
PRODUCT
Fitbit
We're a passionate team dedicated to health and fitness who are building products that help transform people's lives. While health can be serious business, we feel it doesn't have to be. We believe you're more likely to reach your goals if you're encouraged to have fun, smile, and feel empowered along the way.
Studies on the efficacy of Fitbit
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial
BEHAVIOR
Physical Activity
TACTICS
Reminders, Cues, & Triggers
PAPERS
Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review
BEHAVIOR
Disease Management
TACTICS
Education or Information, Reminders, Cues, & Triggers, Social Support, Self-Monitoring or Tracking, Gamification
How Fitbit changes Physical Activity behaviors

TACTICS
Gamification
Gamification refers to leveraging mechanics and other experiential elements typically associated with games in non-game contexts.These can be fairly subtle (e.g. a progress bar for filing out a health risk questionnaire), moderate (e.g. achievements given for reaching personal finance goals, contests for steps walked as a team in a workplace wellness competition), or extreme (e.g. an augmented reality experience to treat chronic pain). At the extreme end, the distinction between a gamified experience and an actual game may be considered almost academic.
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial, Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review
TACTICS
Self-Monitoring or Tracking
Self-monitoring or tracking simply refers to a person measuring their behavior, experiences, cognition, or other data points over time.Often, merely tracking a behavior can influence the likelihood or frequency with which a person performs the behavior or related ones. For example, many pedometer studies increase walking activity merely by improving awareness, and many interventions that merely consist of rewarding someone for weighing themselves result in weight loss. Similarly, when cognitive behavioral therapy patients track which cues or environments are associated with undesired behaviors or thoughts, they may begin to avoid them.Unfortunately, people often find tracking behaviors tedious and lose interest after a short period, so behavior designers should seek to reduce the burden of self-monitoring by collecting information automatically or doing so in a low-effort way.
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial, Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review

TACTICS
Social Support
Social support refers to the perception or reality that other people will provide assistance in a given context. It is a key component of several behavior models and plays an important role in mediating behavior change.
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial, Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review

TACTICS
Education or Information
Education refers to empowering a person with more knowledge or training than they had previously. While providing information alone is often a suboptimal way to drive meaningful behavior change or long-term interventions, the right message at the right time can be a powerful part of a behavior change strategy.
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial, Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review

TACTICS
Reminders, Cues, or Prompts
Reminders, cues, and prompts are simply methods to cause someone to perform a behavior by calling their attention to it with a timely message. People have limited attention and memory, so these types of influences can be very effective when done skillfully. The cue need not consist of written or spoken language; for example, it could be a certain melody, symbol, or pattern of lights on a connected home device. It might also be a bracelet or pattern of vibrations from a wearable device. Provided the cue or prompt is associated with the behavior, almost any sensory stimuli that is reliably perceived and interpreted may be used. That said, verbal reminders can be effective since they may be personalized with additional semantic information related to the person's context or leverage other effects (e.g. identity priming or framing effects).
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial, Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review

TACTICS
Rewards & Incentives
Changing the consequence of a behavior is one way to influence it. Rewards and incentives constitute positive reinforcement—the addition of a desired stimulus following the successful performance of a behavior. These may be monetary or non-monetary.
PAPERS
Effectiveness of Activity Trackers With and Without Incentives to Increase Physical Activity (TRIPPA): A Randomised Controlled Trial, Smartphone Interventions for Long-Term Health Management of Chronic Diseases: An Integrative Review
Fitbit changes these Physical Activity behaviors
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