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. 2022 Dec 21;3:1021760. doi: 10.3389/fresc.2022.1021760

Table 2.

Summary of design principles.

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