1,066 research outputs found

    Seeking New Insights: A Design Thinking Approach to Persuasive Technology Aimed at Supporting Clients of a Weight Management Program

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    The application of persuasive technology has been shown to be effective in a weight management context. However, it has been observed that the impact is not as significant as predicted. The aim of this project was to investigate whether a Design Thinking approach could generate new insights that could be used to drive the development of an innovative application to help people on their weight management journey. Findings show that although no radically new user needs were identified, the needs that users did express most pertinently are not effectively met by currently available technology. Further, we examined the Design Thinking approach itself and sought to identify criteria for the design of successful insight gathering activities, through end-user engagement. We summarize these at the end of this paper

    Running to behavior change

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    Levels of overweight and obese individuals have been seen as rising across the globe. This has caused concerns with regard to how active individuals are and realization that a high percentage of the population do not meet the weekly requirement of physical activity. Current focus has been on the capabilities that new technologies can offer as an intervention technique. This paper offers an initial investigation into one such technology, namely the iPod Nike+ kit, which acts as a tracker for running behaviors. This scoping study was conducted via a questionnaire and analysis of customer reviews. Participants were assessed on their stage of change for physical activity behavior, based on the Transtheoretical Model of Change (TTM), before and after using the technology. The results from this study showed that the technology was received positively from those who used it and the predominant outcome was that individuals were more enthusiastic about running

    User participatory methods for inclusive design and research in autism: A case study in teaching UX design

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    © Springer International Publishing AG 2017. User participatory design is considered to be one of the best methods for understanding the needs of a target audience and creating high quality, well designed solutions to meet their needs. For many design students, the principles of participatory design in the creation of new user experiences are part of their curriculum. However, the involvement of disabled persons into the user experience design (UXD) process can be difficult in an educational setting. Often persons with autism and cognitive disabilities are excluded from user experience data collection due to their lack of sufficient cognitive ability and language skills to participate in these research methods in meaningful ways. Further, educators may shy away from involving this group due to institutional regulations and ethical concerns. This paper presents a case study introducing design students to inclusive UXD strategies and observing autistic children, using an approach called the “Connectivity Model”. The model avoids the requirement for complex ethical clearance by facilitating observations via recorded videos. We present outcomes and evaluate the model against the most pertinent needs of these children

    Changing eating behaviors through a cooking-based website for the whole family

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    This paper reports on the results of a study investigating how nutritional eating behaviors can be improved by presenting a cooking-based website for parents to use with their children. Participants' eating behaviors were closely monitored via questionnaires and food diaries. Results show that over the course of the study, children's willingness to consume fruit and vegetables had improved and they enjoyed participating in food preparation. This was supported by the participants' food diaries, which showed a statistically significant increase in the number of portions of fruit and vegetables consumed by both children and parents. An attempt was made to place participants in a stage of change before and after the study (Transtheoretical Model). This was flawed, however, due to inaccurate measurements and the short study duration. Overall, this study provides support for the use of educational websites, in particular a cooking website, to improve nutritional eating behaviors in children. © 2013 Springer-Verlag Berlin Heidelberg

    Use of apical suction to facilitate extra-anatomic bypass for recurrent coarctation: a case report

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    The use of apical suction devices has been well described for maintaining satisfactory haemodynamics during off-pump surgical coronary revascularization. Its expanded use has been described in a few other situations. We describe here a case of recurrent coarctation where an extra-anatomic ascending to descending thoracic aorta bypass graft was constructed using cardiopulmonary bypass without arresting the heart, and access and exposure were facilitated by the use of an apical suction device

    Enhancing User Immersion and Virtual Presence in Interactive Multiuser Virtual Environments through the Development and Integration of a Gesture-Centric Natural User Interface Developed from Existing Virtual Reality Technologies

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    Immersion, referring to the level of physical or psychological submergence of a user within a virtual space relative to that user's consciousness of the real-world environment, has predominantly been established as an indispensable part of interactive media designs. This is most prevalent in Virtual Reality (VR) platforms, as their applications are typically reliant on user believability. With a wide variation of possible methodologies for the enhancement of this feature, the collectively recognised paradigm lies on the emphasis of naturalism in the design of the virtual system [7]. Though widely used by some specialised VR applications [4] such concepts are yet to be fully explored in the more contemporary virtual systems such as Social Immersive Virtual Environment (SIVE). The focus of the study described in this paper are the techniques being developed to enhance user immersion, virtual presence and co-presence in a SIVE application, through the design and integration of a VR-based Natural User Interface (NUI) that allows users to naturally and intuitively interact with the virtual environment and other networked users through the utilisation of full body gesture controls. These gestural controls prioritise the emulation of the alternate equivalent of such real-wold interactions, whilst also providing an interface for the seamless and unobtrusive translation of the user's real-world physical state into the virtual environment through intuitive user to virtual avatar proprioceptive coordination. © Springer International Publishing Switzerland 2014

    Lugares de memoria y marcación territorial: sobre la recuperación de los centros clandestinos de detención en argentina y los lugares de memoria en españa

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    El siguiente artículo problematiza los conceptos de lugar de memoria y de marcas territoriales de la memoria, tomando como punto de partida la comparación entre un lugar de memoria (antiguo centro clandestino de detención Atila, Argentina) y un sitio memorial (Memorial de la Batalla del Ebro, España) y así avanzar hacia la especificación de cómo estos lugares son resignificados a partir de la implementación de ciertas políticas públicas de memoria, con el fin de conmemorar-rememorar a las víctimas de procesos traumáticos del pasado reciente y contribuir a la construcción de la memoria colectiva. Los procesos de reapropiación de los sitios y el análisis de las marcas territoriales de la memoria son elementos centrales que intervienen en la construcción de la(s) memoria(s) con particularidades específicas

    WiBAF into a CMS: Personalization in learning environments made easy

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    Adaptivity has proven successful in reducing navigation and comprehension problems in hypermedia documents. Authoring of adaptive hypermedia documents and especially of the adaptivity in these documents has been problematic or at least labour intensive throughout AH history. This paper shows how the integration of a CMS with an adaptive framework greatly simplifies the inclusion of personalization in existing educational applications. It does this within the context of European project Autism&Uni that uses adaptive hypermedia to offer information for students transitioning from high school to university, especially to cater for students on the autism spectrum as well as for non-autistic students. The use of our Within Browser adaptation framework (WiBAF) reduces privacy concerns because the user model is stored on the end-user's machine, and eliminates performance issues that currently prevent the adoption of adaptivity in MOOC platforms by having the adaptation performed on the end-user's machine as well (within the browser). Authoring of adaptive applications within the educational domain with the system proposed was tried out with first year students from the Design-Based Learning Hypermedia course at the Eindhoven University of Technology (TU/e) to gather feedback on the problems they faced with the platform

    Adaptive web-based educational application for autistic students

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    Adaptive web-based applications have proven successful in reducing navigation and comprehension problems in hypermedia documents. In this paper, we describe a toolkit that is offered as an adaptive Web-based application to help autistic students incorporate to high education. The toolkit has been developed using a popular CMS in which we have integrated a client-side adaptation library. The toolkit described here was tried out during workshops with autistic students at Leeds Becketts University to gather (mostly qualitative) feedback on the adaptation and privacy aspects of the Autism&Uni platform. That feedback was later used to improve the toolkit
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