49 research outputs found

    Targeting behavioral factors with digital health and shared decision-making to promote cardiac rehabilitation—a narrative review

    Get PDF
    Cardiac rehabilitation (CR) represents an important steppingstone for many cardiac patients into a more heart-healthy lifestyle to prevent premature death and improve quality of life years. However, CR is underutilized worldwide. In order to support the development of targeted digital health interventions, this narrative review (I) provides understandings of factors influencing CR utilization from a behavioral perspective, (II) discusses the potential of digital health technologies (DHTs) to address barriers and reinforce facilitators to CR, and (III) outlines how DHTs could incorporate shared decision-making to support CR utilization. A narrative search of reviews in Web of Science and PubMed was conducted to summarize evidence on factors influencing CR utilization. The factors were grouped according to the Behaviour Change Wheel. Patients' Capability for participating in CR is influenced by their disease knowledge, awareness of the benefits of CR, information received, and interactions with healthcare professionals (HCP). The Opportunity to attend CR is impacted by healthcare system factors such as referral processes and HCPs' awareness, as well as personal resources including logistical challenges and comorbidities. Patients' Motivation to engage in CR is affected by emotions, factors such as gender, age, self-perception of fitness and control over the cardiac condition, as well as peer comparisons. Based on behavioral factors, this review identified intervention functions that could support an increase of CR uptake: Future DHTs aiming to support CR utilization may benefit from incorporating information for patients and HCP education, enabling disease management and collaboration along the patient pathway, and enhancing social support from relatives and peers. To conclude, considerations are made how future innovations could incorporate such functions

    Workshop Introduction: Computer Entertainment in Cars and Transportation

    Get PDF
    This workshop deals with the potential that entertainment systems and games hold for the transportation context. Travelling by car, bus, plane or by foot can be frustrating and full of negative experiences, but also holds great potential for innovative entertainment application. New off the shelf technology offers great potential beyond old-fashioned rear seat entertainment systems with the sole purpose of keeping kids quiet. The richness of contextual factors and social situations have so far not sufficiently been exploited, which is why this workshop aims at discussing potentials for gaming in transportation

    Mind the Seat Limit: On Capacity Management in Public Automated Shuttles

    Get PDF
    With ever growing automation of public transport automated shuttles offer an attractive alternative in areas where traffic regulations limit the deployment of large buses (city centres) or where low degrees of utilization renders the manual vehicles operation non-economical (last mile). The low capacities of shuttles in combination with the human factor (driver or conductor) makes capacity management a greater challenge for the user. Capacity management describes the allocation of available seats in a vehicle, e.g., when buying a ticket. In this paper, we present the results of series of studies where capacity management in automated shuttles has been tested via instruments that are currently available in public transit (audio announcements, in-shuttle displays, booking apps). We found that measures during and after boarding are not sufficient and that capacity management in automated shuttle requires a more detailed planning of pre-boarding stages; when boarding automated shuttles as opposed to non-automated public buses the flexibility is reduced. The paper concludes with discussion and recommendations for an optimal capacity management d

    Interacting with Autonomous Vehicles: Learning from other Domains

    Get PDF
    The rise of evermore autonomy in vehicles and the expected introduction of self-driving cars have led to a focus on human interactions with such systems from an HCI perspective over the last years. Automotive User Interface researchers have been investigating issues such as transition control procedures, shared control, (over)trust, and overall user experience in automated vehicles. Now, it is time to open the research field of automated driving to other CHI research fields, such as Human-Robot-Interaction (HRI), aeronautics and space, conversational agents, or smart devices. These communities have been dealing with the interplay between humans and automated systems for more than 30 years. In this workshop, we aim to provide a forum to discuss what can be learnt from other domains for the design of autonomous vehicles. Interaction design problems that occur in these domains, such as transition control procedures, how to build trust in the system, and ethics will be discussed

    Co-designing the Affective City: Speculative Explorations of Affective Place-Based Experiences

    Get PDF
    The built environment has the capacity to generate affective responses and entice emotions. Spaces can be lively and cheerful, fearful or boring, and these emotions can be triggered by design elements, or by previous experience and memory. However, urban design and smart city approaches have often minimized the role of emotions in the built environment. In this workshop, we actively engage participants in co-mapping, ideating and speculating potential affective interactions in future cities. We curate a typology of urban spaces and emotional states, as well as a toolkit of strategies from urban design and HCI research and practice. We invite participants to contribute their own selection of places and emotional states, iterate on tools, and conceptualize speculations for the affective city. Our workshop will result in a more nuanced understanding of the relationships between people, places, technology and affect.publishedVersionPeer reviewe

    Can I Code? User Experience of an Assessment Platform for Programming Assignments (Short Paper)

    No full text
    Learning a programming language is a difficult matter with numerous obstacles for university students - but also for their lecturers. Assessment tools for programming assignments can support both groups in this process. They shall be adapted to the needs of beginners and inexperienced students, but also be helpful in long-term use. We utilised an adapted version of the Artemis system as an assessment platform for first-year computer science students in the introductory programming course. To examine the students\u27 user experience (UX) over the semester, we conducted a three-stage online questionnaire study (N=42). We found that UX evolves over the semester and that platform requirements and problems in its usage change over time. Our results show that newcomers need to be addressed with caution in the first weeks of the semester to overcome hurdles. Challenges shall be added as the semester progresses

    Preface

    No full text

    Utilizing emoticons on mobile devices within esm studies to measure emotions in the field (workshop position paper

    No full text
    ABSTRACT Assessing emotions in situ while people are using technology is a difficult endeavor. Several assumptions on the concept of emotion exist in the research field of HCI and similarly several methodological approaches how to measure them. In this position paper we propose the usage of emoticons on mobile devices within experience sampling method (ESM) studies to measure emotions in-situ while the mobile device is used. Since ESM studies often requires high efforts form the participant in terms of being interrupted several times a day it is especially important for ESM studies to have a means to be able to capture quick emotional user states and responses. We present a set of five emoticons, which cover two dimensions of emotions (strength and arousal) within one scale. To our conviction these emoticons allow an intuitive option for users to state their emotions on a mobile device during an ESM study. Using a case study, we investigated the feasibility of emoticons as answer categories for questions aiming at emotional states and feelings. We found that besides the space-saving aspect of the emoticons, which is an important aspect in conducting mobile studies on small displays, findings were not biased and participants had a positive user experience towards these question types. Furthermore, the usability of the emoticons was evaluated

    Christian Doppler Laboratory: Contextual Interfaces

    No full text
    Part 1: Long and Short PapersInternational audienceThe Christian Doppler Laboratory for Contextual Interfaces is a cooperative research lab dealing with interaction designs of contextual interfaces in the automotive area and the cleanroom of a semiconductor factory. This paper describes the research approach and example activities conducted in the laboratory
    corecore