C. Stephanidis (Ed.): Universal Access in HCI, Part III, HCII 2011, LNCS 6767, pp. 36–45, 2011.
© Springer-Verlag Berlin Heidelberg 2011
Mobile Technologies for Promoting Health and
Wellness among African American Youth
Donovan Hill
1
, Jasmine Blunt
1
, Terrence Pugh
1
, Monika Monk
1
,
Ji-Sun Kim
2
, Woodrow W. Winchester, III
3
, D. Scott McCrickard
2
,
Paul Estabrooks
4
, and Felicia Doswell
1
1
Norfolk State University, Department of Computer Science, 700 Park Avenue,
Norfolk, VA 23504, United States
2
Virginia Tech, Department of Computer Science, 2202 Kraft Drive,
Blacksburg, VA 24060, United States
3
Virginia Tech, Grado Department of Industrial and Systems Engineering, 250 Durham Hall,
Blacksburg, VA 24061, United States
4
Virginia Tech, Department of Human Nutrition, Foods and Exercise, 338 Wallace Hall,
Blacksburg, VA 24061, United States
{d.l.hill,j.s.blunt,t.l.pugh,m.p.monk}@spartans.nsu.edu,
{hideaway,wwwinche,mccricks,estabrkp}@vt.edu,
fdoswell@nsu.edu
Abstract. This paper describes an effort to address life-threatening diseases and
health conditions through engaging use of mobile devices. The design targeted
children ages 7-11, with a goal of becoming aware of the nutritional value of
foods that they eat on a regular basis. The implementation efforts resulted in
Health Attack, a matching and memory game that seeks to raise the knowledge-
level of participants about the foods that they eat. The evaluation of Health
Attack, conducted through a demo and questionnaire administered to K-12
teachers, suggests that this type of game would be engaging for younger audi-
ences as a first step in raising health awareness.
Keywords: mobile computing, games, games, evaluation.
1 Introduction
In the African-American community, there are a growing number of life-threatening
diseases that can be prevented or lessened with a healthy diet and exercise, including
heart disease, cancer, and diabetes (e.g., [1,2]). We assembled a team of designers to
create an engaging interface to address health and wellness concerns among African
Americans. The design and implementation was led by four developers, under the
guidance of two program supervisors, an academic advisor, one technical supervisor,
and one health and wellness domain expert. The demographic constitution of the
design team sought to ensure that people aware of issues first-hand would have a
prominent role in the creation of the interfaces. It was also expected that the team