12,910 research outputs found

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    A Social-Centred Gamification Approach to Improve Household Water Use Efficiency

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    The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.ISS-EWATUS, Integrated Support System for Efficient Water Usage and Resources Management, FP7 project (grant no. 619228), funded by the European Communit

    Harnessing Technology: preliminary identification of trends affecting the use of technology for learning

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    The design with intent method: A design tool for influencing user behaviour

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    The official published version can be found at the link below.Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process

    Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions

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    Increasing evidence has shown that theory-based health behavior change interventions are more effective than non-theory-based ones. However, only a few segments of relevant studies were theory-based, especially the studies conducted by non-psychology researchers. On the other hand, many mobile health interventions, even those based on the behavioral theories, may still fail in the absence of a user-centered design process. The gap between behavioral theories and user-centered design increases the difficulty of designing and implementing mobile health interventions. To bridge this gap, we propose a holistic approach to designing theory-based mobile health interventions built on the existing theories and frameworks of three categories: (1) behavioral theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior, and the Health Action Process Approach), (2) the technological models and frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design and Behavior Change Support System, and the Just-in-Time Adaptive Interventions), and (3) the user-centered systematic approaches (e.g., the CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic approach provides researchers a lens to see the whole picture for developing mobile health interventions

    Social learning approach in designing persuasive e-commerce recommender system model

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    Intention to purchase in existing online business practice is learned through observation of information display by online seller. The emergent growth of persuasive technologies currently holds a great potential in driving a positive influence towards consumer purchase behavior. But to date, there is still limited research on implementing persuasion concept into the recommender system context. Drawing upon the principle design of persuasive system, the main purpose of this study is to explore social learning advantages in creating persuasive features for E-Commerce recommender system. Based on Social Cognitive Theory, the influence of personal and environmental factors will be examined in measuring consumer purchase intention. In addition, dimensions of social learning environment are represented by observational learning theory and cognitive learning theory. From those reviews, this study assumed that social learning environment can be created based on attentiveness, retentiveness, motivational, knowledge awareness and interest evaluation cues of consumer learning factors. Furthermore, the persuasive environment of recommender system is assumed to have positive influence towards individual characteristics such as self-efficacy behavior, perceived task complexity and confused by over choice. Findings from those reviews have contributed to the development of a research model in visualizing social learning environment that can be used to develop a persuasive recommender system in E-Commerce and hence measures the impact towards consumer purchase intention
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