6,183 research outputs found

    Proceedings of Designing Self-care for Everyday Life. Workshop in conjunction with NordiCHI 2014, 27th October.

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    Managing chronic conditions can be challenging. People in such conditions, and the people around them, have to, for example: deal with symptoms, adapt to the resulting disability, manage emotions, and change habits to keep the condition under control. Self-care technologies have the potential to support self-care, however they often disregard the complexity of the settings in which they are used and fail to become integrated in everyday life.The present collection of papers forms the Proceedings of the Workshop “Designing Selfcare for Everyday Life” conducted last October 27th, 2014 in Helsinki, where 14 participants from 7 different countries spent the day discussing how to design self-care technologies that are in harmony with people’s everyday life. During the morning, discussions were driven by poster presentations focused on the participants’ work. In the afternoon, we engaged in aparticipatory design exercise focused on the self-care of Parkinson’s disease. Our discussions were driven by the experience of two people living with Parkinson’s that participated in our workshop. At the end of the exercise, each group presented the different insights, concepts and problems that each patient experiences in their everyday life with the disease. Last, we all engaged in a broader discussion with a mapping exercise of issues and challenges in relation to self-care.The contributions featured in the proceedings have been peer-reviewed by the members of the Workshop Program Committee and selected on the basis of their quality, alignment with the workshop theme, and the extent (and diversity) of their backgrounds in design. They express points of view of researchers from both Academia and Industry and provide relevant insights in the design and development use of technologies for self-care.We want to thank all the participants and co-authors for contributing to the Workshop. We are particularly grateful to the two patients, members of the Finnish Parkinson’s Association, who accepted to participate in the workshop and enabled researchers to get aperspective on the challenges of their lives. We also want to thank all the Programme Committee members for all their work during the reviewing process as well as the organisers of NordiCHI 2014 for providing useful facilities

    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

    Technology to encourage meaningful activities following brain injury

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    Background: Cognitive and behavioural difficulties after acquired brain injury (ABI) may lead to reduced engagement in leisure and social activities. Increasing participation is a goal of neuropsychological rehabilitation and assistive and behaviour change technology can play an important role in this. Focus groups and interviews were conductive with brain injury rehabilitation stakeholders (n = 24): people with ABI (n = 9), family members (n = 3) and care providers (n = 12) in order to understand the barriers to engaging in meaningful activities and what helps to overcome these barriers. A collaborative thematic analysis was performed by a multi-disciplinary research team using an approach based on Grounded Theory. Results: Four central, interlinked, barriers were found: Access, Cognitive Difficulties, Anticipation (of Physical or Cognitive Difficulties) and Motivation. To overcome these barriers, participants cited themes such as External Motivation from both Other People and Technology, Maintaining Momentum and different aspects of Being Planful. Conclusions: The results point to future directions for the purposeful development of effective assistive technology for this user group. Technology that is social, persuasive, adapts to individual needs and supports people to plan activities are likely to be particularly useful within neuropsychological rehabilitation. Implications For Rehabilitation: Adults with ABI and their carers describe problems accessing activities, cognitive difficulties, anticipationof physical or cognitive difficulties and low motivation as the key barriers to undertaking meaningfulactivities. Current solutions are external prompting, maintaining momentum and being planful. This detailed qualitative analysis of a diverse group of carers and service users allows insight into theassistive technologies that could aid rehabilitation

    Wellness Routines with Wearable Activity Trackers: A Systematic Review

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    With the advent of technological advancements, different types of wearables are built and introduced to individuals to better quantify and monitor their lifestyles. This helps in creating awareness among individuals about their health and wellness, motivating them to make healthy changes in their lifestyles. The young-elderly (aged 60–75) age group constitutes an important segment of the society, which is growing worldwide, but with little or no attention of researchers and practitioners. Wearables offer lots of open research avenues; with a proper integration with new and existing mobile applications it will be possible to build systematic and smart life routines for users. Designing wearables for young elderly is an interesting design challenge with its own set of requirements. We have carried out a systematic review of current literature to get an understanding of how wearables can support wellness routines for individuals. The purpose is to study the current state of art in creating wellness routines with wearables as technological interventions. In doing so we present a categorization of existing approaches and a summarization of different design recommendations that serve different design goals. The review also suggests a clear lack of efforts to address the needs of the young-elderly. We suggest an introduction of action design research to encourage users to be part of a co-creation process that would help to lower adoption barriers for the young elderly

    How one small step for occupational health management leads to many steps for employees – an experimental field study of incentive designs in a gamified mHealth app

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    Physical inactivity has become one of the leading health risk factors in today\u27s work environment, and in response, companies show increasing interest in digital health interventions to promote employees\u27 well-being. Tools such as mHealth apps use promising approaches to encourage people to be more physically active, for example, through gamification elements combined with financial incentives. However, there is a lack of research on how these technologies and incentives need to be designed to affect employees\u27 health behaviour positively. Based on prospect theory, this study examines the effect of gamified loss-oriented vs gain-oriented financial incentive systems with identical economic value to promote physical activity of employees. Our experiment\u27s results showed an overall positive effect in increasing employees\u27 physical activity (mean daily step count); more specifically, the advantage of a loss-oriented versus a gain-oriented incentive strategy compared to the control group

    Gamificação e cicloturismo sénior : design de uma app para a comunidade miOne

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    As the aging population continues to grow, there has been an increasing interest in the subject of gerontechnology. In the specific case of the digital game industry, senior citizens are becoming better consumers due to their purchasing power and free time, so it is important to focus on the role of games to their wellbeing and meet their needs and preferences. However, there is a general lack of information and products that address physical exercise in the interrelationship of cycling, tourism, games, gamification and senior citizens. The aim of this research is to understand the way gamification interventions can motivate senior citizens to adhere to cyclo-tourism. This dissertation reports on the use of the Development Research Method, deploying a broad array of methods, including focus groups, eye-tracking and interviews. A total of 46 participants (7 focus group participants, 8 participants in eye-tracking and 31 cyclists’ interviewees) were involved in this research. Based on the literature review, related work and the insights from each method, a cyclo-tourism digital app entitled Jizo was co-designed and prototyped. Findings indicate that certain gamification techniques and elements can trigger senior citizens’ motivations towards cyclo-tourism, being essential integrative parts of a digital app in this context. The elements highlighted were social relationships, progression, challenges, competition, feedback and rewards, having an important role in pre-, in loco and post- experience. These data support the view on gamification capability to motivate senior cyclo-tourism.Com o contínuo crescimento do envelhecimento da população, tem havido um interesse progressivo na área da gerontecnologia. No caso específico da indústria dos jogos digitais, os cidadãos seniores fazem parte de um grupo de consumidores com poder de compra e tempo livre, pelo que é essencial compreender o papel dos jogos digitais no seu bem-estar e atender às suas necessidades e preferências. No entanto, continua a prevalecer uma falta de informação e de produtos que abordam o exercício físico nas inter-relações entre o ciclismo, turismo, jogos, gamificação e cidadãos seniores. O objetivo desta investigação é compreender o uso de estratégias de gamificação para motivar os cidadãos seniores a aderirem ao cicloturismo. Esta dissertação reporta a utilização do Método de Investigação de Desenvolvimento, tendo como base os seguintes métodos: grupos de discussão, eye-tracking e entrevistas. Um total de 46 participantes (7 participantes de grupos de discussão, 8 participantes de eye-tracking e 31 ciclistas entrevistados) foram envolvidos nesta investigação. Após a revisão da literatura, trabalho relacionado, e os resultados obtidos de cada método, procedeu-se ao co-design e prototipagem uma app de cicloturismo designada Jizo. Os resultados indicam que certas técnicas e elementos da gamificação podem desencadear as motivações dos cidadãos seniores para o cicloturismo, além de serem partes essenciais e integrantes de um aplicativo deste contexto. Os elementos destacados foram as relações sociais, progressão, desafios, competição, feedback e recompensas, na medida em que eles têm um papel importante na pré, in loco e na pós-experiência. Estes dados suportam a ideia da capacidade da gamificação para motivar o cicloturismo sénior.Mestrado em Comunicação Multimédi

    The use of mobile devices for physical activity tracking in older adults’ everyday life

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    Objective: The tracking of one’s own physical activity with mobile devices is a way of monitoring and motivating oneself to remain healthy. Older adults’ general use of mobile devices for physical activity tracking has not yet been examined systematically. The study aimed to describe the use of physical activity trackers, smartwatches and smartphones, or tablets for tracking physical activity and to examine the reasons for the use of these technologies. Methods: Participants aged ≥50 years (N = 1013) living in Switzerland were interviewed in a telephone survey. To address the research questions, we calculated descriptive frequency distributions, tested for differences between groups, and performed logistic regression analyses. Results: Descriptive and multivariate analyses showed that (a) 20.5% of participants used mobile devices for physical activity tracking; (b) men, younger individuals, those with a strong interest in new technology, and those who frequently exercised had a higher likelihood of using mobile devices for physical activity tracking; and (c) participants more often agreed with reasons for use relating to tracking physical activity and motivating oneself to remain healthy than they did with reasons relating to social factors. Conclusions: The study presented representative data about the actual use of mobile tracking technology in persons over 50 years of age. Today, mainly active and younger elderly (mostly men) with a high interest in technology are using tracking technologies. Results indicate a need for further studies on motivational and usability aspects regarding the use of mobile health tracking devices by older adults
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