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Exploring and Elevating Healthy Behaviors with Social Technologies
AAHB Conference, March 2015
Derek L. HansenAbell Professor of Innovation
School of Technology, [email protected]
@shakmatt
Technology-mediated social participation (TMSP)
“The goal is to create new architectures for the online public spaces that energize the population to contribute to vital community and national priorities” - IEEE Computer, Nov. 2010
Part I: Exploring Health Behaviors
What can we learn about health behavior now thatwould not have been possible before?
From Milgram to Facebook
Data Sources Direct Streams
Free Solutions So
cial S
cien
tists
Co
mp
ute
r Sc
ien
tis ts
APIs
Scrapers
Software Libraries
Aggregated Data
Paid Solutions
Problems with Social Media Data
Need for Data Scientists
Research Methods & Skills
• Social Network Analysis• Data Visualization• Data Mining• Machine Learning (e.g., classification)• Natural Language Processing (e.g., sentiment
analysis)• Predictive Statistics (e.g., regression)• Online Experiments
Adderall Abuse by College Students
Combine data sources & look for patterns
Predicting Personality via FacebookPredict, don’t just describe
Predicting personalityfrom Facebook data
Predicting depressionfrom Twitter data
Look for structure, not just content
Stigmatized Illness & Social MediaMix in different data as controls
Historical note: how methodology impacts findings
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Focus on Content Focus on Search Process, Usability, & Success
Part II: Elevating Healthy Behaviors
What can we design to promote healthy behavior now That would not have been possible before?
Lessig’s Pathetic Dot
Socio-Technical Systems
Cognitive-Technical System Social-Technical System
How a Cockpit Remembers its SpeedHutchins, Edwin
Veiled Viral MarketingLeverage unique possibilities, don’t replicate the real world
Community Wiki RepositoriesLook outside of health domain for inspiration
NodeXL SNA ToolDevelop new analysis tools & methods, not just interventions
Mobile, Social Games
Wed social science constructs with emergent phenomena
Relevant Technology Trends
• Merging of online and offline– Internet of things, wearables, augmented reality,
context-aware devices, beacons
• Gaming– Mobile games, social games, virtual reality
• Data mining and analysis across channels• Other– Mobile Payments, crowdfunding, tools for casual
programmers
Questions & Discussion
Derek L. HansenAbell Professor of Innovation
School of Technology, [email protected]
@shakmatt