Playing With Your Data: Towards Personal Informatics .

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Playing with Your Data: TowardsPersonal Informatics Driven GamesElizabeth L. MurnaneInformation ScienceCornell Universityelm236@cornell.eduGeri GayCommunication,Information ScienceCornell Universitygkg1@cornell.eduMark MatthewsInformation ScienceCornell Universitymark.matthews@cornell.eduDan CosleyInformation ScienceCornell Universitydrc44@cornell.eduAbstractPersonal Informatics technologies and the quantified-selfmovement focus on helping people collect personally meaningful information to gain self-knowledge, which can gohand in hand with the drive to change behavior or improveoneself. The field of serious games examines how gamescan be used for purposes beyond entertainment, with common applications in areas such as education, training,or health care. This workshop paper overviews our research aimed at bridging and expanding the scopes ofthese fields through the design of personal informaticsdriven games: gameful and playful approaches to data capture, self-reflection, and behavioral intervention.Author KeywordsPersonal Informatics; Quantified Self; Games; Toys; PlayACM Classification KeywordsH.5.m [Information Interfaces and Presentation (e.g., HCI)]:Miscellaneous; K.8.0 [Personal Computing]: GamesPermission to make digital or hard copies of part or all of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor profit or commercial advantage and that copies bear this notice and the full citationon the first page. Copyrights for third-party components of this work must be honored.For all other uses, contact the Owner/Author. Copyright is held by the owner/author(s).UbiComp/ISWC ‘16 Adjunct, September 12–16, 2016, Heidelberg, Germany.ACM 2968219.2968322IntroductionGames are a powerful medium, and digital games in particular have a captivating ability to create deeply engaging experiences. Recognizing this, designers of interactivesystems — including personal informatics (PI) tools — areincreasingly using games (or game elements, i.e., gamifi-

cation) to increase user motivation, adherence, and enjoyment. As gameful design continues to gain traction withinHCI, we see a tremendous opportunity for digital games toconnect more richly with our real-life behaviors and goals.Figure 1: Our pressure-sensitivetangible self-report device for painthat can be embedded into serioustoys in order to improve datacapture from childrenPotential impacts could be considered game-to-world orworld-to-game. Serious games yield the former as they areintended to provide a player with real-world takeaways (e.g.,knowledge, skills, or fitness improvements). The latter isless commonly encountered.By developing prototypes that integrate real-world tasks(e.g., snapping photographs, taking public transportation, ordoing volunteer activities) with in-game actions, exploratoryHCI research has demonstrated the promise of world-togame approaches for incentivizing pursuit of personal andsocial goals [5]. Today, a handful of commercial gamesdo incorporate social media data, for instance from Facebook (e.g., Who?1 ) or Twitter (e.g., Twirdie2 ). However,most games use sparse amounts of personal informationas part of play, player-generated data generally has no impact on game dynamics, and most importantly, few studieshave been undertaken to understand the range of uses andimplications this approach might have.Our research examines ways that gameful designs can helpcapture personal information as well as ways that gamescan transform such data into personally meaningful experiences and positive real-life impacts. In this paper, weoverview our work exploring how games and toys can makemanual self-tracking more reliable and less burdensome,what it means to literally play with personal data, and howpersonal-data-driven games can support individuals’ selfmanagement and behavior change goals.Figure 2: Our prototype game forcollecting alertness .com/Games for Data CaptureA central aspect of personal informatics is gathering information about behaviors, experiences, or various otheraspects of oneself that are of personal interest. However,burdens associated with common techniques (e.g., diaries,surveys, or ecological momentary assessments) presentchallenges, especially when incorporated into personal informatics systems intended for long-term, in-situ use.In response, HCI researchers are increasingly designingmore usable modalities such as more visually engaging interfaces or smart physical objects. Pursuing play-based approaches that promote adherence, data quality, and positiveuser experiences, one strand of our work investigates theuse of toys and games as an alternative strategy for datacapture of subjective or objective measures.Consider the case of children, where it is difficult to precisely and reliably capture perceptions — for instance ofpain intensity — through standard instruments. Investigating innovative forms of self-report, we have been developing a novel pressure-based tangible user interface shownin Figure 1 that is inspired by the way those experiencingpain grasp nearby objects or a loved one’s hand [1]. For thepediatric context, we are designing ways to embed this sensor into toy-based form factors such as a squeezable teddybear. Going forward, we aim to explore additional designsand application areas for such “serious toys”.In the context of alertness assessment, stimulus-responsetests such as the Psychomotor Vigilance Task (PVT) arecommonly used to objectively capture personal data. However, such tools are known to be cumbersome and are particularly susceptible to inadherence when used outsideof laboratory settings — for instance during everyday PIpractices. Indeed, in our own research that made use ofa smartphone version of the PVT [6], participants unani-

mously expressed its highly burdensome nature and theimprobability they would use it outside our study.for two players or alternate personas (e.g., “Play as an Administrative Assistant”).Further feedback from participants and follow-up designprocesses led us to explore game-based interactions asan input mechanism for collecting personal cognitive performance data. As first steps, we are prototyping (see Figure 2) and working to validate mobile versions of familiarWhack-A-Mole style games for alertness assessment aswell as more novel games, such as a word stem generationgame based on established psychological instruments forthe evaluation of higher order cognitive functions.We have created several PlayMail variants (e.g., adaptingclassic games like Asteroids, Space Invaders, and HighNoon), as illustrated in Figure 3. Consistent to each design is a tight mapping between characteristics of the underlying data and gameplay elements. For example, in theAsteroids-style version, the number of enemy ships corresponds to the number of emails the player receives at thetime of day being played in the game, the types of those enemy ships correspond to types of email senders, and theplayer’s number of available bullets corresponds to that individual’s number of sent emails.Games for Discovery and ReflectionFigure 3: Variants of PlayMail, ourludic email game that supportsawareness of personal patterns bymapping email usage attributesonto gameplay dynamicsFigure 4: Our picture-matchinggame injected with personalphotographs to support selfreflection and social reminiscenceOur second area of work focuses on creating personaldata-driven games to support self-discovery and reflectionabout one’s self, behaviors, and past. Using personal information extracted from sources such as Gmail and Facebook, we are building a series of “tailor-made” games andconducting user evaluations to investigate engagement andthe individual impact of these types of playful interactionswith data. To date, we have focused on creating personalized adaptations of familiar games so that the differencefrom the norm is more apparent.PlayMail uses a game metaphor to abstract personal emaildata into a ludic experience. Today, many people spendsignificant time tending to email and can struggle with effectively managing it. Email analytics tools like Gmail Meter3provide statistics and graphs as a way to help people improve email practices. Communicating aspects of personalemail data that are harder to access through traditional visualizations, PlayMail aims to help people discover andmake sense of their own email patterns as well as gain insights and empathy about other email users through modes3http://www.gmailmeter.com/Turning to ways to facilitate reflection, reminiscence, andmaintenance of social connections, we have injected social media data into a memory game similar to Concentration, where a player flips over pairs of face-down cards inan attempt to match cards’ photos and gain points. In ourpersonalized version, shown in Figure 4, game material isdrawn from a player’s photos in social media networks likeFacebook or from that person’s smartphone camera roll. Amulti-player variant also enables investigation of the use ofPI games as icebreakers, storytelling tools, or vehicles forcollaboratively making sense of personal information.Games for Behavior Change and InterventionFor many individuals, the value in exploring personal datastems from a desire to translate gleaned self-knowledgeinto self-improvement strategies. Aiming to support PImotives related to behavior change, our final line of research deals with developing games that support selfexperimentation, actionable feedback, and guided intervention.

Figure 5: Stress Fighter, ourexergame stress intervention thatmaps daily stress levels ontoopponent attributes and in-gamebiofeedback onto playerperformanceType of DataHealth DataPhysiological,Behavioral,and ctivityExamplesFood intake, nutrition, exercise,sleep, health conditionsPulse, blood pressure, arousal,skin temperature, brain signals,eye gaze, motion detection, facialrecognition, speech, height, weightBrowsing history, app use logs,energy consumptionGeo-location, movement, time,weather, lightCalls, texts, emails,social mediaTable 1: A sampling of personalinformation that could be capturedor examined via games or toysFocusing on applications for mood and stress management, we are incorporating biofeedback passively collectedthrough off-the-shelf wearables into custom games thatdeliver relaxation interventions to players. Stress Fighter,shown in Figure 5 and based on the classic game StreetFighter, is an exergame-style game we designed, where attributes of the opponent “boss” character correspond to theplayer’s sensed stress levels that day. Encouraging full bodymovement, Stress Fighter continues to capture and incorporate biofeedback during gameplay as well, since physicalexertion itself can help tackle stress.Compared to existing games incorporating biometric data,where the dominant game mechanic is instructing playersto try altering their physiological measures in order to makesomething happen in the game (e.g., instructing playersto relax in order to make a sun rise or change the color ofambient lights [7]), Stress Fighter allows us to study moresubconscious approaches to stress reduction through play.Inspired by games like EyeSpy, where searching for theapproving face in a crowd of frowns is used to help recondition the mindsets of people with low self-esteem [3] or PlayAttention, where neurofeedback is used to control game elements and in turn improve ADHD symptoms [8], our nextstep is exploring how games can be used as part of psychological or cognitive therapy. In particular, we are interested in the therapeutic role of video games in nonpharmacological treatments for managing mental illnesses suchas bipolar disorder, for instance to help combat periods ofdepression or act as a safe outlet during manic episodes.Significance to the PI/QS WorkshopWhether designed for entertainment or more serious purposes, games have an extraordinary potential to shapean individual’s mindset, behavior, and overall well-being.By exploring creative ways to connect games with personal data, our research aims to contribute design patternsthat aid the creation of personally meaningful, tailor-madegames that can guide personal discovery and development.Having only scratched the surface of opportunities for thesepersonal informatics games in our work to-date, we see avast design space to continue traversing going forward. Forinstance, there is a wide-range of personal data that couldbe captured through or plugged into games. Table 1 provides some promising examples of “playable” data [4], andit would be worthwhile to more deeply contemplate whichamong these and other data would be more or less conducive, appropriate, and helpful to incorporate into gamefulexperiences.Moving beyond gamification, there is also a significant opportunity to study what gameplay dynamics are particularly compelling when playing with one’s own data, howpersonal goals might shape game mechanic choices, andwhat methods are most effective to evaluate the impact ofPI games. Similarly, it is necessary to more fully examinethe perceived value and receptivity of such systems that enable individuals to engage with personal information in suchnovel (and hence under-studied) ways.In addition, it is important to consider potentially detrimentalaspects or risks of personal informatics games, such asissues related to privacy, misinterpretation (mappings ofdata to game experience are non-perfect), and where caremust be taken to not cross a line into “exploitationware” [2].Finally, there is much room to investigate the application areas where novel solutions to PI challenges are most pressing as well as domains where personal informatics gameswould be particularly opportune, fitting, and well-received.

Acknowledgements5. Jason Linder and Wendy Ju. 2012. Playable character:extending digital games into the real world. InProceedings of the SIGCHI Conference on HumanFactors in Computing Systems. ACM, 2069–2078.REFERENCES6. Elizabeth L Murnane, Saeed Abdullah, Mark Matthews,Matthew Kay, Julie A Kientz, Tanzeem Choudhury, GeriGay, and Dan Cosley. 2016. Mobile Manifestations ofAlertness: Connecting Biological Rhythms withPatterns of Smartphone App Use. In Proceedings ofthe 18th International Conference on Human-ComputerInteraction with Mobile Devices and Services. ACM. (Toappear).Elizabeth Murnane is supported by the National ScienceFoundation Graduate Research Fellowship under GrantDGE 1144153.1. Min Aung, Faisal Alquaddoomi, Cheng-Kang Hsieh,Mashfiqui Rabbi, Longqi Yang, JP Pollak, DeborahEstrin, and Tanzeem Choudhury. 2014. LeveragingMulti-Modal Sensing for Mobile Health: A Case Reviewin Chronic Pain. (2014).2. Ian Bogost. 2011. Persuasive Games:Exploitationware. Gamasutra. (2011).3. Stéphane D Dandeneau and Mark W Baldwin. 2004.The inhibition of socially rejecting information amongpeople with high versus low self-esteem: The role ofattentional bias and the effects of bias reductiontraining. Journal of Social and Clinical Psychology 23,4 (2004), 584–603.7. Jaime Snyder, Mark Matthews, Jacqueline Chien,Pamara F Chang, Emily Sun, Saeed Abdullah, andGeri Gay. 2015. Moodlight: Exploring personal andsocial implications of ambient display of biosensordata. In Proceedings of the 18th ACM Conference onComputer Supported Cooperative Work & SocialComputing. ACM, 143–153.4. Nicholas Diakopoulos, Funda Kivran-Swaine, and MorNaaman. 2011. Playable data: characterizing thedesign space of game-y infographics. In Proceedings ofthe SIGCHI Conference on Human Factors inComputing Systems. ACM, 1717–1726.8. Naomi J Steiner, Elizabeth C Frenette, Kirsten M Rene,Robert T Brennan, and Ellen C Perrin. 2014. In-schoolneurofeedback training for ADHD: sustainedimprovements from a randomized control trial.Pediatrics 133, 3 (2014), 483–492.

Stress Fighter, shown in Figure 5 and based on the classic game Street Fighter, is an exergame-style game we designed, where at-tributes of the opponent “boss” character correspond to the player’s sensed stress levels that day. Encouraging full body movement, Stress Fighter continues to capture and incor-

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