141,818 research outputs found
Measuring the Use of the Active and Assisted Living Prototype CARIMO for Home Care Service Users: Evaluation Framework and Results
To address the challenges of aging societies, various information and communication technology (ICT)-based systems for older people have been developed in recent years. Currently, the evaluation of these so-called active and assisted living (AAL) systems usually focuses on the analyses of usability and acceptance, while some also assess their impact. Little is known about
the actual take-up of these assistive technologies. This paper presents a framework for measuring the take-up by analyzing the actual usage of AAL systems. This evaluation framework covers detailed information regarding the entire process including usage data logging, data preparation, and usage data analysis. We applied the framework on the AAL prototype CARIMO for measuring
its take-up during an eight-month field trial in Austria and Italy. The framework was designed to guide systematic, comparable, and reproducible usage data evaluation in the AAL field; however, the general applicability of the framework has yet to be validated
Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions
Increasing evidence has shown that theory-based health behavior change
interventions are more effective than non-theory-based ones. However, only a
few segments of relevant studies were theory-based, especially the studies
conducted by non-psychology researchers. On the other hand, many mobile health
interventions, even those based on the behavioral theories, may still fail in
the absence of a user-centered design process. The gap between behavioral
theories and user-centered design increases the difficulty of designing and
implementing mobile health interventions. To bridge this gap, we propose a
holistic approach to designing theory-based mobile health interventions built
on the existing theories and frameworks of three categories: (1) behavioral
theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior,
and the Health Action Process Approach), (2) the technological models and
frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design
and Behavior Change Support System, and the Just-in-Time Adaptive
Interventions), and (3) the user-centered systematic approaches (e.g., the
CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic
approach provides researchers a lens to see the whole picture for developing
mobile health interventions
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
Recommended from our members
Reflective Journaling: A Theoretical Model and Digital Prototype for Developing Resilience and Creativity
Reflection is commonly discussed as a tool for personal and professional development that is becoming increasingly important in today’s global and digital world. In this paper, we propose a model that suggests ways in which reflection, in the form of Reflective Journaling, can support the development of creativity and resilience, which are needed to enable individuals to function effectively in a fast-changing environment. In addition, the model proposes ways in which external support and progress monitoring can be used in conjunction with skills in adaptive resilience and structured creativity, to support the maintenance of reflective journaling as a habit, in the longer term, thus creating virtuous cycles of skills and behaviours that can reinforce each other. Based on our model, and additional user research, we describe the design of a first digital prototype that aims to support the use of Reflective Journaling and to develop creativity and resilience through suggested mechanisms. Initial evaluations of our prototype are positive. It has been well-received by early test users, and has the potential to address all the connections defined. We therefore suggest that the theoretical model can be used to develop digital tools, such as the one included, to help those who wish to develop the habit of reflective journaling, and through that a range of other skills associated with resilience and creative thinking. We see this as a starting point for investigating this potential in more depth
Requirements for a Nutrition Education Demonstrator
[Context and Motivation] Development of innovative ICT-based applications is a complex process involving collaboration of all relevant disciplines. This complexity arises due to differences in terminology, knowledge and often also the ways of working between developers in the disciplines involved. [Question/problem] Advances in each discipline bring a rich design environment of theories, models, methods and techniques. Making a selection from these makes the development of distributed applications very challenging, often requiring a holistic approach to address the needs of the disciplines involved. This paper describes early stage requirements acquisition of a mobile nutrition education demonstrator which supports overweight persons in adopting healthier dietary behaviour. [Principal idea/results] We present a novel way to combine and use known requirements acquisition methods involving a two stage user needs analysis based on scenarios which apply a theory-based model of behavioural change and are onstructed in two phases. The first phase scenarios specify an indicative description reflecting the use of the transtheoretical model of behavioural change. In the second phase, a handshake protocol adds elements of optative system-oriented descriptions to the scenarios such that the intended system can support the indicative description. [Contribution] The holistic and phased approach separates design concerns to which each of the disciplines contributes with their own expertise and domain principles. It preserves the applied domain principles in the design and it bridges gaps in terminology, knowledge and ways of working
Children's Health: Evaluating the Impact of Digital Technology. Final Report for Sunderland City Council.
EXECUTIVE SUMMARY
The Children’s Health project sponsored by the City of Sunderland Digital Challenge project examined the impact of providing health-focused digital technologies to children aged 11-15 years, in terms of their usage and requirements of such technologies, and their subsequent behavioural changes.
The empirical study ran with three groups of six children over a period of seven weeks for each group. A console-based exercise game and an exercise-focused social website were used in the study and the focus was on opportunistic (unstructured/unplanned) exercise.
The emergent findings are:
• Data collected about physical activity must be more extensive than simple step counts.
• Data collection technologies for activities must be ubiquitous but invisible.
• Social interaction via technology is expected; positive messages reinforcing attainments of goals are valued; negative feedback is seen as demotivating.
• participants were very open to sharing information (privacy was not a concern).
• Authority figures have a significant impact on restricting adolescents’ use of technologies.
This document reports the how the study was conducted, analyses the findings and draws conclusions from these regarding how to use digital technologies to improve and/or maintain the physical activity levels of children throughout their adolescence and on into adulthood.
The appendices provide the detailed (anonymised) data collected during the study and the background literature review
Incorporating Agile with MDA Case Study: Online Polling System
Nowadays agile software development is used in greater extend but for small
organizations only, whereas MDA is suitable for large organizations but yet not
standardized. In this paper the pros and cons of Model Driven Architecture
(MDA) and Extreme programming have been discussed. As both of them have some
limitations and cannot be used in both large scale and small scale
organizations a new architecture has been proposed. In this model it is tried
to opt the advantages and important values to overcome the limitations of both
the software development procedures. In support to the proposed architecture
the implementation of it on Online Polling System has been discussed and all
the phases of software development have been explained.Comment: 14 pages,1 Figure,1 Tabl
- …