77 research outputs found

    Tailoring coaching conversations with virtual health coaches

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    Survey on virtual coaching for older adults

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    Virtual coaching has emerged as a promising solution to extend independent living for older adults. A virtual coach system is an always-attentive personalized system that continuously monitors user's activity and surroundings and delivers interventions - that is, intentional messages - in the appropriate moment. This article presents a survey of different approaches in virtual coaching for older adults, from the less technically supported tools to the latest developments and future avenues for research. It focuses on the technical aspects, especially on software architectures, user interaction and coaching personalization. Nevertheless, some aspects from the fields of personality/social psychology are also presented in the context of coaching strategies. Coaching is considered holistically, including matters such as physical and cognitive training, nutrition, social interaction and mood.The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This project has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No. 769830

    Creative Technologies for Behaviour Change

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    behaviour change; motivational interviewing; motivation; physical activity; exercise; qualitative research; computer-assisted therapy; robotics; social robotics; virtual coaching; video coaching; functional imagery trainingThis thesis presents innovative uses of technology to support motivation, using motivational interviewing (MI) and functional imagery training (FIT) scripts developed specifically for remote delivery. MI scripts aimed to develop discrepancy, evoke solutions and promote self-efficacy. FIT scripts included multi-sensory mental imagery exercises at key points in the MI scripts. Four methods of delivery were developed: a human video-counsellor, a NAO robot programmed with Choregraphe software, a video robot counsellor for comparison with the human video-counsellor, and a life-sized two dimensional 'holographic' projection. Four empirical studies tested these developments in participants wanting to become more physically active. Study 1 (N=18) and Study 2 (N=20) used qualitative methods to explore the usability and acceptability of MI delivered by a pre-recorded human video counsellor and NAO robot respectively. Analysis of participants' verbal dialogue with the video counsellor in Study 1 showed high levels of change talk, an important ingredient of effective MI. In both studies, participants reported that voicing their goals aloud was helpful but they were somewhat frustrated by the lack of personalised response. Participants positively appraised the non-judgemental aspect of the interview with the robot. Study 3 tested if virtual FIT would be more acceptable and effective than virtual MI. Ninety-eight participants received FIT or MI delivered by a video robot, and compared to a wait-list control group. In Study 4, 104 participants were randomized to a monologue version of FIT delivered by a human counsellor projected as a two-dimensional life-size hologram, or on a computer screen, or a wait-list control condition. Neither Study 3 or 4 found any quantitative effect of virtual counselling on physical activity, self-efficacy, or motivation. As in studies 1 and 2, although participants found the technological interaction somewhat impersonal, qualitative responses were largely positive: participants liked the opportunity to voice their goals, reported a motivational boost, and perceived the virtual coaches as non-judgmental. This research has shown that people perceive benefits from speaking aloud about their goals and problems, and even engaging silently in imagery-based counselling. There is potential to deliver a brief motivational intervention that is fully-automated and acceptable to participants

    Development of “LvL UP 1.0”: a smartphone-based, conversational agent-delivered holistic lifestyle intervention for the prevention of non-communicable diseases and common mental disorders

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    BackgroundNon-communicable diseases (NCDs) and common mental disorders (CMDs) are the leading causes of death and disability worldwide. Lifestyle interventions via mobile apps and conversational agents present themselves as low-cost, scalable solutions to prevent these conditions. This paper describes the rationale for, and development of, “LvL UP 1.0″, a smartphone-based lifestyle intervention aimed at preventing NCDs and CMDs.Materials and MethodsA multidisciplinary team led the intervention design process of LvL UP 1.0, involving four phases: (i) preliminary research (stakeholder consultations, systematic market reviews), (ii) selecting intervention components and developing the conceptual model, (iii) whiteboarding and prototype design, and (iv) testing and refinement. The Multiphase Optimization Strategy and the UK Medical Research Council framework for developing and evaluating complex interventions were used to guide the intervention development.ResultsPreliminary research highlighted the importance of targeting holistic wellbeing (i.e., both physical and mental health). Accordingly, the first version of LvL UP features a scalable, smartphone-based, and conversational agent-delivered holistic lifestyle intervention built around three pillars: Move More (physical activity), Eat Well (nutrition and healthy eating), and Stress Less (emotional regulation and wellbeing). Intervention components include health literacy and psychoeducational coaching sessions, daily “Life Hacks” (healthy activity suggestions), breathing exercises, and journaling. In addition to the intervention components, formative research also stressed the need to introduce engagement-specific components to maximise uptake and long-term use. LvL UP includes a motivational interviewing and storytelling approach to deliver the coaching sessions, as well as progress feedback and gamification. Offline materials are also offered to allow users access to essential intervention content without needing a mobile device.ConclusionsThe development process of LvL UP 1.0 led to an evidence-based and user-informed smartphone-based intervention aimed at preventing NCDs and CMDs. LvL UP is designed to be a scalable, engaging, prevention-oriented, holistic intervention for adults at risk of NCDs and CMDs. A feasibility study, and subsequent optimisation and randomised-controlled trials are planned to further refine the intervention and establish effectiveness. The development process described here may prove helpful to other intervention developers

    Development of “LvL UP”, a smartphone-based, conversational agent-delivered holistic lifestyle intervention for the prevention of non-communicable diseases and common mental disorders

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    Background: Non-communicable diseases (NCDs) and common mental disorders (CMDs) are the leading causes of death and disability worldwide. Lifestyle interventions via mobile apps and conversational agents present themselves as low-cost, scalable solutions to prevent these conditions. This paper describes the rationale for, and development of, “LvL UP”, a digital lifestyle intervention aimed at preventing NCDs and CMDs.Materials and Methods: A multidisciplinary team led the intervention design process of LvL UP, involving four phases: (i) preliminary research (stakeholder consultations, systematic market reviews), (ii) selecting intervention components and developing the conceptual model, (iii) whiteboarding (prototype development), and (iv) testing and refinement. The Multiphase Optimization Strategy and the UK Medical Research Council framework for developing and evaluating complex interventions were used to guide the intervention development.Results: The first version of LvL UP features a scalable, smartphone-based, and conversational agent-delivered holistic lifestyle intervention built around three pillars: Move More (physical activity), Eat Well (nutrition and healthy eating), and Stress Less (emotional regulation and wellbeing). Intervention components include health literacy and psychoeducational coaching sessions, daily "Life Hacks” (healthy activity suggestions), breathing exercises, and journaling. Engagement components involve motivational interviewing and storytelling to deliver the coaching sessions, as well as progress feedback and gamification. Offline materials are also offered to allow users access to essential intervention content without needing a digital device.Conclusions: The development process of LvL UP led to an evidence-based and user-informed digital health intervention aimed at preventing NCDs and CMDs. LvL UP is designed to be a scalable, engaging, prevention-oriented, holistic intervention for adults at risk of NCDs and CMDs. A feasibility study, and subsequent optimisation and randomised-controlled trials are planned to further refine the intervention and establish effectiveness. The development process described here may prove helpful to other intervention developers

    The Journal of Early Hearing Detection and Intervention: Volume 7 Issue 2, Pages 1-73

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    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
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