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Introduction to the theoretical background

2. THEORETICAL BACKGROUND

2.1 Introduction to the theoretical background

This chapter starts with presenting the context of experiential computing. Next, self-tracking is presented as a type of activity that is facilitated by experiential computing. The aggregation for a personal archive is then elaborated upon, followed by the perspectives on what occurs after exposure and engagement with personal data. The role of data engagement is next presented in relation to proposed categories that endorse it; the challenges related to data engagement are identified. Finally, a summarizing commentary presents perspectives learnt and the methodology for investigating the research interest.

The research interest in this dissertation is to increase the understanding and theoretical conceptualization of the perception of the experience of self-tracking for self-quantification, which is an activity framed through experiential computing that enables the activity itself. Experiential computing is thus a relevant theoretical perspective to conceptualize self-tracking and serves as the foundation of how to address the research question. A deeper understanding of the self-tracking is also imperative to further the investigation in the direction proposed. For example, self-tracking is addressed in several research disciplines, such as design science, HCI (e.g., Li, Medynskiy, Froehlich, & Larsen, 2012), and health-related disciplines such as medicine and sports (Swan, 2009; Wiederhold, 2012). These are thus integrated to provide further insight into identifying possibilities and challenges in further research.

Figure 3 showcases the overall components that frame the research interest in this theoretical background chapter. It also serves as an overview of the structure of this chapter. The chapter starts with introducing the information technology context, namely experiential computing. With the help of this type of computing, everyday activities and experiences are captured. One of these activities is self-tracking, which is understood as the capturing and indexing of personal data, which then accumulates into a personal data archive as the product. The exposure of a personal data archive leads to participation of data through engagement. The

data engagement aims to lead to the outcome—self-reflection—and sometimes also into behavioral change.

Figure 3. Structure of the components of the theoretical background.

The field of experiential computing “involves digitally mediated embodied experiences in everyday activities through everyday artifacts that have embedded computing capabilities” (Yoo, 2010, p.213). In this dissertation, the everyday artifacts are IT devices, which are the tools that initiate the process of self-tracking that allows a personal archive to accumulate. The product of self-tracking results in various measures of the self, which are understood as a type of digital personal archive. The personal archive in a digital form has mainly been researched through computer and software design that focuses on designing and studying prototypes.

For example, Bell and Gemmell (2007) discussed the possibilities of adjusting and implementing technology that recorded life as heard, seen and sensed. The project was called My Life Bits and aimed at creating a lifelong archive of the individual’s experiences. Their work continued over several years and resulted in several texts, such as an article on a “personal database for everything” (Gemmell, Bell, & Lueder, 2006). The focus was primarily on the technological capabilities, but it also went beyond traditional computing that revolved around numbers and text. Instead, the wish was to create a digitialized archive that “records virtually everything in a person’s life” (Bell & Gemmell 2007, p. 95) by incorporating more human and experiential data elements, such as rich media (e.g., video, photos).

Moreover, Czerwinski et al. (2006) further elaborated on the notion of recording life by addressing the challenges of using a personal archive, a seemingly desirable method of storage. These examples are representative of the discussion that evolved regarding the technological possibilities and challenges of creating a

Experiential computing

Self- tracking

Personal data archive

Data engagement

Information

technology Activity Product Participation

Self- reflection

Outcome

personal archive. However, during this time, there was little emphasis on the discussion of the activity preceding the outcome, which is described next.

After the collection of a personal archive through self-tracking, the user is exposed to the content, the personal data. For example, the exposure might occur after the user wakes up from a night sleep and checks the data in the mobile app. It might also be that the user has walked to the supermarket and back, followed by checking the data. It is suggested that this exposure leads to user engagement that is, participating and sometimes interacting with the data presented to the user. The act of engagement itself is thus described as multifaceted and it is then subsequently discussed in a design-oriented context. The design perspective aims at addressing how technology can be altered and adjusted to address this multifaceted engagement (including the effects with or without a mobile interface). Many times, the aim is to design a system for optimal use for the user.

For example, Consolvo, McDonald, and Landay (2009) propose a set of theory-driven design strategies to support behavior change. In this list of principles, they emphasize that the data collected should be controllable so that it “permit[s] the user to add to, edit, delete, and otherwise manipulate data” (p.409). This involves the user in reviewing the data and causing engagement by extension. Another example is Lin, Mamykina, Lindtner, Delajoux, and Strub (2006), who argue that a concrete challenge of a daily step goal leads to awareness of personal performance as well as the motivation to engage in both the self-tracking tool and the activity levels. After this, the chapter attempts to develop an understanding for the engagement processes by presenting the key self-tracking processes. Next, suggestions on how to design in ways that support user engagement are addressed.

These examples are representative of how the discussion shifted focus from technological capabilities to design-oriented considerations related to interaction and interface. This acknowledged the activity of self-tracking, yet did not further divulge how it evolved. Since then, data engagement has been investigated by others (e.g., Karapanos, 2013; Li, Dey, & Forlizzi, 2010), yet the primary focus returns to the core need to create and design technology for the user, rather than the experience that lies between the technology and the user. The next step in further understanding how experiential computing has an impact on the user is to place the emphasis on the complexities of individual user experiences in self-tracking activity.

The literature collected for the purposes of this chapter derived from a number of controlled database queries. The main keywords were “experiential computing”,

“self-tracking” and “quantified self”. These terms have various levels of abstraction, an approach which was useful to gain an overall understanding of the conceptual aspects of the research interest, and how those were related to activities of self-tracking and the Quantified Self movement. A more detailed account of the search for literature can be viewed in appendix A.