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Abstract Whether it is an abandoned New Year's Resolution or difficulty controlling procrastination, most can attest to failing to meet a goal. With ubiquitous computing, there is potential to support users' goals on a constant basis with pervasive technology elements such as integrated sensors and software. This study serves as

Abstract Whether it is an abandoned New Year's Resolution or difficulty controlling procrastination, most can attest to failing to meet a goal. With ubiquitous computing, there is potential to support users' goals on a constant basis with pervasive technology elements such as integrated sensors and software. This study serves as a pilot for the behavior change component of a ubiquitous system, Game as Life, Life as Game (GALLAG), and how goal creation and motivation can be positively altered with the inclusion of a specific framework for users to follow. The study looked to find the efficacy of support tools (goal creation, reflection on past experience, and behavior change techniques and self-tracking) on creating a plan to reach a behavior goal, without the help of technology. Technology was ignored to focus on the effect of a framework for goal and plan generation. Over two weeks, there were 11 participants in the study; data collected was qualitative in the form of three video-recorded interview sessions, with quantitative data in the form of surveys. Participants were presented with support tools and tasked with picking a goal to work towards, as well as creating a plan to reach that goal. It was found that users struggled to create specific and detailed plans, even with the support tools provided, but this improved after the first meeting. Past experience was the most helpful support tool for creating better plans, however participants used this tool before being briefed on it. These results suggest a system should incorporate behavior change, self-tracking, and past experience earlier in the plan creation experience, allowing users a more concrete knowledge of these tools before beginning plan creation. By including these ideas in a framework, GALLAG can later implement that framework to better support users with a physical system. Keywords: behavior change, goal creation, motivation, self-efficacy, ubiquitous computing, pervasive game, human computer interaction
ContributorsAbbruzzese, Eric Robert (Author) / Burleson, Winslow (Thesis director) / Lozano, Cecil (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Marijuana is currently the mostly widely used illicit drug in the U.S., and has been for multiple decades (Johnston et. al., 2016). Despite a growing belief that marijuana use is not harmful, over 4 million Americans have met criteria for marijuana use disorders in the past year alone (CBHSQ, 2015).

Marijuana is currently the mostly widely used illicit drug in the U.S., and has been for multiple decades (Johnston et. al., 2016). Despite a growing belief that marijuana use is not harmful, over 4 million Americans have met criteria for marijuana use disorders in the past year alone (CBHSQ, 2015). According to marijuana trajectory studies, about a third of marijuana users will end up quitting later in life, but some \u2014 such as those who meet criteria for dependence \u2014 have a much greater difficultly quitting. Therefore, by looking at marijuana users who were successful in quitting, and comparing them to ongoing adult marijuana users, factors that may assist in helping an individual quit \u2014 such as certain motivations for quitting \u2014 may be identified. To study these issues, data was collected from 507 participants from the Pittsburgh Youth Study. It was found that adolescents who used marijuana weekly for at least one year were likely to be ongoing marijuana users in adulthood and that adolescents who had a warm relationship with their primary caretaker were likely to have quit marijuana by adulthood. It was also found that Black participants were more likely to have legal, monetary, and religious reasons for quitting than were White participants. Furthermore, participants who used regularly in adolescence were likely to list legal reasons, as well as a concern that marijuana use was needed to feel normal. Finally, it was found that not a single motivation for quitting marijuana was associated with a shorter period of abstinence. The implications of these findings for motivations to quit marijuana are the focus of the discussion.
ContributorsGomez, Kira Elise (Author) / Pardini, Dustin (Thesis director) / Glenberg, Arthur (Committee member) / Meier, Madeline (Committee member) / Department of Psychology (Contributor) / School of Art (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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This honors thesis utilizes smart home components and concepts from Dr. Burleson's Game as Life, Life as Game (GaLLaG) systems. The thesis focuses on an automated lifestyle, where individuals utilize technology, such as door sensors, appliance and lamp modules, and system notifications, to assist in daily activities. The findings from

This honors thesis utilizes smart home components and concepts from Dr. Burleson's Game as Life, Life as Game (GaLLaG) systems. The thesis focuses on an automated lifestyle, where individuals utilize technology, such as door sensors, appliance and lamp modules, and system notifications, to assist in daily activities. The findings from our efforts to date indicate that after weeks of observations, there is no evidence that automated lifestyles create more productive and healthy lifestyles and lead to overall satisfaction in life; however, there are certain design principles that would assist future home automation applications.
ContributorsRosales, Justin Bart (Author) / Burleson, Winslow (Thesis director) / Walker, Erin (Committee member) / Hekler, Eric (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2013-05