59 research outputs found

    Mobile Applications to Support Physical Exercise - Motivational Factors and Design Strategies

    Get PDF
    The growing incidence of health problems attributed to contemporary lifestyles, and the limited resources of healthcare, has led several stakeholders to look for alternative preventive healthcare methods. Physical exercise has many good effects for health, but people often lack motivation towards it. Smartphone applications can act as motivational tools, as they are accessible, mobile, and have suitable technological abilities. During past 10 years, a large number of mobile exercise applications have been launched and, increasingly, wellness technologies have been researched in the field of human-computer interaction (HCI). However, the field lacks a comprehensive overview of the design strategies related to motivational exercise applications. Additionally, research in the field has mostly been conducted in western cultures, and perspectives from the developing world are missing.This thesis explores the design space of mobile applications that aim to motivate the users to engage in physical exercise. The main foci of the research were to identify the motivational factors towards the use of mobile exercise applications and to formulate a comprehensive overview of design strategies for motivational, mobile exercise applications. The results were gained from a constructive design research process that included user studies, concepting and evaluation of motivational exercise applications, a cross study analysis of motivational factors, and formulating design strategies. The user studies were conducted in Finland and India with working-age participants.Based on a rich set of empirical studies, this research produces insights for a wide set of motivational factors towards the use of mobile exercise applications. It points out differences in motivational factors between Finnish and Indian participants. For example, the use of surprising elements and certain playful elements as sources of motivation appealed to Indian participants more than Finns, who, in general, had a more pragmatic perspective towards the exercise applications. Finns were motivated by viewing their goals and progress by numbers and graphs, while Indians did not adopt the numerical approaches. The second outcome of the research is a comprehensive, structured and focused model of design strategies for motivational, mobile exercise applications. The model includes 34 design strategies divided into six dimensions. Nine of the strategies are India specific. The design strategies can be utilised in the design work of future exercise applications

    Design Implications for a Virtual Language Learning Companion Robot : Considering the Appearance, Interaction and Rewarding Behavior

    Get PDF
    Second language learning has become very important because of globalization and as a result, many online language learning platforms have gained popularity. Despite their popularity and convenience, they still lack the human factor and meaningful interaction. Robot-Assisted language learning (RALL) is a concept where social robots are employed to assist in language learning, adding meaningful and human-like interactions to the process. In the case of online learning platforms, a similar approach can be taken using virtual robots. Virtual robots are similar to social robots as they can have a visual appearance, communication capabilities as well as human-like features. This research aims to understand the potential users', i.e., university students' perceptions, and expectations of a virtual robot as a language learning companion. We are focusing on three major aspects of its design: Appearance, interaction and rewarding behavior. This is a qualitative and explorative study, which employs a human-centered design (HCD) approach by conducting a co-design workshop with five groups of university-level language students (n = 25) and a theme interview with seven design students. This article presents the first phase of the HCD process. The participants were asked questions about the appearance, behavior, movements, motivational factors, sound and rewarding features of the potential virtual language companion robot. The findings show that the idea of having an interactive virtual robot to assist online language learning was accepted and appreciated by all the participants but their expectations about the robot's design varied. The potential users preferred a robot-like appearance rather than a human-like one for the virtual language learning companion, however, different robot-like appearances were mentioned in terms of their body parts, hands, head, shapes etc. Human-like gestures and movements were appreciated by the participants. Finally, seven design implications were formulated to support the further design of a virtual robot that can act as a virtual language learning companion as part of an online learning platform for university students.acceptedVersionPeer reviewe

    Spatial solutions supporting information exchange and knowledge creation

    Get PDF
    Architectural practice is a creative, knowledge-based organization, and therefore information exchange and knowledge creation are essential components of architects’ profession. However, these aspects of architectural practice are not studied widely. The objective of this study is to analyse how the mobility of the different types of workers’ effects on the information exchange and knowledge creation in a team-based office layout. The research material was collected from a semi-large Finnish architecture office. The methods employed are qualitative: theme interviews with the employees and the executives of the office, together with the informal on-site observations. The preliminary analysis of the research material indicates that the team-based office layout supported tacit knowledge exchange and creative group work. The team rooms, however, did not support the individual working preferences of the participants. Furthermore, the tacit knowledge remained inside the team and did not spread through the whole organization. Therefore, as a downside, the team-based working inhibited the information exchange and knowledge creation between different teams

    Robocamp at home : Exploring families' co-learning with a social robot: Findings from a one-month study in the wild

    Get PDF
    Social robots are becoming important agents in several sectors of people's lives. They can act in diferent contexts, e.g., public spaces, schools, and homes. Operating, programming and interacting with these robots will be an essential skill in the future. We present a qualitative and explorative study on how family members collaboratively learn (co-learn) about social robots at their homes. Our one-month in the wild study took place at homes of eight families (N=32) in Finland. We defned a novel model for co-learning about and with a social robot at home, Robocamp. In Robocamp, Alpha Mini robot was introduced and left within the families, who were then provided with weekly robotic challenges to be conducted with the robot. The research data was collected by semi-structured interviews and online diaries. This study provides novel insights about family-based co-learning with social robots in the home context. It also ofers recommendations for implementing family-based co-learning with social robots at homes.publishedVersionPeer reviewe

    Sosiaaliset robotit oppimisen tukena lapsilla ja aikuisilla

    No full text
    Tässä artikkelissa pohdin sosiaalisten robottien vahvuuksia ja mahdollisuuksia oppimisen tukena lapsilla ja aikuisilla. Tätä aluetta kutsutaan robottiavusteiseksi oppimiseksi (robot-assisted learning) ja tätä työtä tekeviä robotteja opetusroboteiksi (educational robots). Kerron ensin käyttäjäkokemustutkimuksistamme, joissa tutkittiin robotteja kieltenoppimisen apuvälineenä luokkaopetuksessa alakoulussa ja aikuisilla maahanmuuttajilla työkontekstissa. Sen jälkeen kuvailen pilottiamme, jossa erilaiset perheet yhteisoppivat sosiaalisen robotin kanssa kotikontekstissa. Lopuksi päästään kurkistamaan uuteen RoboStudioon, joka on Tampereen yliopistolla toimiva sosiaaliseen robotiikkaan liittyvä yhteisoppimisen ”paja”.nonPeerReviewe

    Mobile Applications to Support Physical Exercise - Motivational Factors and Design Strategies

    Get PDF
    The growing incidence of health problems attributed to contemporary lifestyles, and the limited resources of healthcare, has led several stakeholders to look for alternative preventive healthcare methods. Physical exercise has many good effects for health, but people often lack motivation towards it. Smartphone applications can act as motivational tools, as they are accessible, mobile, and have suitable technological abilities. During past 10 years, a large number of mobile exercise applications have been launched and, increasingly, wellness technologies have been researched in the field of human-computer interaction (HCI). However, the field lacks a comprehensive overview of the design strategies related to motivational exercise applications. Additionally, research in the field has mostly been conducted in western cultures, and perspectives from the developing world are missing.This thesis explores the design space of mobile applications that aim to motivate the users to engage in physical exercise. The main foci of the research were to identify the motivational factors towards the use of mobile exercise applications and to formulate a comprehensive overview of design strategies for motivational, mobile exercise applications. The results were gained from a constructive design research process that included user studies, concepting and evaluation of motivational exercise applications, a cross study analysis of motivational factors, and formulating design strategies. The user studies were conducted in Finland and India with working-age participants.Based on a rich set of empirical studies, this research produces insights for a wide set of motivational factors towards the use of mobile exercise applications. It points out differences in motivational factors between Finnish and Indian participants. For example, the use of surprising elements and certain playful elements as sources of motivation appealed to Indian participants more than Finns, who, in general, had a more pragmatic perspective towards the exercise applications. Finns were motivated by viewing their goals and progress by numbers and graphs, while Indians did not adopt the numerical approaches. The second outcome of the research is a comprehensive, structured and focused model of design strategies for motivational, mobile exercise applications. The model includes 34 design strategies divided into six dimensions. Nine of the strategies are India specific. The design strategies can be utilised in the design work of future exercise applications
    • …
    corecore