Fitbit Alta Tracker: An Easy Guide for Beginners


Book Description

Fitbit is a company that is mainly focused on the development of fitness trackers which are wearable for their users. These can be used to measure things such as heart rate, sleep quality, steps taken and much more. The Fitbit Alta is another one of the great releases that has all the expected features of the Fitbit technology. It is a welcome device as it helps to monitor health related activities to assist a user to monitor these things as necessary. It has a touchscreen that allows for easy navigation and processing of notifications. This book will explore many of the features of the Fitbit Alta wearable tracker.




Fitbit Versa 2 User Manual


Book Description

A Comprehensive User Guide with Diagrams and Images to Guide you in operating your Fitbit Versa 2 as well as Other Models including the Versa Lite, Fitbit Iconic, Charge 3, Surge and Blaze. Are you in search of a sleek, light and comfortable smartwatch that helps you to keep track of your heartbeats, weight, pulses, menstrual cycle, and other amazing features? Then you should get the Fitbit Versa 2 smartwatch. The Fitbit company launched the Fitbit Versa 2 in September 2019 with new features like an improved screen, Amazon Alexa support, new sleep tracking functions, and longer battery life. These new additions to the Fitbit Versa smartwatch have helped to make it a strong competitor to Apple and Samsung who are currently leading in the smartwatch industry. In this user guide, you would find detailed guide on how to explore feature on your Versa 2 smartwatch like a Pro. The user guide also covers the other models of the Fitbit watch including the Versa Lite edition, Fitbit Iconic, Charge 3, Surge and Blaze. Whether you are just buying a new Fitbit Versa or looking for updated tips and tricks for your existing device, this book has all you need to achieve more productivity on your Fitbit devices. Some of the things you would learn in this book include: How to Setup Your Watch How to Charge the Smartwatch How to Connect your Watch to Wi-fi How to See Your Data in the Fitbit App How to Change Versa 2 wristband Restart, Update and Erase Home Screen and Basic Navigation Shortcuts. Button shortcut How to Check Battery Status How to Setup Device Lock How to Reset/ Change PIN code on your Watch How to Unlock your Fitbit Device with your Phone How to Activate Always-On -Display Feature How to Adjust Screen Wake Setting How to Use Fitbit Premium How to change Clock Faces, Update and Uninstall Apps How to Connect your Fitbit Account to an App How to Set up Alexa How to Set up the Phillips Hue App How to Adjust Lights from the Watch How to Set up News App, Strava App and Uber App How to Load Starbucks Card into the App How to Request for an Uber Ride on your Watch How to Use the Weather App How to Set up Notifications How to reject or Answer Phone Calls How to Respond to Messages How to Customize Quick Replies on Your Versa 2 Timekeeping on Versa 2 Tracking your Activities and Sleep on Versa 2 How to View Your Heart Rate How to Start Guided Breathing Session How to Track and Analyze Exercise with the Exercise app How to Track Your Cardio Fitness How to Use Music and Podcasts How to Download Playlists to Versa 2 How to Listen to Podcasts and Music on Versa 2 How to Set up and use Fitbit Pay Troubleshooting Tips And lots more




Interfaces and Us


Book Description

We're all familiar with smart TVs making suggestions on our future watching, real-world exercise data being transferred into stats and infographics on our workout apps and turning up our home heating before we start our commute – but how does this world of technological interfaces affect our actions and perceptions of self?When society relies on computer models and their interfaces to explain and predict everything from love to geopolitical conflicts, our own behaviour and choices are artificially changed. Zachary Kaiser explores the harmful social consequences of this idea - balanced against speed and ease for the user - and how design practice and education can respond positively. - Concepts of freedom vs convenience - Smart objects and manipulation - Real world information transformed into data - Technology's decisions made on our behalf




Fitbit For Dummies


Book Description

Take a complete tour of the Fitbit ecosystem From Fitbit features to the Fitbit app to the social features of Fitbit.com, this approachable book covers everything you need to know to get the most out of your Fitbit wristband or watch. Whether you’re a fitness newcomer, a regular walker, or a long-time exerciser, your Fitbit is a powerful device that can tell you much more than how many steps you take each day. This book offers easy-to-follow, step-by-step instructions for tracking all that data and getting the most out of your Fitbit investment. Go beyond steps to track sleep, heart rate, weight, and more Set up your health and fitness goals — then go for them! Connect to third-party apps such as Strava and Weight Watchers Stay motivated by sharing your activities with friends It’s one thing to simply wear your Fitbit, but it’s quite another to use your Fitbit to reach your personal health goals. Whether that goal is to get fit, lose weight, eat better, or reduce stress, your Fitbit has settings and features that can help you get there. And this book shows you how!




You've Been Played


Book Description

How games are being harnessed as instruments of exploitation—and what we can do about it Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.




Persuasive Technology


Book Description

This book constitutes the refereed post-conference proceedings of the 16th International Conference on Persuasive Technology, PERSUASIVE 2021, held as a virtual event, in April 2021. The 17 full papers presented in this book together with 8 short papers were carefully reviewed and selected from 67 submissions. The papers are grouped in topical sections as follows: persuasive affective technology; digital marketing, ecommerce, etourism and smart ecosystems; and persuasion and education.




The Objective Monitoring of Physical Activity: Contributions of Accelerometry to Epidemiology, Exercise Science and Rehabilitation


Book Description

This book examines the new knowledge that has been gained from the objective monitoring of habitual physical activity by means of pedometers and accelerometers. It reviews current advances in the technology of activity monitoring and details advantages of objective monitors relative to physical activity questionnaires. It points to continuing gaps in knowledge, and explores the potential for further advances in the design of objective monitoring devices. Epidemiologists have studied relationships between questionnaire assessments of habitual physical activity and various medical conditions for some seventy years. In general, they have observed positive associations between regular exercise and good health, but because of inherent limitations in the reliability and accuracy of physical activity questionnaires, optimal exercise recommendations for the prevention and treatment of disease have remained unclear. Inexpensive pedometers and accelerometers now offer the epidemiologist the potential to collect relatively precisely graded and objective information on the volume, intensity and patterns of effort that people are undertaking, to relate this data to past and future health experience, and to establish dose/response relationships between physical activity and the various components of health. Such information is important both in assessing the causal nature of the observed associations and in establishing evidence-based recommendations concerning the minimal levels of daily physical activity needed to maintain good health.




Sensing Health


Book Description

In the age of Apple Watches and Fitbits, the concept of “health” emerges through an embodied experience of a digital health device or platform, not simply through the biomedical data it provides. Sensing Health: Bodies, Data, and Digital Health Technologies analyzes popular digital health technologies as aesthetic experiences to understand how these devices and platforms have impacted the way individuals perceive their bodies, behaviors, health, and well-being. By tracing design alongside embodied experiences of digital health, Kressbach shows how these technologies aim to quantify, track and regulate the body, while at the same time producing moments that bring the body’s affordances and relationship to the fore. This mediated experience of “health” may offer an alternative to biomedical definitions that define health against illness. To capture and analyze digital health experiences, Kressbach develops a method that combines descriptive practices from Film and Media Studies and Phenomenology. After examining the design and feedback structures of digital health platforms and devices, the author uses her own first-person accounts to analyze the impact of the technology on her body, behaviors, and perception of health. Across five chapters focused on different categories of digital health—menstrual trackers, sexual wellness technologies, fitness trackers, meditation and breathing technologies, and posture and running wearables—Sensing Health demonstrates a method of analysis that acknowledges and critiques the biomedical structures of digital health technology while remaining attentive to the lived experiences of users. Through a focus on the intersection of technological design and experience, this method can be used by researchers, scholars, designers, and developers alike.




Universal Access in Human-Computer Interaction. Access to Today's Technologies


Book Description

The four LNCS volume set 9175-9178 constitutes the refereed proceedings of the 9th International Conference on Learning and Collaboration Technologies, UAHCI 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA in August 2015, jointly with 15 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers of the four volume set address the following major topics: LNCS 9175, Universal Access in Human-Computer Interaction: Access to today's technologies (Part I), addressing the following major topics: LNCS 9175: Design and evaluation methods and tools for universal access, universal access to the web, universal access to mobile interaction, universal access to information, communication and media. LNCS 9176: Gesture-based interaction, touch-based and haptic Interaction, visual and multisensory experience, sign language technologies, and smart and assistive environments LNCS 9177: Universal Access to Education, universal access to health applications and services, games for learning and therapy and cognitive disabilities and cognitive support and LNCS 9178: Universal access to culture, orientation, navigation and driving, accessible security and voting, universal access to the built environment and ergonomics and universal access.





Book Description