Visually impaired people (VIP) can experience difficulties in navigating urban environments. They mostly depend on the environment’s infrastructure or technical solutions like smartphone apps for navigation. However apps typically use visual and audio feedback, which can be ineffective, distracting and dangerous. Haptic feedback in the form of vibrations can complement where visual and audio fall short, reducing the cognitive load.Existing research into wayfinding using haptic feedback to better support navigation for the visually impaired often relies on custom tactile actuators and the use of multiple vibration motors. Although these solutions can be effective, they are often impractical in every day life or are stigmatizing due to their unusual appearance.To address this issue we propose a more modular system that can be easily integrated in commercially available smartwatches. Based on existing research we present a tactile communication method utilizing the vibrotactile actuator of a smartwatch to provide VIP with wayfinding information that complements visual and audio feedback. Current smartwatches contain a single tactile actuator, but can still be used by focusing on navigation patterns. These patterns are based on research in personal orientation and mobility training with VIP. For example, a vibration pattern is used to represent a concept like ‘attention’, ‘left’ or ‘stairs’ directing the navigator’s attention towards audio or visual information or to the environment.In next phase of this research we will conduct several focus groups and co-creation sessions with VIP and orientation and mobility experts to further specify the requirements and test our proposed tactile method. In the future, this method could be integrated in existing navigation apps using commercially available devices to complement visual and audio information and provide VIP with additional wayfinding information via haptic feedback.
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The pervasiveness of wearable technology has opened the market for products that analyse running biomechanics and provide feedback to the user. To improve running technique feedback should target specific running biomechanical key points and promote an external focus. Aim for this study was to define and empirically test tailored feedback requirements for optimal motor learning in four consumer available running wearables. First, based on desk research and observations of coaches, a screening protocol was developed. Second, four wearables were tested according to the protocol. Third, results were reviewed, and four experts identified future requirements. Testing and reviewing the selected wearables with the protocol revealed that only two less relevant running biomechanical key points were measured. Provided feedback promotes an external focus of the user. Tailoring was absent in all wearables. These findings indicate that consumer available running wearables have a potential for optimal motor learning but need improvements as well.
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Eating rate is a basic determinant of appetite regulation, as people who eat more slowly feel sated earlier and eat less. Without assistance, eating rate is difficult to modify due to its automatic nature. In the current study, participants used an augmented fork that aimed to decelerate their rate of eating. A total of 114 participants were randomly assigned to the Feedback Condition (FC), in which they received vibrotactile feedback from their fork when eating too fast (i.e., taking more than one bite per 10 s), or a Non-Feedback Condition (NFC). Participants in the FC took fewer bites per minute than did those in the NFC. Participants in the FC also had a higher success ratio, indicating that they had significantly more bites outside the designated time interval of 10 s than did participants in the NFC. A slower eating rate, however, did not lead to a significant reduction in the amount of food consumed or level of satiation.These findings indicate that real-time vibrotactile feedback delivered through an augmented fork is capable of reducing eating rate, but there is no evidence from this study that this reduction in eating rate is translated into an increase in satiation or reduction in food consumption. Overall, this study shows that real-time vibrotactile feedback may be a viable tool in interventions that aim to reduce eating rate. The long-term effectiveness of this form of feedback on satiation and food consumption, however, awaits further investigation.
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Injuries and lack of motivation are common reasons for discontinuation of running. Real-time feedback from wearables can reduce discontinuation by reducing injury risk and improving performance and motivation. There are however several limitations and challenges with current real-time feedback approaches. We discuss these limitations and challenges and provide a framework to optimise real-time feedback for reducing injury risk and improving performance and motivation. We first discuss the reasons why individuals run and propose that feedback targeted to these reasons can improve motivation and compliance. Secondly, we review the association of running technique and running workload with injuries and performance and we elaborate how real-time feedback on running technique and workload can be applied to reduce injury risk and improve performance and motivation. We also review different feedback modalities and motor learning feedback strategies and their application to real-time feedback. Briefly, the most effective feedback modality and frequency differ between variables and individuals, but a combination of modalities and mixture of real-time and delayed feedback is most effective. Moreover, feedback promoting perceived competence, autonomy and an external focus can improve motivation, learning and performance. Although the focus is on wearables, the challenges and practical applications are also relevant for laboratory-based gait retraining.
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Recent textile innovations have significantly transformed both the material structures of fibers and fabrics as well as their sphere of use and applications.At the same time, new recycling concepts and methods to re--use textile waste are rapidly being developed and many new ways to make use of recycled and reclaimed fibers have already been found. In this paper, we describe how the development of a new textile, making use of recycled fibers, sparked the development of Textile Reflexes, a robotic textile that can change shape. This paper elaborates on the development of the new textile material, the multidisciplinary approach we take to advance it towards a robotic textile and our first endeavours to implement it in a health & wellbeing context. Textile Reflexes was applied in a vest that supports posture correction and training that was evaluated in a user study. In this way, the paper demonstrates a material and product design study that bridges disciplines and that links to both environmental and social change.doi: 10.21606/dma.2017.610This work is licensed under a Creative Commons Attribution-NonCommercial-Share Alike 4.0 International License. https://creativecommons.org/licenses/by-nc-sa/4.0/
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In this paper we present the concept and initial design stages of the TaSST (Tactile Sleeve for Social Touch). The TaSST consists of a soft pressure-sensitive input layer, and an output layer containing vibration motors. A touch to ones own sleeve is felt as a vibration on the sleeve of another person. The idea behind the TaSST is to enable two people to communicate dierent types of touch at a distance. We will outline the design process of the TaSST, describe some initial results from a user study, and discuss possible applications of the TaSST.
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In this paper we investigate the expression of emotions through mediated touch. Participants used the Tactile Sleeve for Social Touch (TaSST), a wearable sleeve that consists of a pressure sensitive input layer, and a vibration motor output layer, to record a number of expressions of discrete emotions. The aim was to investigate if participants could make meaningful distinctions in the tactile expression of the emotions.
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In this paper we outline the design process of TaSST (Tactile Sleeve for Social Touch), a touch-sensitive vibrotactile arm sleeve. The TaSST was designed to enable two people to communicate different types of touches over a distance. The touch-sensitive surface of the sleeve consists of a grid of 4x3 compartments filled with conductive wool. Each compartment controls the vibration intensity of a vibration motor, located in a grid of 4x3 motors beneath the touch sensitive layer. An initial evaluation of the TaSST was conducted in order to assess its capabilities for communicating different types of touch.
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Based on the theory of embodied cognition we developed NOOT, at tangible tool that allows marking audio-moments during creative sessions. A detailed analysis of using NOOT in practice lead to a reconceptualization of NOOT within processes of external scaffolding. It also spurred a new design project focused on reflection during group sessions
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Safety at work The objective of the project Safety at Work is to increase safety at the workplace by applying and combining state of the art artefacts from personal protective equipment and ambient intelligence technology. In this state of the art document we focus on the developments with respect to how (persuasive) technology can help to influence behaviour in a natural, automatic way in order to make industrial environments safer. We focus on personal safety, safe environments and safe behaviour. Direct ways to influence safety The most obvious way to influence behaviour is to use direct, physical measures. In particular, this is known from product design. The safe use of a product is related to the characteristics of the product (e.g., sharp edges), the condition of people operating the product (e.g., stressed or tired), the man-machine interface (e.g., intuitive or complex) and the environmental conditions while operating the product (e.g., noisy or crowded). Design guidelines exist to help designers to make safe products. A risk matrix can be made with two axis: product hazards versus personal characteristics. For each combination one might imagine what can go wrong, and what potential solutions are. Except for ‘design for safety’ in the sense of no sharp edges or a redundant architecture, there is a development called ‘safety by design’ as well. Safety by design is a concept that encourages construction or product designers to ‘design out’ health and safety risks during design development. On this topic, we may learn from the area of public safety. Crime Prevention Through Environmental Design (or Designing Out Crime) is a multi-disciplinary approach to deterring criminal behaviour through environmental design. Designing Out Crime uses measures like taking steps to increase (the perception) that people can be seen, limiting the opportunity for crime by taking steps to clearly differentiate between public space and private space, and promoting social control through improved proprietary concern. Senses Neuroscience has shown that we have very little insight into our motivations and, consequently, are poor at predicting our own behaviour. It seems emotions are an important predictor of our behaviour. Input from our senses are important for our emotional state, and therefore influence our behaviour in an ‘ambient’ (invisible) way. The first sense we focus on is sight. Sight encompasses the perception of light intensity (illuminance) and colours (spectral distribution). Several researchers have studied the effects of light and colour in working environments. Results show, e.g., that elderly people can be helped with higher light levels, that cool colours like blue and green have a relaxing effect, while long-wavelength colours such as orange and red are stimulating and give more arousal, and that concentration and motivation of pupils at school can be influenced with light and colour settings. Identically, sound (hearing) has physiological effects (unexpected sounds cause extra cortisol -the fight or flight hormone- and the opposite for soothing sounds), psychological effects (sounds effect our emotions), cognitive effects (sounds effect our concentration) and behavioural effects (the natural behaviour of people is to avoid unpleasant sounds, and embrace pleasurable sounds). Smell affects 75% of daily emotions and plays an important role in memory, itis also important as a warning for danger (gas, burning smell). Research has shown that smell can influence work performance. Haptic feedback is a relative new area of research, and most studies focus on haptic feedback on handheld and automotive devices. Finally, employers have a duty to take every reasonable precaution to protect workers from heat stress disorders. Influence mechanisms: Cialdini To influence behaviour, we may learn from marketing psychology. Robert Cialdini states that if we have to think about every decision
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