing an important education
and training modality [2007]. These factors contribute to the
rise to the emerging genre of “serious video games” that
“employ the medium’s rich, role-playing, story-based
environments to teach, train, and change knowledge,
attitudes, and behavior” [NIH, 2007].

Theory gives the foundation to promote behavior change.


Some social theories have been incorporated into gaming
models to promote positive behavior changes. According to the National Institute of Health, these include
the social cognitive theory (SCT) and the elaboration likelihood model. These include four steps: attention,
retention, production, and motivation. The elaboration likelihood model proposes that gaining and
maintaining a person’s attention is the first step in getting a person to process the information in a message to
promote behavior change. SCT proposes that behavior change is a function of enhanced skills and
confidence (self-efficacy) in doing the new behavior, while modeling and feedback are keystones for learning
skills [NIH, 2007]. These four categories are necessary to create a game that will hold the attention of players
and keep them interested in continuing play.

The NIH also argues that self-control procedures such as goal setting mobilize a person’s personal resources
and focus attention on making specific changes. Games add an element of fun, an aspect of intrinsic
motivation, thereby enhancing behavior change through enhanced motivation. Incorporating theory-based
change procedures provides reason to believe that they can be effective [2007]. Therefore, combining social
theories of change with gaming components of fun and motivation, should lead to positive results.

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Behavior Change

Using video games as vehicles to encourage behavior change can capitalize on the fact that children’s already
enjoy them. There seem to be two main ways that video games influence behavior. According to an NIH
study, “The first involves the insertion of behavior-change procedures (e.g., goal setting) into the process of
playing the game. The second involves the use of story and inserting behavior-
change concepts in the story.” The study also suggests that adding the
elements of a story that addresses behavior-change issues can enhance
the actual behavior change, especially when the story itself
promotes behavior change. Video games are able to reach a vast
and diverse demographic that expects extended contact, so that
suggests that games can not only attract but maintain attention, which
is a key aspect of effective behavior change.

The National Institute of Health suggests that “to capitalize on the possibilities of video games for
promoting health behavior changes, behavioral scientists need to collaborate with professionals who can write
an engaging story and have knowledge and skills in game design, formative research, story boarding,
producing, directing, music composition (for games with music scores), computer art, animation, and
programming” [2007]. It is possible to create an effective video game that uses social and gaming theories to
promote behavior change, and game developers just need to use the available information to make a game
that can really lead to behavioral differences. (Baranowski et. al. 2008)

What makes a good game?

Games can take advantage of many hardware and software components to build advanced concepts. Smart
phone technology now includes an accelerometer, which can detect changes in velocity (most popularly
portrayed in Nintendo’s Wii Handsets), global positioning systems (GPS), and even cameras. According to a
leading developer, Ngmoco, they have three elements that define a “hit,” a game that is both commercially
successful and critically acclaimed.

The first component is audience appeal.


The game must appeal to a universal
market, not just a niche or segmented
audience. The second component of a
good game is quality of execution: is the
game polished, free of bugs, and above the
general market standard? The third
element is innovation. Using touch and the
accelerometer have been reduced to the
cost of entry for most games have far
exceeded those terms of innovation. In
order for a game to be a “hit,” it must have some element of advancement or innovation otherwise it will get
lost in the mix. The following diagram above shows Ngmoco’s formula for a “hit” game.
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CURRENT MOBILE GAME SCENE

Leading Game Developers

As of February 2010, the app store


reportedly had over 150,000 apps
available belonging to more than
31,000 different developers. These
developers engineer the coding,
graphics and marketing to their
applications, and many of them
“sell” one to five apps in the store.
Some developers offer over 100
applications.

Leading developers are


distinguished by repetitive success
—not just “one-hit wonders” in the app store. Across the board in iPhone and Android application stores,
the gaming category is both the top grossing and the most popular.

Of the 20 developers listed, only one does not produce games and most of them produce games for Android
as well. By far, the top iPhone game developers are Gameloft S.A. and Electronic Arts.

Most Popular

According to Touch Arcade, an online iPhone gaming information center, games such as Broken Sword,
Sword & Poker, and Grand Theft Auto all topped their list of most frequently recommended games with five
stars each. None of the three games were originally
created for the mobile platform. Broken Sword, for
example, was released for use with Windows in 1996.
However, they are all successful adaptations of old
favorites.

In fact, Mobile Marketing News reports that Tetris has


exceeded 100 million downloads worldwide on mobile
platforms. Tetris was initially introduced over 25 years
ago and was adapted for mobile by Blue Planet Software
Inc. and Electronic Arts Mobile. It became available as a
paid download in 2005.

Production

Mobile gaming is unique, because it is changing the


relationship between the computer and player. As
opposed to video and computer games, mobile gamers
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are multitasking-waiting for a friend, walking down a street, watching television-as they play. However, this
mobility poses problems such as light irradiation, network connectivity, positioning and unreliable
communication to the game itself.

Apple’s iTunes Store makes it easy for developers to profit from the code they write, because it brings
marketing, selling and distributing together in one place. When Ethan Nicholas’ game, iShoot, gained the No.
1 position in the iTunes Stores, he made $37,000 in a day. By the end of the month, he had earned $600,000.
He attributes his success to word of mouth, luck and a quality game.

The future of mobile game production lies in virtual communities, tangible media, instrumented rooms,
wearable devices and different kinds of interaction and sensorial design.

F E AT U R E D C A S E S T U DY: CO R V E N T I X P I I X

PiiX At-A-Glance

Who: Corventis, Inc.

What: Wireless heart monitor; “An unobtrusive, water-


resistant, lead-less device that adheres to the skin and
automatically detects, records and transmits physiological
information”

Where: San Jose, California

When: Approved by the FDA in February 2009

Why: Easy wireless transmission to the iPhone allows Corventis to integrate heart rate information
seamlessly into iPhone applications and, potentially, games.

Who Created PiiX

Corventis, Inc, based in San Jose, California, is a privately held company and self-proclaimed “pioneer in
wireless cardiovascular solutions.” As their website states, Corventis is “focused on advancing digital
healthcare through the confluence of medical device, telecommunication and information technologies.”
The company has filed over 50 patents for health monitoring technologies and solutions, and recently
received FDA clearance on a new out-patient monitoring solution called the NUVANTTM Mobile Cardiac
Telemetry System. The NUVANT MCT System allows physicians to monitor at-risk patients’ heart patterns
from anywhere in the world. Corventis is dedicated to wirelessly connecting clinicians and patients, providing
unprecedented visibility into patient health status.

What others are saying

“A 15-centimeter wireless sensor, recently approved by the FDA, holds the promise of reducing
hospitalizations by allowing automated early detection of heart failure. The noninvasive device, which costs a
few hundred dollars and adheres to a patient's chest, monitors indicators of heart health--including heart and
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respiration rates, levels of patient activity, and even the accumulation of body fluid--as patients go about their
daily lives.

Part of a technology platform now being marketed by Corventis,


a startup in San Jose, CA, the waterproof sensor beams data to
a special cell-phone-like gadget in the patient's pocket or home.
From there, the data is wirelessly transmitted to the company's
servers. Algorithms detect anomalies and transmit data to
physicians via the Web or a mobile device, drawing attention
to patients who need immediate care.” (MIT Technology
Review) “...Corventis Beating Heart...draws
data wirelessly from a patch placed on
“At the Body Computing the chest.” Conference in Los Angeles
[October 2009], wireless health company Corventis
demonstrated a concept iPhone app called Beating Heart, which
the company created with the event’s organizers. The app is a
game that leverages Corventis’ wireless “band-aid” sensor to
transmit the players heart rate to the iPhone, which then can
broadcast the heart rate over Twitter and Facebook or via text
message or email. By using Bluetooth, the concept app also
demonstrates that players can get a snapshot of nearby players’
heart rates in real-time.

The concept app aimed to demonstrate the ability for mobile


health to become interactive and fun through a social game, and
could create social incentives to becoming healthier.

‘We were told it wasn’t worth designing for teenagers if there


wasn’t a strong self-play piece,’ Dr. Leslie Saxon, the Body
Computing Conference cofounder and Chief of
Cardiovascular Medicine at USC, told Fast Company at the event. ‘So, pretend we’re teenagers and we’re
going to broadcast to each other incessantly as we do math homework.’

Here’s how the event organizers described the Beating Heart app: ‘The Corventis Beating Heart, which was
co-developed at USC, draws data wirelessly from a patch placed on the chest. You can then take your heart
rate and tag it to your status update on a social network. The concept originated with Dr. Leslie Saxon,
conference organizer and chief of cardiology at USC’s Keck School of Medicine. She hopes that Beating
Heart will educate the next generation of health care users and normalize the idea of monitoring your own
body’s information.” (FastCompany.com)

Critique - What Worked & What Didn’t Work

Corventis is currently focusing on patients with severe or worrisome heart complications that need constant
monitoring by professional clinicians. The product is aimed specifically at those interested in monitoring
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their heart for pre-existing conditions. So, in the effort to provide
patients with a wireless device to monitor their physiological
information, Corventis has succeeded quite well.

However, should Corventis decide to extend its product from the market
of problem monitoring to the business of prevention, the PiiX device
has the potential to be the cornerstone technology of a targeted attack
against a growing problem facing our nation’s children: obesity.

The PiiX device currently has all the high tech monitoring sensors for
every possible heart complication, and thus sells for over $100; but if
Corventis stripped down the device to the bare essentials (e.g., simply a
transmitter of heart rate to an iPhone), the price-point could drop
significantly enough that developers could create innovative, engaging
games based on users’ real life heart rate. Schools could follow the trend
set forth by the DDR case study and implement raised heart rate games
into the physical education curriculum, taking one more step against
childhood obesity using the mobile, social gaming technology from
Corventis.

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Gaming project: Tugg

W O U L D N ’ T I T B E CO O L I F. . .

Wouldn't it be cool if we could create a mobile game to fight childhood obesity?

Our game, Tugg, utilizes a blend of mobile heart monitoring technology and
social gaming to pit teams of kids against each other in virtual games of tug-o-
war. The only way for kids to win is by literally raising their heart rate, thereby
reducing the risk for and effects of childhood obesity in a fun, competitive social game.

We have created a promotype of Tugg to show how this health-oriented game could potentially work, all the
way from the back end of the technology to the student’s hearts. Our Tugg promotype utilizes a hand-held
heart monitor from Vernier that’s as easy to use as holding on to the handles of a jumprope. After signing up
on http://heartygames.mynmi.net, the student simply plugs in the kid-friendly heart monitor to her home
computer and starts dancing, jumping, hoola-hooping, or exercising in any way she wants. After 30 minutes
of a healthy elevated heart rate, the student’s session on Tugg is complete and she sees the progress of her
team or class so far. If the student’s class is winning, she will see a visualization of a tug-of-war rope moving
one step closer to victory. At the end of the week, the class with the most 30-minute sessions completed will
win! At the end of the round-robin style tournament within her school, the class with the most overall wins
is the champion and moves on to represent the school in a state-wide single elimination tournament. Little
did they know, but while the students were competing with one another to win the tournament, every
elevated heart beat moved them one step further from hypertension, diabetes, high blood pressure, and a
number of other health risks that accompany childhood obesity.
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BEHIND THE SCENES: THE MAKING OF TUGG

iPhone “App” Team: Hal Tift & Jessica Henry


Our role in creating Tugg has centered on app development. Hal has focused on programming and
functionality while Jessica split off on user experience design. We briefly planned on trying to build a native
iPhone application, but there were too many unknown variables—especially the issue of having a live
connection from an iPhone to a heart rate monitor—and we had limited experience in the necessary
programming language(s). Instead we opted to build a simulation in Adobe Flash of what would be the Tugg
iPhone app. We consider the ideas behind Tugg to be what make it valuable, so
we are comfortable leaving behind the actual iPhone functionality.

The flash app reads a user’s heart rate from an online database and reacts
accordingly. When the heart rate meets or exceeds a predefined goal rate, a
displayed timer will begin counting down and will continue as long as the
goal rate is met or exceeded. Once the timer reaches zero the user has
achieved the daily goal and that accomplishment will be recorded and
inserted into the current team or personal Tugg match. For instance, if one’s
match goal is fifteen minutes at a bpm (heartbeats per minute) of 120 or
greater, s/he will receive a ‘yes’ or ‘no’ for each day, depending on whether or
not s/he achieved that goal. Over the course of a match (one week for
instance), the team or person with the most accumulated successes (a
maximum of seven in the case of a week) wins the virtual tug-of-war.

Other aspects of the flash application consist of


simple animations to serve as an interface for Time: 393.18 s
Signal: 0.000 v

the above functionality and to simulate the 6

look and feel of a true iPhone app. 4


Signal (v)

Combining the use of Adobe Photoshop


2

and Illustrator with the existing flash


-2

program, Jessica was able to do just that. 400


Time (s)
450 500

Heart Rate Monitor Device Research and Process Team: Sara


Osburn & Kiley Dorton
During our research on devices several factors remained constant. We
knew that whatever we chose must be kid-friendly and record the heart
rate and time of workout. Throughout the process, as we gained more
insight into what our specific needs were we discovered other
characteristics that were mandatory for our device which is what led us to
our final decision. Originally we found numerous heart rate monitors, as
recording heart rates during fitness seems to be a growing trend. A variety
of vendors such as Best Buy, Target, Garmin, Polar, CardioSport, Timex etc supply heart rate monitors all
with a variety of specifications, prices, hardware and software. After meeting with a gaming expert we
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discovered that the device we chose must easily transfer data to a computer via USB, Bluetooth or WiFi
connection. We then found a device called the Oregon Scientific Heart Rate Data Logger which stored
information sent from the recording device and transferred it to a computer with a USB plug. We then
realized that not only would this option require a lot of hardware but we wanted the data to be transferred via
real-time, which the Heart Rate Data Logger did not do. So, after more research and evaluating more options
such as build your own heart rate monitors we found a similar option that met our specific needs. The
Vernier, our final choice, extracts the heart rate data from a person standing next to the computer (while they
hold the Vernier Hand-grip Heart Rate Monitor and Transmitter) and uploads the information to the
database online through the Vernier Go!Link USB Interface in real-time. This would allow us to use the
developed iPhone app and retrieve the data from the heart rate monitor back to the app in almost real-time.

Web Site Team: Isha Ghodke & Lauren Rhode(http://heartygames.mynmi.net/)


The process for designing the Hearty Games Web site began with a consideration of our target audience. We
narrowed it down to two broad groups-students and interested
adults-before searching for an appropriate design. First, it is a
place where students register in the initial stage of the Tugg
program. When students want to monitor their individual
progress, they can log in on the Web site and access a
personalized page that visualizes the changes in their heart rate
over a given period of time. Tracking progress online adds to the
interactivity of the game by giving kids the opportunity to
compare their results with the results of other participating
teams. The second audience, interested adults, could be parents,
teachers, administrators or future investors. The pages regarding
the issue of childhood obesity and the page about us, the
developers, are targeted at these adults. Not only do we intend to
convince them that childhood obesity is an issue requiring
immediate and creative attention, but we also want them to trust
our game and its
potential for a positive impact on their children. We realize that
in order for school systems to adopt our recommendations and
game, we need the support of these adults, so it is vital that we
have a strong, yet straightforward channel of communication to
them. The future of the Web site lies in increasing interactivity
for both groups of our target audience even further, while still
maintaining core concepts of simplicity and functionality. `

I worked on the web site with Isha Ghodke, who created the
template and put the pages together. I'm responsible for the
content on the site, and I really wanted to emphasize the
tournament aspect since that is what can really hook this game
for children. Dr. Shamp pointed out that technology will
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continue to change, which will inevitably alter the way our idea works. The concepts behind the technology
that make the game fun while encouraging children to get active will stay the same, so that should be the
focus of the We site's product information. The pages, Home, Register, Track Progress, Issues, Tournament
and About Us, were all strategically planned by our team, and we have tried to plan for all possible scenarios
that may be encountered by a user. This way, our site is as user friendly as possible.

Video Production Process Team: Kelly Skyler Musgrove, Sara Osburn, & Kiley Dorton
In order to catch our audiences attention quickly and effectively we thought we should open with a video
about our project. The first step we took was making a broad outline of how we wanted to video to go and
then how to proceed into the rest of our presentation from
there. Capturing the audiences attention and giving
them accurate information about our complex project in less
than 2-3 mins is difficult so the outline was a must.
After, writing up a broad outline and discussing it with my
group members we had our idea for the video solidified.
From there it went into research mode. We had to find all the
right facts and video clips for our presentation video that we
wanted to included about our project or relating to our
project. At this point we also began scripting for what our
group members were to say in the video. After all the scripting
and research was done the filming of our project took place. After the filming came the editing process. We
put together the clips, added music, and effects. After finishing the last step process of editing we had created
our awesomely entertaining project presentation video.

Research & Materials Process Team: Katrina Kulik


Creating this game, our team knew we would have to come up with a way to market and explain the game.
We wanted to come up with a creative way to share with both the school personnel and parents. In order to
participate in this program both the teachers and parents must understand why it is beneficial and what they
will have to do to make it beneficial. So we explored
some programs similar to this one, such as FuelUpto60
program. In order to do this we decided to make a packet
that would be sent out to both the teachers and parents. The
one sent to parents will explain the program- the technology
involved, the tournament, the benefits, the parents role etc.
We hope to encourage parents to allow their children to
participate and will include instructions on how to sign
them up and a permission slip. The one to the teachers
explains how to get students excited and suggestions on how to inform the students about the program. The
goal of the packets is to ensure that everyone is informed about the program so it will be as beneficial as
possible and to do it in a somewhat creative and interesting way.

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Tugg Team Members
Kiley Dorton
M.A. Mass Communication concentrating in Mass Media Studies
A.B. Cognitive Science, New Media Interdisciplinary Certification

Greenville, SC

Graduate team leader, hardware manipulation, project management, graphic


design

Ever since my high school statistics teacher convinced me to buy a Mac, I've
dreamed of moving to Silicon Valley, working 24/7 on a crazy start-up, and
starting an a cappella group called the Silicon Valley Singers. Don't judge my
dream!

I don't care quite as much about where the bus is going as who I'm riding with. My career aspirations focus
heavily on finding a highly skilled, incredibly driven, respectfully fun team with whom I can create projects
and small companies that truly make a difference.

1. I sing in the all-male a cappella group the UGA Accidentals, and this semester we're going to NYC for
finals in an international competition!

2. I can't speak a lick of Spanish, but I managed to acquire 13 XO Laptops (OneLaptopPerChild Campaign)
and took them down to San Luis, Costa Rica to 45 beautiful elementary school children. Within ten
minutes, the kids were doing things with the laptops that even I didn't know how to do!

3. I compose music for films, and I recently scored a commercial for the EcoFocus Film Festival that made it
to NBC, ABC, and CBS!

Isha Ghodke
Public Relations, German, New Media Certificate

Norcross, Ga.

Web site, positive attitude

After graduation, I want to spend time visiting Germany before beginning law
school and eventually practicing media law.

1. I like politics.

2. I spend the majority of my time preparing to compete in mock trial


competitions with the UGA Undergraduate Mock Trial Program.

3. I am fluent in four languages.

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Jessica Henry
Public Relations

Allentown, Pennsylvania

Jessica is on the developer team contributing her design and coding skills.

Upon starting life as a post-graduate, Jessica hopes be the product of her life
experiences thus far: a wildly innovative strategist and communicator. One day
she would also like to one day travel the world publish a book about
food. Jessica hopes to enter the public relations industry specializing in new
media solutions. One day Jessica would like to start such company and consult
international organizations.

Jessica has lived in seven states, she published marketing research as 16-year-old and she enjoys seeing her
world through the lens of her 1960's medium format camera.

Hal Tift
Magazines

Macon, GA

I am responsible for much of the programming and database management


behind the Tugg promotype.

Finding work in a new media field. Working with computers in programming


and/or design-related work and possibly taking the eventual step of
participating in the founding of a new media company.

I'm relatively new to computer science and web design, but I've hit the ground running. HTML and CSS are
my strongest areas in computer tachnology to date. I also have a bachelor's degree in music from Wesleyan
University in Connecticut.

Sara Osburn
Advertising

Davidson, North Carolina

Heart Rate Monitor research and logistics. Video Production

Travel and expand my knowledge and skills within the advertising industry. Work for
an advertising agency or corporate marketing department in brand strategy or creative
but ultimately my dream job is to work for Pixar!

1. I've been bungy jumping in New Zealand, the world's 3rd highest bungy

2. I was the first and only person from my high school to come to UGA
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3. I know more about college football than most of my guy friends.

Kelly Skyler Musgrove


Telecommunication Arts, Anthropology, New Media Certificate, American Sign
Language

Douglasville, Georgia

Heart Rate Monitor research and logistics. Video Production, and the occasional
treat.

Find a job that in some way would encompass everything that I studied in
undergraduate school. In doing so, helping myself to continue to grow, study,
learn and travel while helping and being highly involved with people. To be
highly involved with people and the world in order make a difference or a
change. By studying and being interested in so many things I could see myself going in so many different
directions with my career path. But, I do have a dream job and that would be working for companies like
Google, National Geographic, or Discovery Channel.

1. I love to learn and broaden my knowledge of many things. Originally I came to UGA just to study
Telecommunications, then I feel in love with many other fields along the way. Now, I am up to 4 different
things that I am currently studying.

2. I am a big activist for all Human Rights. I spend a lot of my spare time involving myself in Human Rights
campaigns.

3. I love technology. I enjoy learning about it and educating myself to be a more "techknowledgeable" person.
The cooler the device the better.

Katrina Kulik
Advertising

Aiken, SC

Program Packet for teachers and parents. Research, ideas. ALL ABOUT HOW
WE WORKED AS A TEAM.

Working as a manager at Goshen Plantation Golf Club in Augusta, GA

To obtain a job in a field involving sports.

1. I love sports

2. I visited Fiji, New Zealand and Australia

3. Everyone I meet comments on or nicknames me "smiley".

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Lauren Rohde
Public Relations, Speech Communications minor, New Media certificate

Marietta, GA

Compiled target audience to divide among our group members so we can


invite many people to our event, Wrote a Use-case scenario from a parent's
perspective, worked on the content of the Web site

Starting mid-June, I'll be working in media relations and marketing for


Lockheed Martin's Missiles and Fire Control Division in Orlando, then a year
doing internal communications, then placed somewhere within the company.

Something where I get to combine all my favorite skills in communications, design, and new media so work
feels like play.

1. I live for the work/life balance and try not to take anything, including myself, too seriously.

2. I only had one wisdom tooth, and still got it removed.

3. 3. I know some of the CNN anchors personally from working with them this summer as a PR intern on
the digital media team.

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Bibliography
Frembe, Linda Seid. “PE Classes Use AV, Media, and Video Games to Combat Obesity.” 17 July 2007. 10 February
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