394 research outputs found
Integrating Taxonomies into Theory-Based Digital Health Interventions for Behavior Change: A Holistic Framework
Digital health interventions have been emerging in the last decade. Due to
their interdisciplinary nature, digital health interventions are guided and
influenced by theories (e.g., behavioral theories, behavior change
technologies, persuasive technology) from different research communities.
However, digital health interventions are always coded using various taxonomies
and reported in insufficient perspectives. The inconsistency and
incomprehensiveness will bring difficulty for conducting systematic reviews and
sharing contributions among communities. Based on existing related work,
therefore, we propose a holistic framework that embeds behavioral theories,
behavior change technique (BCT) taxonomy, and persuasive system design (PSD)
principles. Including four development steps, two toolboxes, and one workflow,
our framework aims to guide digital health intervention developers to design,
evaluate, and report their work in a formative and comprehensive way
Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions
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
Prototyping Corporate User Interfaces – Towards A Visual Specification Of Interactive Systems
Corporate software development faces very demanding challenges, especially concerning the user interface of a software system. Collaborative design with stakeholders demands informal modeling methods that everybody can understand and apply. But using traditional, paper-based methods to gather and document requirements, an IT organization often experiences frustrating communication issues between the business and development teams. We present ways of agile high-fidelity prototyping for corporate user interface design. Without harming agile principles and practice, detailed prototypes can be employed for collaborative design, can act as visual specifications and substitute paper-based artifacts
Temporal-Spatial Visualization of Interaction Data for Visual Debugging
The design of novel input devices and interaction techniques is a highly demanding task. The interaction designers need programming environments which provide high flexibility and complex functionalities. But above all, such tools have to be easy to learn an
MoPeDT: A Modular Head-Mounted Display Toolkit to Conduct Peripheral Vision Research
Peripheral vision plays a significant role in human perception and
orientation. However, its relevance for human-computer interaction, especially
head-mounted displays, has not been fully explored yet. In the past, a few
specialized appliances were developed to display visual cues in the periphery,
each designed for a single specific use case only. A multi-purpose headset to
exclusively augment peripheral vision did not exist yet. We introduce MoPeDT:
Modular Peripheral Display Toolkit, a freely available, flexible,
reconfigurable, and extendable headset to conduct peripheral vision research.
MoPeDT can be built with a 3D printer and off-the-shelf components. It features
multiple spatially configurable near-eye display modules and full 3D tracking
inside and outside the lab. With our system, researchers and designers may
easily develop and prototype novel peripheral vision interaction and
visualization techniques. We demonstrate the versatility of our headset with
several possible applications for spatial awareness, balance, interaction,
feedback, and notifications. We conducted a small study to evaluate the
usability of the system. We found that participants were largely not irritated
by the peripheral cues, but the headset's comfort could be further improved. We
also evaluated our system based on established heuristics for human-computer
interaction toolkits to show how MoPeDT adapts to changing requirements, lowers
the entry barrier for peripheral vision research, and facilitates expressive
power in the combination of modular building blocks.Comment: Accepted IEEE VR 2023 conference pape
Persuasive Technology in Reducing Prolonged Sedentary Behavior at Work: A Systematic Review
Prolonged sedentary behavior is prevalent among office workers and has been
found to be detrimental to health. Preventing and reducing prolonged sedentary
behavior require interventions, and persuasive technology is expected to make a
contribution in this domain. In this paper, we use the framework of persuasive
system design (PSD) principles to investigate the utilization and effectiveness
of persuasive technology in intervention studies at reducing sedentary behavior
at work. This systematic review reveals that reminders are the most frequently
used PSD principle. The analysis on reminders shows that hourly PC reminders
alone have no significant effect on reducing sedentary behavior at work, while
coupling with education or other informative session seems to be promising.
Details of deployed persuasive technology with behavioral theories and user
experience evaluation are expected to be reported explicitly in the future
intervention studies
Cross-surface:challenges and opportunities of spatial and proxemic interaction
In this workshop, we will review and discuss open issues, technical challenges and conceptual models for multi-device spatial or proxemic interaction. We aim to bring together researchers, students and practitioners working on technical infrastructures, studies and designs of spatial interfaces, or domain specific multi-device applications that use space as a unit of analysis. We focus specifically on analysing how such interfaces, tools and tracking technology can be deployed "in the wild". The workshop will facilitate knowledge exchange about the current state of spatial and proxemic interactive systems, identify application domains and enabling technologies for cross-surface interactions in the wild, and establish a research community to develop effective strategies for successful design of cross-device interactions
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