
PRODUCT
WHOOP
Whoop’s product includes a wearable strap that collects physiological data and a corresponding app, which gives users insights into their training and recovery. Users have access to a Strain Coach, which shows participants their data related to their exertion level. It uses past data about how a person recovers to coach them on how far they should exert themselves during exercise in real-time.
How WHOOP changes Physical Activity behaviors
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.

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.
TACTICS
Tracking behavior
Self-monitoring or tracking simply refers to a person measuring their behavior 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. That said, 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-cost way.
WHOOP changes these Physical Activity behaviors
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