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Our Process

We found ourselves noticing that everywhere we look, people have their heads buried in their phones or their eyes glued to a laptop screen. This led us to wonder... 
How is all this technology impacting our health?
That question became the focal point of this project, which looks at four different areas in which health and technology intersect, and through those lenses, analyzes what effects technology has on people's health, and how people feel about technology.
We chose to focus on mood, sleep, fitness and social media + interaction because we feel that these areas are significantly affected by technology. Our approach to the project had three main parts:
1
Research
2
Data analysis and visualization
3
Face-to-face conversations
We each chose a sub-topic and started our research. We also started to collect data, which we then analyzed and turned into graphics and visualizations based on the skills we learned in our Data Storytelling class. Our visualizations were created using mainly Tableau and Datawrapper.
Of course, face-to-face conversations were an important part of this project, as we needed to hear people's opinions in order to determine what kind of impact technology has. One way we did this was by standing in public locations around Lehigh's campus, talking to people who came over and taking a photo of them with their iPhones. We asked them how they think technology affects them, and edited their quotes into the photos. You can see these on the Home page.
Once we had all our information, we put it together on this Wix site to create a project that we hope informs and conveys what we learned through this project and the skills that we acquired in class.
We presented our work to the class on a huge, very hi-tech nine-panel screen, which was a really awesome opportunity.
Challenges
One of the biggest challenges we faced throughout this project was finding data that was actually usable. We were surprised to find that much of the data online was either not available to us for use, or recorded in a format that we could not use to make our own visualizations. To circumvent this, we had to spend a lot more time looking for data than we had originally planned, and sometimes had to manually input numbers into Excel to create our own "raw" datasets.
Another challenge was technical difficulties — we had some issues with the site not saving our work when we worked collaboratively, so we had to redo some things last-minute. There was also a learning period in using the nine-panel screen — it took some time to navigate it efficiently and adjust to the sensitivity of the screens.
What would we change?
If we could do this project again, knowing what we know now, we would change a few things.
 
Firstly, we would have liked to incorporate some more of the skills we learned in class. We had originally planned to get our data through data scraping, but this turned out to not be practical because of the data that we wanted to use, and the scope of our topic. It turned out that research studies and existing survey data were more specific to our needs. Perhaps with more time, or if we had chosen to focus on different aspects within our project, we might have incorporated those techniques.
We had also initially planned on using 360 photo technology to create an immersive and interactive experience in which visitors to our site could "look around" a bedroom and select pieces of technology around the room to learn more about each topic. While this was a cool plan, we ultimately decided not to use it because we wanted to feature the photos of people with iPhones to give our project a more human aspect. 
Lastly, we would have chosen to create the website on a platform that prioritized collaborative work. Ironically, the technology was something we struggled with throughout the entire project!
What did we learn?
Overall, this class and project taught us so much. We have acquired so many skills throughout the semester, and although we didn't get to utilize all of them in the project, they're incredibly valuable to know. We did get to hone our data visualization skills significantly through this project, and we are really proud of what we created as a result.
In terms of the topic itself, we wish that the information we found was more conclusive, but we learned a lot regardless. Completing this project definitely made us all more aware of how we use technology, and is helping us learn how to balance it with real human interactions.
We have really enjoyed putting this project together, and we hope you enjoy the results!

— the wellTech Team

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Hallie Fuchs
Mood
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Carolyn Lovvoll
Sleep
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Emily Reynolds
Fitness
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Carina Bonasera
Social

References

Introduction

[Bubbles] Free C, Phillips G, Galli L, Watson L, Felix L, et al. (2013) The Effectiveness of Mobile-Health Technology-Based Health Behaviour Change or Disease Management Interventions for Health Care Consumers: A Systematic Review. PLOS Medicine 10(1): e1001362. https://doi.org/10.1371/journal.pmed.1001362

Mood

1. Anderson, M. (2018, November 30). Teens, Social Media & Technology 2018. Retrieved November 24, 2018, from http://www.pewinternet.org/2018/05/31/teens-social-media-technology-2018/

2. Datawrapper. (2017, December 01). Retrieved from https://www.datawrapper.de/

Merikangas, K. R., Ph.D., He, J. P., M.Sc., Burstein, M., Ph.D., Swanson, S. A., Sc.M., Avenevoli, S., Ph.D., Cui, L., M.Sc., . . . Swendsen, J., Ph.D. (2010, July 31). Lifetime Prevalence of Mental Disorders in US Adolescents: Results from the National Comorbidity Study-Adolescent Supplement (NCS-A). Retrieved November 16, 2018, from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2946114/

3. Mood Disorders. (2015, July 09). Retrieved from http://www.mentalhealthamerica.net/conditions/mood-disorders

4. New Media and Development Communication. (2017). How is digital technology changing the way kids' brains learn? Retrieved November 13, 2018, from http://www.columbia.edu/itc/sipa/nelson/newmediadev08/The Neuroscience of Learning.html

5. Research and Reports. (2018, October 25). Retrieved November 11, 2018, from http://www.mentalhealthamerica.net/issues/research-and-reports

6. Rickwood, D. J., Deane, F. P., & Wilson, C. J. (2007, October 1). When and how do young people seek professional help for mental health problems? Retrieved November 13, 2018, from https://www.mja.com.au/system/files/issues/187_07_011007/ric10279_fm.pdf

Sleep
1. Matar Boumosleh J, Jaalouk D (2017) Depression, anxiety, and smartphone addiction in university students- A cross sectional study. PLoS ONE 12(8): e0182239. https://doi.org/10.1371/journal.pone.0182239
2. Dement, William, (1997) Sleepless at Stanford: What All Undergraduates Should Know About How Their Sleeping Lives Affect Their Waking Lives. https://web.stanford.edu/~dement/sleepless.html. 

Fitness

[Opening Quotes] Clinger, A. (2015). How fitness informatics motivate adults to exercise and monitor diet: A qualitative case study (Order No. 3701744). Available from ProQuest Dissertations & Theses Global. (1682043195).

[Step 1] Krebs, P., & Duncan, D. T. (2015). Health App Use Among US Mobile Phone Owners: A National Survey. JMIR mHealth and uHealth, 3(4), e101. doi:10.2196/mhealth.4924

[Step 2] Conroy, D. E., Yang, C., & Maher, J. P. (2014). Behavior Change Techniques in Top-Ranked Mobile Apps for Physical Activity. American Journal of Preventive Medicine, 46(6), 649-652. Retrieved December 1, 2018.

[Step 3] Wang, Y. (2017). An examination of app features and individual differences on mobile fitness app adoption (Order No. 10605635). Available from ProQuest Dissertations & Theses Global. (1975366985). Retrieved from https://search-proquest-com.ezproxy.lib.lehigh.edu/docview/1975366985?accountid=1204

[Ending Quote 1] Global Health Risks: Mortality and burden of disease attributable to selected major risks

World Health Organization: Global Health Risks: Mortality and Burden of Disease Attributable to Selected Major Risks

[Ending Quote 2] Cowan, L. T., Van Wagenen, S. A., Brown, B. A., Hedin, R. J., Seino-Stephan, Y., Cougar Hall, P., & West, J. H. (2013). Apps of Steel: Are Exercise Apps Providing Consumers With Realistic Expectations?: A Content Analysis of Exercise Apps for Presence of Behavior Change Theory. Health Education & Behavior, 40(2), 133–139. 

Social
1. Johnson, Chandra. "Face time vs. screen time: The technological impact on communication. Media & Books. 29 August 2014. Online: https://www.deseretnews.com/article/865609628/How-technology-is-changing-the-way-we-communicate.html   
2. Misra, S., Cheng, L., Genevie, J., & Yuan, M. (2016). The iPhone Effect: The Quality of In-Person Social Interactions in the Presence of Mobile Devices. Environment and Behavior, 48(2), 275–298. https://doi.org/10.1177/0013916514539755
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