Gamified interfaces have the potential to motivate children’s everyday
physical activity. An activity model should allow for unobtrusive
data input and offer interpretable output for gamified feedback.
We define a physical activity user model that uses smartphone sensor
data to learn the children’s activity level according to classes of
MET scores. We conduct a user study using a pre-/post-test design
with 61 children to measure the accuracy of the the predicted activity
classes compared to accelerometer data. 19 of these children
receive gamified feedback on their activity level using a mobile
application.We analyze how the effect of the motivational interface
compares to influence factors. This work combines user activity
modelling with motivational interfaces and offers insights into the
limits and chances of applications designed for children.
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