254 research outputs found

    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

    Designing Culture-Tailored Persuasive Technology to Promote Physical Activity

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    Physical inactivity has been recognized as one of the leading risk factors that account for cardiovascular disease, type-2 diabetes, stroke, hypertension, etc., with the World Health Organization labeling it as the fourth leading risk factor for global mortality. Research has shown that persuasive technology (PT) can be leveraged as a motivational/supportive tool in tackling the physical-inactivity problem. In particular, research shows that persuasive health applications (PHAs) are more likely to be effective if they are theorydriven and tailored to the target audience. Yet, most existing PHAs on the market are neither theory-driven nor tailored to the target audience. Rather, their designers often employ a one-size- fits-all approach. This makes it difficult to know what design decisions are effective or ineffective among a given target audience. To bridge this gap, I proposed a framework, called the "EMVE-DeCK Framework," grounded in Bandura's Triad of Reciprocal Determinism, for designing, implementing and evaluating tailored PT interventions. Basically, the EMVE-DeCK Framework employs "Theory" and "Technology" to explain and change "Behavior." Moreover, research shows that culture can be leveraged as a personalization mechanism for tailoring PHAs to the target users to make them more effective. However, there is limited cross-cultural research|grounded in theory and empirical evidence|on the effectiveness of culture-based tailoring, especially comparative studies involving understudied populations in the PT research landscape. Hence, using the Hofstede's cultural framework (individualism vs. collectivism), Social Cognitive Theory, Technology Acceptance Model and the EMVE-DeCK Framework, I conducted a number of comparative studies to understand the culture-speci c determinants of physical-activity behavior and the acceptance of a proposed PHA. I used the ndings to inform the design, implementation and evaluation of two versions of a tness app called BEN'FIT - personal version (PV) and social version (SV) - aimed to motivate bodyweight exercise at home. In this dissertation, using the EMVE-DeCK Framework and Canada/United States (individualist culture) and Nigeria (collectivist culture) as a case study, I describe: (1) the cross-cultural user studies and empirical f indings that informed the PT intervention; (2) the design and implementation of the culture-tailored PHA; (3) the evaluation of the overall and culture-tailoring e ectiveness of the PHA in a eld setting. Finally, based on empirical evidence, I present a set of validated PT design guidelines in the eld for designing and tailoring PHAs to users in the individualist and collectivist cultures. This dissertation makes three major contributions to PT research in the Human-Computer-Interaction domain. Firstly, it demonstrates how theory and culture can be employed in the design and development of PT interventions to motivate behavior change. Secondly, it reveals and validates in the eld how the individualist and collectivist cultures fundamentally differ in their motivational mechanism of behavior change. Thirdly, it provides an in-the- field validates PT design guidelines for developing tailored PHAs for the two main types of culture. In the physical-activity domain, the dissertation is the rst to conduct a theory-driven, in-the-fi eld cross-cultural PT research that focuses on an understudied population from Africa (Nigeria) and compare its ndings with those of a widely studied population from North America (Canada/United States)

    Designing Culture-Tailored Persuasive Technology to Promote Physical Activity

    Get PDF
    Physical inactivity has been recognized as one of the leading risk factors that account for cardiovascular disease, type-2 diabetes, stroke, hypertension, etc., with the World Health Organization labeling it as the fourth leading risk factor for global mortality. Research has shown that persuasive technology (PT) can be leveraged as a motivational/supportive tool in tackling the physical-inactivity problem. In particular, research shows that persuasive health applications (PHAs) are more likely to be effective if they are theory-driven and tailored to the target audience. Yet, most existing PHAs on the market are neither theory-driven nor tailored to the target audience. Rather, their designers often employ a one-size-fits-all approach. This makes it difficult to know what design decisions are effective or ineffective among a given target audience. To bridge this gap, I proposed a framework, called the “EMVE-DeCK Framework,” grounded in Bandura’s Triad of Reciprocal Determinism, for designing, implementing and evaluating tailored PT interventions. Basically, the EMVE-DeCK Framework employs “Theory” and “Technology” to explain and change “Behavior.” Moreover, research shows that culture can be leveraged as a personalization mechanism for tailoring PHAs to the target users to make them more effective. However, there is limited cross-cultural research—grounded in theory and empirical evidence—on the effectiveness of culture-based tailoring, especially comparative studies involving understudied populations in the PT research landscape. Hence, using the Hofstede’s cultural framework (individualism vs. collectivism), Social Cognitive Theory, Technology Acceptance Model and the EMVE-DeCK Framework, I conducted a number of comparative studies to understand the culture-specific determinants of physical-activity behavior and the acceptance of a proposed PHA. I used the findings to inform the design, implementation and evaluation of two versions of a fitness app called BEN’FIT—personal version (PV) and social version (SV)—aimed to motivate bodyweight exercise at home. In this dissertation, using the EMVE-DeCK Framework and Canada/United States (individualist culture) and Nigeria (collectivist culture) as a case study, I describe: (1) the cross-cultural user studies and empirical findings that informed the PT intervention; (2) the design and implementation of the culture-tailored PHA; and (3) the evaluation of the overall and culture-tailoring effectiveness of the PHA in a field setting. Finally, based on empirical evidence, I present a set of validated PT design guidelines in the field for designing and tailoring PHAs to users in the individualist and collectivist cultures. This dissertation makes three major contributions to PT research in the Human-Computer-Interaction domain. Firstly, it demonstrates how theory and culture can be employed in the design and development of PT interventions to motivate behavior change. Secondly, it reveals and validates in the field how the individualist and collectivist cultures fundamentally differ in their motivational mechanism of behavior change. Thirdly, it provides an in-the-field validated PT design guidelines for developing tailored PHAs for the two main types of culture. In the physical-activity domain, the dissertation is the first to conduct a theory-driven, in-the-field cross-cultural PT research that focuses on an understudied population from Africa (Nigeria) and compare its findings with those of a widely studied population from North America (Canada/United States)

    Games for health for children - current status and needed research

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    Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H

    Persuasion: an analysis and common frame of reference for IS research

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    Information Systems (IS) researchers persistently examine how Information and Communications Technology (ICT) changes attitudes and behaviours but rarely leverage the persuasion literature when doing so. The hesitance of IS researchers to leverage persuasion literature may be due to this literature’s well-documented complexity. This study aims to reduce the difficulty of understanding and applying persuasion theory within IS research. The study achieves this aim by developing a common frame of reference to help IS researchers to conceptualise persuasion and to conceptually differentiate persuasion from related concepts. In doing this, the study also comprehensively summarises existing research and theory and provides a set of suggestions to guide future IS research into persuasion and behaviour change

    The application of social media for marketing strategies in pharma healthcare

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    Digital is transforming the way the world does business, and healthcare is no exception. The COVID-19 outbreak has had a significant impact on internet use and accelerated the digital transition worldwide as well as in Portugal. Social media is the fastest communication network among worldwide people. During the outbreak, the usage of social media platforms increased two times more compared with normal days. With increasing health literacy and access to technology, consumers are becoming more informed and proactive towards health issues and selfmedication, 67% of them are researching health problems and symptoms tracking and 81% conduct online research before making a purchase. This change has expanded communication from offline to the internet. Electronic word-of-mouth communication (eWOM), based on social media, brought more variables to marketing communication and became an interesting field for research considering its communication potential. Indeed, several studies have shown the ability to influence interpersonal communications on products or services in the purchase intention of consumers. As so, in recent years, some authors discussed the impact of eWOM on consumer online purchasing decisions; however, the literature is still relatively nascent regarding the Pharmaceutical Industry and the self-medication segment market of Over-the-Counter medicines (OTC). Pharmaceutical companies must be aware of this paradigm change: the patient is an indispensable and active stakeholder in the present and future of healthcare, besides the physician and the payer. Pharma marketing may be moving into a more digitalized space, but there is still room for improvement, especially when it comes to social media there is an unexploited territory for pharma marketers as most pharmaceutical companies are not yet to answer these consumers habits with an effective digital presence. The current research aims to study the application of Social Media platforms for marketing or communication purposes in pharma healthcare in Portugal.digital está a transformar a forma como os negócios se fazem no mundo, e a saúde não é exceção. A pandemia de COVID-19 teve um impacto significativo na utilização da Internet e acelerou a transição digital a nível mundial, incluindo Portugal. Com o aumento da literacia em saúde e o acesso à tecnologia, os consumidores estão a tornar-se mais informados e proativos em relação aos seus cuidados com a saúde e à automedicação, 67% destes pesquisam problemas de saúde e sintomas e 81% realizam pesquisas online antes de fazer uma compra. Esta mudança de comportamento expandiu a comunicação do offline para a Internet. A comunicação electronic word-of-mouth (eWOM), baseada nos media sociais, envolve mais variáveis para a comunicação de marketing; nos últimos anos, alguns autores discutiram o impacto do eWOM nas decisões de compra do consumidor online; entretanto, a literatura ainda é relativamente incipiente no que diz respeito à Indústria Farmacêutica e ao segmento de automedicação do mercado de medicamentos de venda livre (OTC). As empresas farmacêuticas devem estar atentas a esta mudança de paradigma: o paciente é uma parte indispensável e ativa no presente e no futuro da área da saúde, além do médico e do pagador. O marketing farmacêutico está a evoluir para a digitalização, mas ainda há espaço para melhorias, especialmente no âmbito das redes sociais que ainda são um território pouco explorado pelos profissionais de marketing farmacêutico. A maioria das empresas farmacêuticas ainda não se adaptou a estes hábitos de consumo com uma presença digital eficaz. A presente investigação pretende identificar a aplicação de plataformas de redes sociais para efeitos de marketing ou comunicação na área da indústria farmacêutica em Portugal

    Development and evaluation of a behavior change support system targeting learning behavior: a technology-based approach to complement the education of future executives using persuasive systems in higher education

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    Learning is crucial in today's information societies, and the need for comprehensive and accessible support systems to enhance learning competencies is increasingly evident. In this context, this dissertation provides descriptive knowledge about the demands for such a system, aiming to train higher education students and equip them with learning competencies. Drawing on design science research, the dissertation addresses the identified demands, considers technical frameworks and psychological models to design technology-based artifacts. Against this background, the dissertation provides a pragmatic contribution through novel artifacts in form of Behavior Change Support Systems targeting self-regulated learning in higher education. The evaluation of these artifacts extends prior design knowledge through specific recommendations, including design principles, that can guide the implementation of Behavior Change Support Systems and further technology-based interventions in higher education. These recommendations aim to promote the development of necessary competencies within the higher education context
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