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Query: Colusso_L* Results: 2 Sorted by: Date  Comments?
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Designing Closeness to Increase Gamers' Performance Players' Motivations in Games / Colusso, Lucas / Hsieh, Gary / Munson, Sean A. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3020-3024
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Summary: Designers often make use of social comparisons to motivate people to perform better. In this paper, we present the concept of closeness to comparison to improve the efficacy of social comparison feedback. Specifically, we test two design strategies related to closeness: (1) comparing users to a target described as a similarly experienced player and (2) adjusting the visual representation of performance so player scores appear closer to the comparison target. We evaluate the effects of these strategies for social comparison on player performance in an online game. In a controlled experiment with 425 participants, both feedback techniques improved game performance, but only for experienced players. We conclude with design implications for helping designers create social comparisons that motivate higher game performance.

PlanSourcing: Generating Behavior Change Plans with Friends and Crowds Crowd Workers / Agapie, Elena / Colusso, Lucas / Munson, Sean A. / Hsieh, Gary Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.119-133
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Summary: Specific, achievable plans can increase people's commitment to behavior change and increase their likelihood of success. However, many people struggle to create such plans, and available plans often do not fit their individual constraints. We conducted a study with 22 participants exploring the creation of personalized plans by strangers and friends to support three kinds of behavior change: diet, physical activity, and financial. In semi-structured interviews and analyses of the generated plans, we found that friends and strangers can help create behavior change plans that are actionable and help improve behavior. Participants perceived plans more positively when they were personalized to their goals, routines and preferences, or when they could foresee executing the plans with friends -- often the friend who created the plan. Participants felt more comfortable sharing information with strangers and they received more diverse recommendations from strangers than friends.