FootPal: Build social rivalries around
maintainable walking habits
Ko-Hsun Huang Abstract
National Chiao Tung University Most young adults in Taiwan depend on motorcycles for
Institute of Applied Art their daily transport, even for short distance trips. To
Hsinchu 300, TAIWAN investigate behavior change, the user study reported
here shows that companionship and the sense of social
Madeira Interactive Technologies Institute
presence encourages users to change their behaviors.
Funchal 9020-105 PORTUGAL
With this focus in mind, we present a system that
kohsun@csie.nctu.edu.tw utilizes interpersonal involvement and exercise to
develop a walking culture. Supporting functionality to
Chen-Hao Wuang detect user walking and motorcycle riding frequency,
National Chiao Tung University FootPal is a novel system for walkers to encourage each
Institute of Applied Art other to walk, to have self awareness of behavior
Hsinchu 300, TAIWAN change, and to receive intimate reminders from others.
funkyfoot.aa96g@nctu.edu.tw
Keywords
Social networking, motorcycle dependency, location-
Hong-Ling Chong
aware, social persuasion, walking
National Chiao Tung University
Institute of Applied Art
ACM Classification Keywords
Hsinchu 300, TAIWAN
H5.m. Information interfaces and presentation (e.g.,
alpchris.aa96g@nctu.edu.tw HCI): Miscellaneous. H.5.2. User Interfaces: User-
centered design. H.3.5 Online Information Services:
Web-based services
Copyright is held by the author/owner(s). Introduction
CHI 2010, April 10–15, 2010, Atlanta, Georgia, USA. The motorcycle is a convenient mode of daily
ACM 978-1-60558-930-5/10/04 transportation in Taiwan, especially for riders aged
around 18-35 years. Based on statistics of the growth
of motorcycles, the popularity of motorcycle usage is influences people to walk more. Our approach is
greater than 70% [1]. Energetic young riders are too showing the consumed energy and physiology status in
dependent on motorcycles, and such a habit is a competitive game.
detrimental to the environment.
A second challenge is overcoming laziness. Riders
Vehicle dependence has previously been discussed in always look for a convenient way to do their daily
depth and a solution of transportation mode choice of activities, avoid walking, and either complain about the
Figure 1. Motorcycle dependence young people is needed (Fig-1). It is challenging to lack of fun when walking alone, or the lack of free time
in Taiwan lower riders’ inherent resistance against the for walking. Companionship and persuasive design is
dependence on motorcycles due to the short nature of needed for users, also to grab their attention by lucid
their daily trips [7]. We intend to create a decision interface on device and web platform. A visual
making strategy to influence their transport behavior; metaphor of foot keychain device helps users to see an
to make it as a turning point to persuade them to have object in another light by use of apt alternative
less enthusiasm for riding automobiles giving up short description [6], as an object reminder to always remind
riding journeys for walking. riders to walk when the moment they use their keys to
start the motorcycle engine.
Taiwan has the second largest Facebook game user
population in Asia [5]. Most users are using it because User Study
of the Facebook games. They care a lot about their To investigate the fundamental and emotional reasons
social identity in these games, and are willing to spend of young rider short-distance riding, multiple user
time and money to decorate their personal identity to experience research methods have been applied to this
stand out among other players. Social presence plays project, which include practical observations and
an important role in social networking games. The qualitative analysis through the use of contextual
equation to create this degree of awareness is social inquiries. To distinguish all the diverse and significant
presence in a communication interaction, developing or reasons of motorcycle riding, we interviewed three
maintaining a degree of personal relationship. This male and three female participants. They were three
could be the essential motivation and encouragement students and three workers between 20 to 30 years old.
to sustain user-walking attitude. The results were reinterpreted and integrated into a
mind map, a set of the various situated issues to
Problem Space present the main factors that affect whether they ride
Previous work has shown that enjoyment is the link or walk in very short distance trips.
between leisure and physical activity [2]. In this
context, a first difficulty here is that not many riders The main reasons for not walking includes:
are willing to walk even in a short daily trip to work. Walking is a boring activity
Given this challenge we decided to use a persuasive Walking is a waste of time
technique [4] to create a new experience that Walking is not considered as a sport
The participants always ride motorcycle to convenience Design Process
stores, supermarkets, MRT stations which are only five Based on gathered information and demographic
to ten minutes away on foot. The streets they drive research about motorcycle riders, we create a persona
through everyday are immutable and unexcitable. They with particular user type, needs and preferences.
cannot do or find any interesting or beautiful things Iterative design process of idea formation, prototyping,
during their trips. Sometimes they need to do some and user study was guided by this persona. Our
errands or go to some place as quickly as possible, so persona, Regina, a carefree office lady, goes shopping
they believe that walking is too slow and prefer a with friends, watches performance, visits exhibition,
motorcycle instead. Regardless of whether participants and sometimes plays badminton as her leisure activity.
exercise or not, they all think walking is not a sport and Typical life patterns include buying foods back home,
do not expect to improve their health by walking. Some eating while watching TV, and having plenty of sleep if
of them would rather ride a bicycle or go to gym and there is nothing else to do. She is willing to use
others think they do not have any health problem. Internet to chat with friend. She follows friends’ status
a bit. She refers to stay home but will go for shopping
However, there are some situations in which young and exhibition if friends invite.
generation might be encouraged to walk. All
participants expressed they would take a walk with Workshop
their family, lovers, and friends because they could After investigating the current riding phenomenon, a
chat on the street. The companionship and intimate workshop was held by students from different
Figure 2: User testing with the
social contact with others would make them walk much disciplines, including industrial design, computer
prototype
longer. Besides, when they feel anxious and try to science, interaction design and visual communication
release stress, they also walk around to let themselves design. Based on the mind map and the stories of our
feel better. persona, we tried to develop new concepts to alter our
target users’ current short-distance riding behaviors.
Design Goals
We want to identify a turning point for users to have a Prototyping
milestone for a healthier life by short walking. We tried The design concepts derived from workshop were
to change their excessive dependence upon examined with the previous design issues, and then the
motorcycles and enhance their attitudes of sustainable prototypes were created for the most appropriate
usages. We adopt the strategy of social networking and solution, which includes an application on the Internet
solve this using uncomplicated technology and devices. to provide encouragement for walking and a mobile
For example, adapting existing social networking web device to maintain social contact.
platforms may alleviate the problem of critical mass for Later, several testing scenarios were applied to each
any successful solution. A secondary goal is to maintain prototype following the design procedure, and then
a source of enjoyment and excitement for users. target users evaluated one of these prototypes in-situ
(Fig-2).
Evaluation Social Network
We created a persona to anticipate the type of potential Based on the study, our target users tend to ride
users and plan riding experience in advance. We also motorcycles due to several perceptions about walking,
interviewed respondents and hypothesized rider such as time consuming and the tediousness. Hence we
motivations that will drive their riding moment. We tried to enrich the whole walking experience by
tested our targeted users in a real environment with providing more available social contacts. Besides, social
the device. For healthy youngsters, convenient is a key relationships also have strong influence on a person’s
for them to assess the needs for riding. We understand perception and attitude toward their own behaviors.
our design needs to be playfulness to fulfill his desire
and feel amusing to use it even if it walking is less As show in Fig-3 and Fig-4, our main design concept is
convenient. to apply a person’s existing social relationships to
encourage and to remind one to walk while user
Final Design approaches the motorcycles. Our design also provides
We went through several iterations of prototyping and the sense of companionships when the user decides to
evaluation. Our final design includes a mobile device walk. Through simple social interactions with friends,
and an associated Facebook application. The foot- the whole context and experience of walking will be
shaped mobile device, a visual metaphor for walking, enriched. Besides, the activities of reminder sending
works as a physical artifact for users to interact with and decision making will be aggregated. Showing
Figure 3: Design Concept
others in the virtual world via a Facebook plug-in and historical information also increases the chance of
Google map platform. Through iterative design process, making good decisions at next turning point.
we implement several prototypes for design evaluation.
There are two design strategies we applied in our System Diagram and Structure
design development: FootPal contains a mobile device on the key chain and a
Facebook application. The mobile device sends the
Turning point current mobility status (e.g. walking, riding or going to
In the context of each riding journey, there are several ride) to friends’ mobile devices and as well as the web
important moments with opportunities to affect users’ platform. As the diagram shows (Fig-5), when a user is
decision making. Those turning points include the time approaching the motorcycle, the device will send the
they approach, see and sit on the motorcycles, and the warning message to his/her friends who can then send
time they turn the key to start the motorcycles. Hence, an emoticon, a vibration or a caution message back to
one of the most significant design concepts here is to encourage the user to walk from their mobile devices.
remind users to reconsider their riding decision and to Friends can also sent the warning text message from
manifest the consequence of their decision with the Facebook app to the user. Through this immediate
Figure 4: Turning points of different types of feedback. social feedback, we expect riders to change their mind
decision making with prototype to walk in short daily trips and make that moment as a
turning point of their lifestyle.
users’ current status and emotion. There are several
simple operations that enable users to interact:
A) Toe buttons: a user could select a nearby friend by
pushing the big toe switch and then choose an
emoticon or a vibrating reminder to send.
B) Status: It shows the nearby friends’ current status,
including walking, riding or going to ride. If a friend
sends an emoticon or vibration to him/her, the current
status will become the emoticon for a while to enhance
more social interactions among friends.
Figure 5. System diagram
C) Current Status: the green walking light and red
Walue is a value affected by the ratio of walking and riding light present a user’s current status. While a user
riding, the number of good decisions made and approaching to the motorcycle, both lights will start to
successful encouragements given. It presents an flash and the device will vibrate to remind user to make
overall situation of the user related to walking. The a better decision.
historical log of Walue of a user can give strong D) Walue: is the score of “walking value”. It is a
awareness about behavior changes. Besides, Walues of function of the ratio of walking and riding, numbers of
friends on FootPal can also encourage competition. good decisions and successful persuasions. The arrows
Through the social pressure, riders will influence and be will present if a user Walue is increasing or decreasing
influenced among each other to walk more. to indicate the recently walking behavior change.
E) Message: A user may receive a text message if their
Mobile Device friends send it through the online platform.
For the target users, the mobile device has two major F) Collections: Based on the GPS, the mobile device
functions. One is to convey the sense of companionship records walking trail. The collection shows how many
from friends while walking, by presenting the social different types of places a user already explored by
Figure 6: Mobile Device. presence and current status. The other is to provide walking associated with their decision-making and
It can send the mobility records
members of the social network a chance to encourage persuasion sending.
which contain distance, time,
and geography information to each other by sending an emoticon or a vibrating
the web platform. reminder. Web Platform
A) Dressing Room: the web platform contains two main
As showing the Fig-6, the mobile device is part of parts. After joining into FootPal, users would have a
keychain. It can detect whether the user is walking, foot as their identity (Fig-7). In the dressing room (Fig-
riding or going to ride. The status is shown on other 8), users could change the appearance of their foot.
members’ mobile devices as well as the web platform. They could modify the parts of foot, add some
The blue screen on the mobile device presents nearby accessories, alter the environment where the foot steps
on and let their foot wear shoe. As their Walue Acknowledgements
increases, the number of items which they could select We are grateful to Prof. Monchu Chen and Prof. Yishin
to modify their foot will increase. So they could make Deng who spent considerable time and effort providing
their foot more unique. When Walue decreases, the helpful suggestion that greatly improved the idea and
number of items would decrease too. Their foot would essence of this paper. Special thanks for Chia-Hsin Wu,
become less appealing. Users could also get few special Yu-Hung Chou, Tsai-Fang Wu for their participation.
items after they walk to some special places, which
Figure 7: Foot identity References
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Figure 9: Mobility records on the
walking map