54 research outputs found

    A Mobile App Adopting an Identity Focus to Promote Physical Activity (MoveDaily): Iterative Design Study

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    Background: Web-based and mobile interventions to influence physical activity behavior have had limited effects on sustained behavior change. One reason may be that the interventions aim to change largely habitual behavior. Following an identity-oriented approach could be a successful strategy to behavior change because people are committed to behave in line with their self-perception of identity. Objective: In this paper, we take a closer look at the role of motivation in long-term adherence to lifestyle interventions. The paper outlines a method for web-based or mobile intervention development that allows exploration of integrating behavior change theory into the design process. We will describe the development of a mobile app that allows people to be self-determined and to value and self-regulate physical activity by adopting an identity-oriented approach. Methods: This paper describes a Research through Design (RtD) process in which design activities are carried out as part of the knowledge-generating process. Two RtD phases were completed, followed by a conceptual design phase. In the first RtD phase, 8 participants used diary cards to study initial attitudes toward starting with small changes in physical activity. In the second RtD phase, 26 participants used a web-based app to study changes in physical activity. We used an adapted version of the Self-Report Habit Index (SRHI) to evaluate individuals' perceptions of a particular behavior with respect to the three facets of a habit. The conceptual design phase consolidated the results from first two RtD phases into a design of a mobile app that combines an identity approach with gamification principles. The conceptual design was evaluated in a user-experience study with 4 participants. Results: In the first RtD phase, we found that interacting daily with diary cards and reflecting on physical activity patterns is a promising strategy but works better through a digital medium. In the second RtD phase, SHRI ratings from all participants generally increased each week. In the conceptual design phase, we found that the concept of the mobile app was positively evaluated by participants. However, participants mentioned that terms such as "identity" do not resonate with them and that scenarios could be simpler. Conclusions: This paper provides deeper insights into designing for electronic health (eHealth) interventions and services and suggests a new way that motivation can be shaped by the design of an intervention and adherence to physical activity. To the best of our knowledge, this was the first iterative design study in which the effects of adopting an identity approach to both motivation and physical activity were included and observed. Initial promising results were found for using a web-based intervention where habits and identification with the personal importance of a behavior were repetitively triggered

    A model of lost habits: towards a strategy to improve the acceptance of product service systems

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    User acceptance is one of the largest barriers for the success of product-service systems (PSS). Often, PSS require a user to change his or her behaviour, which may conflict with existing habits. This results in non-acceptance of the PSS, which is disappointing for designers who aim to develop successful PSS. Research on acceptance of PSS has been focused on the context in which PSS could operate, and on how PSS should be designed and marketed, in order to trigger and stimulate behaviour change. These methods centre on the viewpoint that change is a necessity. However, change is difficult, because people tend to hold on to their habits. In this paper we will propose that habits can be used in the design process, for which we introduce the term “lost habits”. When people lose habits due to undesired events, they may be very motivated to accept something that is instrumental to restore their habits. A PSS that addresses these so-called lost habits, might therefore be successfully accepted. In this paper, we will present a model that builds on this point of view, and we will present an explorative study to find how this model can be used in the beginning of a design process

    What Do Older Adults and Clinicians Think About Traditional Mobility Aids and Exoskeleton Technology?

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    Mobility impairments can prevent older adults from performing their daily activities, which highly impacts quality of life. Powered exoskeletons, which are wearable robotic devices, can assist older adults by providing additional support to compensate for age-related decline in muscle strength. To date, little is known about the opinions and needs of older adults regarding exoskeletons, as current research primarily focuses on the technical development of exoskeleton devices and on groups with more severe mobility impairments such as people with spinal cord injuries. Therefore, the aim of this article is to inform the design of exoskeletons for older adults from a person-centered perspective. Interviews were conducted with seven older adults and six clinicians. Results indicated that exoskeletons can be a valuable addition to existing mobility devices to support older adults during walking and other actions necessary to perform their daily activities. Although reactions towards the concept of exoskeleton technology were positive, older adults did not currently perceive the need for an exoskeleton device. Exoskeletons for older adults should be easy to use; preferably, users should be able to put the device on and take it off independently. Moreover, the appearance of the exoskeleton should be as inconspicuous as possible, as most older adults do not like to advertise their need for assistive devices. At this point in time, the willingness to use exoskeleton technology will depend on personal needs and preferences

    Design for Healthy Behavior: Design Interventions and Stages of Change

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    Designers have increasingly used the capacity of design to influence human behavior and consequently to address the challenges that our society faces. One of these challenges is the rise of ‘lifestyle diseases’, such as obesity and diabetes. A change towards a more healthy lifestyle could in many cases prevent or diminish such diseases, which would reduce demands and costs in care. Moreover, it could lead to a higher level of wellbeing for many people. In response to this challenge, designers and computer scientists have created interventions that help people adopt a healthier lifestyle. We argue that designers need to consider the different stages that people go through to durably change their behavior. In this paper, we discuss how design interventions aimed at adopting a healthier lifestyle correspond to different stages in the Transtheoretical Model of Health Behavior Change. Furthermore, we discuss how designers could design for stages of change

    Beyond surprise: A longitudinal study on the experience of visual-tactual incongruities in products

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    When people encounter products with visual-tactual incongruities, they are likely to be surprised because the product feels different than expected. In this paper, we investigate (1) the relationship between surprise and the overall liking of the products, (2) the emotions associated with surprise, and (3) the long-term effects of surprise. We created products that were similar in visual appearance but that differed in their tactual characteristics. Participants evaluated the same products at three different points in time. Surprise was often followed by the emotions interest, fascination, amusement, confusion, indignation and irritation. We suggest that the liking for surprising products may be the composite effect of a decreased liking due to unfamiliar characteristics and increased liking due to positive emotions following surprise. Although the effect of surprise diminishes over time, it persists and can be demonstrated at multiple occasions.Industrial Design Engineerin

    Environmental design for dementia care - towards more meaningful experiences through design

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    Dementia is generally considered to be one of the most pressing societal issues now and in the years to come. Although insights from different disciplines have contributed to a better understanding of dementia and the development of interventions targeting dementia symptoms, there is a lack of integration of insights from these different perspectives for the purposes of design for dementia. The aim of this paper is to show how insights from environmental psychology and advances in technology can inform a user-centred multidisciplinary design approach. To this end, first a brief meta-review of (systematic) reviews from the fields of assistive technology for dementia care and healing environments research is presented, after which gaps and opportunities for a multidisciplinary design approach are identified. To illustrate what such an approach could look like, two exploratory case studies are presented in which technology-enhanced prototypes of an experience handrail (aimed at facilitating wayfinding by providing meaningful sensory experiences) and a virtual nature installation (aimed at providing relaxation and stimulating social engagement) were implemented at a Dutch care centre for people with dementia. Preliminary evaluations indicate that these designs contribute to the wellbeing of people with dementia and confirm the fruitfulness of the design approach presented in this paper. Furthermore, this approach may not only provide a means to optimize existing environments and enhance ease of living, but may also lead to novel solutions to the challenges people with dementia face on a day-to-day basis, and improve their quality of life

    Types of embodiment in design: the embodied foundations of meaning and affect in product design

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    Since the introduction of the embodied cognition framework in cognitive and social psychology, numerous studies have demonstrated links between everyday bodily experiences and product evaluations involving meaning portrayal and affect. To date, however, no comprehensive framework for understanding embodiment in relation to design experience has been developed. Hence, one goal of this article is to set out a typology for understanding embodiment in relation to multi-sensory product appearance and action. A second goal is showing why insights from embodiment may be inspiring and useful to designers and why understanding of the embodied dynamics underlying product experience may guide designers in creating meaningful objects. To substantiate these assumptions, we present the different types of embodiment most relevant in relation to design research accompanied by examples. We expand on the design goals that might underlie these different types, suggesting new avenues for design and design research based on our research propositions and findings

    Supporting healthy behaviour: A stages of change perspective on changing snacking habits of children

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    Many children today face an environment that presents them with an overabundance of high calorie foods. Combined with more sedentary lifestyles, this has led to increasing numbers of overweight children in many parts of the world. To counter this trend, we need new strategies that can positively alter health behaviours of children. In this paper, we demonstrate how taking a stages of change perspective can support designers in creating products and services that could serve as alternatives to more traditional health interventions such as promotional campaigns. Using the case of changing snacking habits of children, two ranges of product concepts were developed using the design for healthy behaviour framework. The two concept ranges were evaluated by parents of young children. From this study we tentatively conclude that using the design for healthy behaviour framework can lead to more innovative, supporting and effective health interventions
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