Devices - practicality/ease/comfort/aesthetics
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Easy to fit |
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Wearing two wristbands was acceptable |
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Appear to be a standard fitness device (e.g., show time) |
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Ability to distinguish left/right |
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Longevity of battery and simplicity to charge |
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Privacy/security of the device (summarize data into one-minute epochs, locked access) |
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Synchronize data when possible (does not need mobile device continuously connected) |
Smartphone application and game - incentives
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Simple/fun game |
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Synchronize data from bands and to server so that “points” can be earned towards game and that data can be viewed on application |
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See own data |
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Game as an incentive (cooperative but with a competitive edge; smartphone-friendly; longevity) |
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Privacy (device locked, paired to device, access token can be revoked) |
Protocol for proof-of-concept study
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Participant age group broadened |
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Buddy is optional |
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Information card for school; ensure teachers are aware |
Ethics and participant wellbeing
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Privacy/security of the device (summarize data into one-minute epochs, locked access) – minimise what data is shared with the buddy |
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Finding a buddy and not being left out. |
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Young child having access to a smart phone (phone needs data access to sync – Internet safety education leaflet |