Wearable ESM
Name
Hernandez_2016_Wearable.pdf
Description
Accepted version
Size
1.01 MB
Format
Adobe PDF
Checksum (MD5)
b4af1dbe501de25bae4b91475d2acdae
Author(s) • • • • •
Hernandez, Javier
McDuff, Daniel
Infante, Christian
Maes, Pattie
Quigley, Karen
Picard, Rosalind W.
Alternative Title
differences in the experience sampling method across wearable devices
Date Issued
September 6, 2016
Publisher
ACM
Citation
Hernandez, Javier, McDuff, Daniel, Infante, Christian, Maes, Pattie, Quigley, Karen et al. 2016. "Wearable ESM."
Version
Author's final manuscript
Abstract
© 2016 ACM. The Experience Sampling Method is widely used for collecting self-report responses from people in natural settings. While most traditional approaches rely on using a phone to trigger prompts and record information, wearable devices now offer new opportunities that may improve this method. This research quantitatively and qualitatively studies the experience sampling process on head-worn and wrist-worn wearable devices, and compares them to the traditional "smartphone in the pocket." To enable this work, we designed and implemented a custom application to provide similar prompts across the three types of devices and evaluated it with 15 individuals for five days (75 days total), in the context of real-life stress measurement. We found significant differences in response times across devices, and captured tradeoffs in interaction types, screen size, and device familiarity that can affect both users' experience and the reports made by users.
MIT Department
Massachusetts Institute of Technology. Media Laboratory
Terms of Use
Creative Commons Attribution-Noncommercial-Share Alike
Persistent DSpace Link
DOI of Published Version
https://doi.org/10.1145/2935334.2935340