2,238 research outputs found

    Designing for Active Office Work

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    Exploring the potential of technology to promote exercise snacking for older adults who are prefrail in the home setting: user-centered design study.

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    Older adults have an increased risk of falls, injury, and hospitalization. Maintaining/increasing participation in physical activity (PA) into older age can prevent some of the age-related declines in physical functioning that may contribute to loss of independence and lower reported quality of life. 'Exercise snacking' has been created to overcome some commonly cited barriers to exercise and encourage older adults to engage in muscle strength and balance activity, but the best way to deliver and support this novel format remains unknown. Our aim was to explore: a) how the novel 'exercise snacking' approach, i.e. incorporating short bouts of strength and balance activities into everyday routines, could be supported by technology within a home setting; and b) what types of technologies would be acceptable for pre-frail older adults. Two design workshops (Study 1) were conducted, to understand older adults' (n=11, aged 69-89 years old) attitudes towards technology aimed at supporting exercise snacking at home and to inform the design of interactive prototypes. Based on the findings of Study 1, a feasibility home evaluation (Study 2) was conducted over one day for two prototypes (n=5 participants, aged 69-80). Participants were interviewed over the telephone afterwards about their experience. Transcripts were analyzed using Framework analysis. Results showed participants were positive towards using technology at home to support exercise snacking, but both the exercises and technology would need to be simple and match participants' everyday routines. Workshop discussions (Study 1) led to the design of two prototypes using a pressure mat to support resistance and balance exercises. The home evaluation (Study 2) identified that participants reported potential in using smart devices to support exercise snacking, but the low fidelity of the prototypes influenced participants' attitudes towards them. It also hampered the acceptability of these initial versions and highlighted challenges in fitting exercise snacking into everyday life. The study concluded that older adults were positive about using technology in their homes to support strength and balance exercise snacking. We have identified key points around the suitability of the home environment for facilitating exercise snacking. While promising, the initial prototypes' further refinement and optimization prior to feasibility, acceptability and efficacy testing is required. Developers and researchers can use these findings to inform the development and evaluation of more sophisticated technologies for integration in the home environment to support PA

    Internet of Things enabled sedentary behaviour change in office workers: development and feasibility of a novel intervention (WorkMyWay)

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    Sedentary behaviour (SB) without breaks is associated with adverse health outcomes. The prevalence of prolonged sitting at work among office workers makes a case for SB interventions to target this setting and population. Everyday mundane objects augmented with microelectronics and ubiquitous computing represent a novel mode of delivery for behaviour change interventions enabled by the Internet of Things (IoT). However, there is insufficient research to guide the design of interventions delivered with smart objects. This research addresses this gap by developing WorkMyWay, a workplace SB intervention delivered with IoT-enabled office objects (e.g. smart water bottles and cups), and evaluating its feasibility and acceptability in an 8-week “in-the-wild” study. This thesis made 4 contributions across the disciplines of behavioural medicine and human-computer interactions (HCI). The first contribution is the development of the WorkMyWay intervention, which is informed by findings from a systematic scoping review of prior research in this field (Chapter 3), a diary-probed interview study with 20 office workers (Chapter 4), and a series of technology audit, prototyping, human-centred design, and requirement engineering processes (Chapter 5). Findings from the feasibility study (Chapter 6) suggest that despite technical issues with the data connection, participants perceive high value of WorkMyWay in changing their SB. The intervention is potentially implementable in office-based workplaces, as long as connectivity issues are fixed. Recommendations are made on improvements and a series of future studies in accordance with the Medical Research Council’s guidance on complex intervention development and evaluation. Second, this thesis deepens the theoretical understanding of SB change, by following the Behaviour Change Wheel framework (including the COM-B model, theoretical domain framework, and taxonomies of Behaviour Change Techniques (BCT)) throughout intervention design and evaluation. The intervention contents are specified using the BCT taxonomies (Chapter 5) and informed by the first published COM-B analysis of office worker’s prolonged sitting behaviour at work (Chapter 4). This allows the feasibility study (Chapter 6) to contribute to theory development by matching the interview questions and psychological measures (e.g. strength of habit) with the BCTs (e.g. action planning, prompts and cues) and associated theoretical underpinnings (e.g. goal accessibility). It also allows implementation issues to be considered in light of how well those theories and theory-informed BCTs can work in real-life settings. Third, this thesis makes a methodological contribution by documenting an interdisciplinary approach to develop a digital behaviour change intervention and a model for applying and developing theories of behaviour change in the wild. This helps address the challenge identified in Chapter 3, by bridging the gap between HCI and behavioural medicine, and catalyse the process of feeding technological innovations downstream to health practice and intervention research. Fourth, this research contributes to the HCI literature by proposing a 2×2 matrix framework to guide the design of technology for sustainable behaviour change. On one hand, the framework unifies some of the existing visions and concepts about ubiquitous computing and applies them to the context of behaviour change, by considering the type of cognitive process (automatic versus reflective, based on the dual process model) through which a persuasive design influences the behaviour. For another, the framework considers the required dosage of their technology intervention to maintain the behaviour, or the distribution of changes between the physical world and the human cognition

    2015 Progress Report: Design And Health Research Consortium

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    The Architects Foundation, along with the American Institute of Architects (AIA) and the Association of Collegiate Schools of Architecture (ACSA), issued this first progress report of the AIA's Design and Health Research Consortium. The consortium helps translate research on design's influence on public health into architectural practice for policymakers, design and public health professionals and the general public.The 2015 report covers consortium activities across a spectrum of research issues where design contributes to public health, from the effects of indoor temperatures on sleep deprivation and depression to a "best design" competition for a mobile isolation treatment unit to combat the Ebola epidemic

    Nudging according to user’s preferences

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    Physical inactivity has been identified as a global pandemic, physical inactivity causes multiple health outcomes in different demographic group such as coronary heart disease, type 2 diabetes, colon, and breast cancer. A physical inactive person takes less than 5000 steps a day. To try to reduce physical inactivity along individual for healthy lifestyle, this thesis provides personalized digital nudge. Nudge means to guide someone to do something that is beneficial for the long-term benefit of the person being nudged and doing so using UI (user interface) in digital environment is known as digital nudging. As people are relying more on technology for their decision making, the information collected from the integration of the devices is used to provide personalized nudges. As people have access to smartphones and wearable devices, data is collected from these devices to provide tailored nudges to achieve minimum required steps to reduce inactivity. Personalized nudge is a smart nudge which predictably influence people's behaviour. It is a type of digital nudge. This kind of nudge takes user’s information into account before nudging a user. This thesis also provides recommendations (new activities) based on person’s preference. The presented system was also tested by real users, and the feedback suggested that the presented system indeed urged them to be more active

    Exploring the Embodied Experience of Walking Meetings through Bodystorming – Implications for Design

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    Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not account well for the embodied experience of walking meetings. We conducted a series of 16 bodystorming sessions, featuring unusual walking meeting situations to engage participants (N=45) in a reflective experience. After each bodystorming, participants completed three tasks: a body map, an empathy map, and a rating of workload using the NASA-TLX scale. These embodied explorations provide insights on key themes related to walking meetings: material and tools, physical and mental demand, connection with the environment, social dynamics, and privacy. We discuss the role of technology and opportunities for technology-mediated walking meetings. We draw implications for the design of walking meeting technologies or services to account for embodied experiences, and the individual, social, and environmental factors at play

    Social media chatbot for increasing physical activity: usability study

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    Fully automated self-help interventions integrated with social media chatbots could serve as highly cost-effective physical activity promotion tools for a large population. We have developed MYA, a Telegram-based chatbot for increasing physical activity. The objective of this study was to assess the usability of MYA. To identify usability issues, we recruited volunteers and asked them to interact with MYA and to answer the Chatbot Usability Questionnaire. Thirty volunteers participated in the study, 83.3% agreed MYA was welcoming during initial setup and 63.3% agreed MYA was very easy to use. MYA was perceived as realistic and engaging, easy to navigate, and its responses were useful, appropriate, and informative (all 53.3%). However, 63.3% of respondents agreed MYA failed to recognize most of their inputs, and 43.3% claimed it would be easy to get confused when using MYA. Although the results are encouraging, it remains unclear if a social media chatbot can motivate people to increase their physical activity. MYA has the potential to do that, with improvements in functionalities like challenge personalization. The efficacy of these approaches should be studied in a clinical trial.publishedVersio
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