270 research outputs found

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    Exploring personality-targeted UI design in online social participation systems

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    We present a theoretical foundation and empirical findings demonstrating the effectiveness of personality-targeted design. Much like a medical treatment applied to a person based on his specific genetic profile, we argue that theory-driven, personality-targeted UI design can be more effective than design applied to the entire population. The empirical exploration focused on two settings, two populations and two personality traits: Study 1 shows that users' extroversion level moderates the relationship between the UI cue of audience size and users' contribution. Study 2 demonstrates that the effectiveness of social anchors in encouraging online contributions depends on users' level of emotional stability. Taken together, the findings demonstrate the potential and robustness of the interactionist approach to UI design. The findings contribute to the HCI community, and in particular to designers of social systems, by providing guidelines to targeted design that can increase online participation. Copyright © 2013 ACM

    An expandable approach for design and personalization of digital, just-in-time adaptive interventions

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    Objective: We aim to deliver a framework with 2 main objectives: 1) facilitating the design of theory-driven, adaptive, digital interventions addressing chronic illnesses or health problems and 2) producing personalized intervention delivery strategies to support self-management by optimizing various intervention components tailored to people's individual needs, momentary contexts, and psychosocial variables

    Using Hexad Archetypes to Motivate Students in a Chatbot-enhanced Web-based Training

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    This study explores the challenge of maintaining motivation in further education for working students, who face the double burden of work and learning. To address this issue, we investigate the design and implementation of a pedagogical conversational agent (PCA) within a web-based training (WBT) platform. Drawing on literature, interviews with 11 experts, and a creative workshop with 14 working students, we use the Hexad user type framework to tailor the WBT to each user\u27s motivational archetype. We prioritize design features for each of the six archetypes and instantiate these in a prototype. In a field experiment with 17 working students using the WBT prototype for exam preparation, we observe a significant increase in intrinsic and extrinsic motivation. This study contributes to the emerging field of PCA-enhanced digital learning, highlighting the potential of personalized motivation in persuasive dialogue systems

    Wearables at work:preferences from an employee’s perspective

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    This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection

    Adaptive gamification in Collaborative systems, a systematic mapping study

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    Mass collaboration mediated by technology is now commonplace (Wikipedia, Quora, TripAdvisor). Online, mass collaboration is also present in science in the form of Citizen Science. These collaboration models, which have a large community of contributors coordinated to pursue a common goal, are known as Collaborative systems. This article introduces a study of the published research on the application of adaptive gamification to collaborative systems. The study focuses on works that explicitly discuss an approach of personalization or adaptation of the gamification elements in this type of system. It employs a systematic mapping design in which a categorical structure for classifying the research results is proposed based on the topics that emerged from the papers review. The main contributions of this paper are a formalization of the adaptation strategies and the proposal of a new taxonomy for gamification elements adaptation. The results evidence the lack of research literature in the study of adapting gamification in the field of collaborative systems. Considering the underlying cultural diversity in those projects, the adaptability of gamification design and strategies is a promissory research field.Laboratorio de Investigación y Formación en Informática Avanzad
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