809 research outputs found

    Wearables at work:preferences from an employee’s perspective

    Get PDF
    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

    Designing for Active Office Work

    Get PDF

    Puhelinkäyttöliittymä motivaation herättämiseen: suunnitteluvaikutelmia itseohjautuvuusteoriasta ja motivoivasta haastattelusta

    Get PDF
    This study aims at finding ways to structure a mobile user interface in a way that it evokes user’s inner motivation toward a behavioral change. More specifically, the user interface design of this thesis aims at eliciting change talk and making the user feel understood by the use of reflective listening while simultaneously supporting user’s autonomy. The techniques being implemented are adapted from a face-to-face counseling method, motivational interviewing. Moreover, self-determination theory is applied as a theoretical framework. The differences of interaction in a face-to-face situation compared to the interaction between a user and a mobile UI form the foundation to design challenges in this study. Limited input and output possibilities, different use situations compared to interviewing sessions and the lack of real-time human interaction are the main differences and thus, reasons for the design challenges. A Research through Design –model is applied as a research approach for this thesis. As a part of the model, different design alternatives were explored and design artifacts were created. Finally, the design created was evaluated by comparing it to other similar mobile applications on the market. Some of the most important results of this thesis include asking the user to think before revealing multiple-choice answer options in order to facilitate user’s higher-order thinking process, providing both simple and deep reflections and a possibility to fine-tune previous answers in order to support the user’s feeling of being understood, and letting the user be always in control to support user’s autonomy. However, further research is needed to study if the research aims are met with real users in real use situations, as well as the effectiveness of the design for behavioral change.Tämä diplomityö pyrkii löytämään keinoja järjestää puhelinkäyttöliittymä siten, että se herättää käyttäjän sisäisen motivaation elämäntapamuutosta kohti. Erityisesti suunniteltava käyttöliittymä pyrkii houkuttelemaan käyttäjästä muutospuhetta sekä saamaan hänet tuntemaan itsensä ymmärretyksi reflektiivisen kuuntelun avulla samalla käyttäjän autonomian tarvetta tukien. Käyttöliittymään toteutettavat tekniikat perustuvat motivoivan haastattelun metodiin. Lisäksi itseohjautuvuusteoriaa hyödynnetään tämän työn teoreettisena viitekehyksenä. Eroavaisuudet kasvokkain tapahtuvan haastattelumenetelmän vuoro-vaikutuksessa verrattuna käyttäjän ja puhelinkäyttöliittymän vuorovaikutukseen muodostavat perustan haasteille tämän tutkimuksen design-työssä. Rajoitetut tiedon syöttö- ja tulostusmahdollisuudet, puhelimen erilaiset käyttötilanteet haastattelutilanteeseen verrattuna sekä ihmisvuorovaikutuksen puute ovat tärkeimmät eroavaisuudet ja siten syyt suunnitteluhaasteille. Tutkimusta designin kautta -lähestymistapaa sovellettiin tutkimusmetodina tässä työssä. Erilaisiin design-vaihtoehtoihin perehdyttiin sekä design-ratkaisuja luotiin tutkimuksen osana. Luotu design arvioitiin vertaamalla sitä muihin vastaaviin mobiilisovelluksiin markkinoilla. Työn tärkeimpinä tuloksina käyttäjää pyydetään miettimään vastaustaan ennen monivalintavastausvaihtoehtojen paljastamista käyttäjän ajatteluprosessin tukemiseksi, tarjotaan yksinkertaisia ja syvempiä reflektiota sekä mahdollisuus hienosäätää aiempia vastauksia käyttäjän ymmärretyksi tulemisen tunteen tukemista varten sekä annetaan käyttäjän olla aina hallinnassa autonomian tarpeen tukemisen tähden. Lisätutkimusta kuitenkin tarvitaan tutkimaan käyttöliittymäratkaisuja oikeiden käyttäjien kanssa oikeassa käyttötilanteissa sekä tulosten vaikuttavuutta käyttäytymisen muutoksessa

    Use and Adoption Challenges of Wearable Activity Trackers

    Get PDF
    Wearable activity trackers are becoming widely adopted, yet challenges continue to exist in effective long-term use and adoption. Existing research focuses mostly on the use and adoption challenges associated with technical- or device-related issues and respective workaround strategies. Little is known about how personal preferences and other individual characteristics affect use and adoption of wearable activity trackers. In this paper, we present a six-week user study of 30 users using physical activity trackers embedded in clip-on and smart watch physical devices. We describe novel implications of the usage patterns, including the need to help people be mindful of their physical activity trackers, to understand and further articulate gender differences in use and adoption of wearable devices, to incorporate big data analytics in informing and coaching people’s practices, and to reframe data inaccuracy as a byproduct of mismanagement of expectations of the device’s capabilities and its expected usage.ye

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    MODEL, FRAMEWORK, AND PLATFORM OF HEALTH PERSUASIVE SOCIAL NETWORK

    Get PDF
    Persuasive technology (PT) has the potential to support individuals to perform self-management and social support as a part of health behavior change. This has led a few researchers in the intersection of the areas of health behavior change and software engineering to apply behavior change and persuasion theories to software development practices, enabling them to create innovative design principles and development-evaluation frameworks. Unfortunately these are too general for designing and evaluating health PT. Therefore, this dissertation proposes a model, framework, and platform of PT specifically designed for health intervention. The model and framework inform what, why, and how conceptually the suggested and required health behavior change strategies should be transformed into system features; and the platform explains how technically the transformation should be done. The platform includes functional requirements and provides most of the basic and standard computer code to develop the system features of such PT. The model, framework, and platform were designed to work with various health behavior change programs. Nevertheless, in this dissertation, they support health behavior change for physical activity. As an implementation of and tool to evaluate the model, framework, and platform, a technology called Persuasive Social Network for Physical Activity (PersonA) is introduced. PersonA is a combination of automatic input of physical activity data, a smart phone, and social networking. Two systems (SocioPedometer and PAMS) as leverages of PersonA have been developed and evaluated. The model, framework, and platform were evaluated based on the results of SocioPedometer’s usability testing and 4-week trials (n=14) and on PAMS’s usability testing (n=5). The results suggest that the systems were usable and accessible and that users were satisfied and enjoyed using it. Additional evaluations to the model and framework were conducted with the main purpose of eliciting users’ preferences with respect to the characteristics and system features proposed in the model and framework. They rated most of the characteristics as extremely important (average 4.27 of a 5.00 maximum) and most of the system features as very important (average of 4.09). The platform allowed the two systems to be easily developed by customizing the data input and information presented
    corecore