In discussions on smart grids, it is often stated that residential end-users will play a more active role in the management of the electric power system. Experience in practice on how to empower end-users for such a role is however limited. This paper presents a field study in the first phase of the PowerMatching City project in which twenty-two households were equipped with demand-response-enabled heating systems and white goods. Although end-users were satisfied with the degree of living comfort afforded by the smart energy system, the user interface did not provide sufficient control and energy feedback to support an active contribution to the balancing of supply and demand. The full potential of demand response was thus not realized. The second phase of the project builds on these findings by design, implementation and evaluation of an improved user interface in combination with two demand response propositions. © 2013 IEEE.
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Introduction: Many adults do not reach the recommended physical activity (PA) guidelines, which can lead to serious health problems. A promising method to increase PA is the use of smartphone PA applications. However, despite the development and evaluation of multiple PA apps, it remains unclear how to develop and design engaging and effective PA apps. Furthermore, little is known on ways to harness the potential of artificial intelligence for developing personalized apps. In this paper, we describe the design and development of the Playful data-driven Active Urban Living (PAUL): a personalized PA application.Methods: The two-phased development process of the PAUL apps rests on principles from the behavior change model; the Integrate, Design, Assess, and Share (IDEAS) framework; and the behavioral intervention technology (BIT) model. During the first phase, we explored whether location-specific information on performing PA in the built environment is an enhancement to a PA app. During the second phase, the other modules of the app were developed. To this end, we first build the theoretical foundation for the PAUL intervention by performing a literature study. Next, a focus group study was performed to translate the theoretical foundations and the needs and wishes in a set of user requirements. Since the participants indicated the need for reminders at a for-them-relevant moment, we developed a self-learning module for the timing of the reminders. To initialize this module, a data-mining study was performed with historical running data to determine good situations for running.Results: The results of these studies informed the design of a personalized mobile health (mHealth) application for running, walking, and performing strength exercises. The app is implemented as a set of modules based on the persuasive strategies “monitoring of behavior,” “feedback,” “goal setting,” “reminders,” “rewards,” and “providing instruction.” An architecture was set up consisting of a smartphone app for the user, a back-end server for storage and adaptivity, and a research portal to provide access to the research team.Conclusions: The interdisciplinary research encompassing psychology, human movement sciences, computer science, and artificial intelligence has led to a theoretically and empirically driven leisure time PA application. In the current phase, the feasibility of the PAUL app is being assessed.
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Accurate modeling of end-users’ decision-making behavior is crucial for validating demand response (DR) policies. However, existing models usually represent the decision-making behavior as an optimization problem, neglecting the impact of human psychology on decisions. In this paper, we propose a Belief-Desire-Intention (BDI) agent model to model end-users’ decision-making under DR. This model has the ability to perceive environmental information, generate different power scheduling plans, and make decisions that align with its own interests. The key modeling capabilities of the proposed model have been validated in a household end-user with flexible loads
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In this paper, we detail a software platform that enables game developers to expose aspects of their games to researchers who are not necessarily familiar with game development, providing them the possibility to customize game content for behavioral user research, and more specifically to embed survey items in a game context. With this platform we introduce the concept of Games User Research as a Service (GURaaS). This articled describes the process we followed to design GURaaS, its high level architecture and its application in a case study. We envision that GURaaS will assist researchers and organizations by helping them expand their reach in finding participants and in collecting survey data reducing the tedium for survey participants.
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In PowerMatching City, the leading Dutch smart grid project, 40 households participated in a field laboratory designed for sustainable living. The participating households were equipped with various decentralized energy sources (PV and micro combined heat-power units), hybrid heat pumps, smart appliances, smart meters, and an in-home display. Stabilization and optimization of the network was realized by trading energy on the market. To reduce peak loads on the smart grid and to be able to make optimal use of the decentralized energy sources, two energy services were developed jointly with the end users: Smart Cost Savings enabled users to keep the costs of energy consumption as low as possible, and Sustainable Together enabled them to become a sustainable community. Furthermore, devices could be controlled automatically, smartly, or manually to optimize the energy use of the households. Quantitative and qualitative studies were conducted to provide insight into the experiences and behaviours of end users. In this chapter, these experiences and behaviours are described. The chapter argues that end users: (1) prefer to consume self-produced energy, even when it is not the most efficient strategy to follow, (2) prefer feedback on costs over feedback on sustainability, and (3) prefer automatic and smart control, even though manual control of appliances felt most rewarding. Furthermore, we found that experiences and behaviours were fully dependent on trust between community members, and on trust in both technology (ICT infrastructure and connected appliances) and the participating parties.
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To improve people’s lives, human-computer interaction researchers are increasingly designing technological solutions based on behavior change theory, such as social comparison theory (SCT). However, how researchers operationalize such a theory as a design remains largely unclear. One way to clarify this methodological step is to clearly state which functional elements of a design are aimed at operationalizing a specific behavior change theory construct to evaluate if such aims were successful. In this article, we investigate how the operationalization of functional elements of theories and designs can be more easily conveyed. First, we present a scoping review of the literature to determine the state of operationalizations of SCT as behavior change designs. Second, we introduce a new tool to facilitate the operationalization process. We term the tool blueprints. A blueprint explicates essential functional elements of a behavior change theory by describing it in relation to necessary and sufficient building blocks incorporated in a design. We describe the process of developing a blueprint for SCT. Last, we illustrate how the blueprint can be used during the design refinement and reflection process.
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Background Movement behaviors (i.e., physical activity levels, sedentary behavior) in people with stroke are not self-contained but cluster in patterns. Recent research identified three commonly distinct movement behavior patterns in people with stroke. However, it remains unknown if movement behavior patterns remain stable and if individuals change in movement behavior pattern over time. Objectives 1) To investigate the stability of the composition of movement behavior patterns over time, and 2) determine if individuals change their movement behavior resulting in allocation to another movement behavior pattern within the first two years after discharge to home in people with a first-ever stroke. Methods Accelerometer data of 200 people with stroke of the RISE-cohort study were analyzed. Ten movement behavior variables were compressed using Principal Componence Analysis and K-means clustering was used to identify movement behavior patterns at three weeks, six months, one year, and two years after home discharge. The stability of the components within movement behavior patterns was investigated. Frequencies of individuals’ movement behavior pattern and changes in movement behavior pattern allocation were objectified. Results The composition of the movement behavior patterns at discharge did not change over time. At baseline, there were 22% sedentary exercisers (active/sedentary), 45% sedentary movers (inactive/sedentary) and 33% sedentary prolongers (inactive/highly sedentary). Thirty-five percent of the stroke survivors allocated to another movement behavior pattern within the first two years, of whom 63% deteriorated to a movement behavior pattern with higher health risks. After two years there were, 19% sedentary exercisers, 42% sedentary movers, and 39% sedentary prolongers. Conclusions The composition of movement behavior patterns remains stable over time. However, individuals change their movement behavior. Significantly more people allocated to a movement behavior pattern with higher health risks. The increase of people allocated to sedentary movers and sedentary prolongers is of great concern. It underlines the importance of improving or maintaining healthy movement behavior to prevent future health risks after stroke.
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Purpose - This paper aims to identify whether employees’ organisational position affect their perceived quality of the workspace design. By providing possible explanations for the differences and discussing the implications, we aim to establish an effective workspace design process that satisfies different users of the commonly used work environment.Design/methodology/approach – The present paper analyses the results of a national online survey among members of the Board of Directors (n=17), facility managers (n=76), education managers (n=211), and lecturers (n=1,755) of 18 Dutch Universities of Applied Sciences, using Mann-Whitney U tests. Findings – The results show a clear misfit between the perceived quality of workspace design between Board members and facility managers on one hand and education managers and lecturers on the other. This possibly indicates a mismatch between which workspace design the organisation intends to provide and what users may require or expect.Practical implications – Based on the research findings, we propose facility managers should act more closely to the primary process and work to recognize their needs. Therefore, lecturers and education managers as end-users have to become truly emancipated, involving them periodically in workspace design improvement and listening and responding to what they say.Originality/value - This paper finds that the often presupposed support of facility management to the primary process seems rather weak, at least in the perception of end-users, and that facility managers should engage in participatory workspace design with end-users and challengethemselves to be the linking-pin between Board and end-users.
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Objective. Hospital in Motion is a multidimensional implementation project aiming to improve movement behavior during hospitalization. The purpose of this study was to investigate the effectiveness of Hospital in Motion on movement behavior. Methods. This prospective study used a pre-implementation and post-implementation design. Hospital in Motion was conducted at 4 wards of an academic hospital in the Netherlands. In each ward, multidisciplinary teams followed a 10-month step-by-step approach, including the development and implementation of a ward-specific action plan with multiple interventions to improve movement behavior. Inpatient movement behavior was assessed before the start of the project and 1 year later using a behavioral mapping method in which patients were observed between 9:00 am and 4:00 pm. The primary outcome was the percentage of time spent lying down. In addition, sitting and moving, immobility-related complications, length of stay, discharge destination home, discharge destination rehabilitation setting, mortality, and 30-day readmissions were investigated. Differences between pre-implementation and post-implementation conditions were analyzed using the chi-square test for dichotomized variables, the Mann Whitney test for non-normal distributed data, or independent samples t test for normally distributed data. Results. Patient observations demonstrated that the primary outcome, the time spent lying down, changed from 60.1% to 52.2%. For secondary outcomes, the time spent sitting increased from 31.6% to 38.3%, and discharges to a rehabilitation setting reduced from 6 (4.4%) to 1 (0.7%). No statistical differences were found in the other secondary outcome measures. Conclusion. The implementation of the multidimensional project Hospital in Motion was associated with patients who were hospitalized spending less time lying in bed and with a reduced number of discharges to a rehabilitation setting. Impact. Inpatient movement behavior can be influenced by multidimensional interventions. Programs implementing interventions that specifically focus on improving time spent moving, in addition to decreasing time spent lying, are recommended.
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Much research has been done into the relationship between students’ motivation to learn and their basic psychological needs as defined by the self-determination theory (autonomy, competence, relatedness). However, few studies have explored how these psychological needs relate to different types of maladaptive behavior in the classroom. To prevent or remedy such behavior, more insight into its relationships is required. The present study attempted to determine the relationship between maladaptive behavior of secondary school students (grades 8 and 9) and the degree to which both teachers and peers address their needs for competence, autonomy, and relatedness. Results show significant, negative correlations between maladaptive student behavior in the classroom and the extent to which students’ basic psychological needs are met by teachers and fellow students. Both teachers and fellow students play a role in students’ maladaptive behavior toward school and withdrawn behavior. When it comes to unfriendly behavior, the perceived support of teachers appears to be particularly relevant, while the role of peers is an important factor in delinquent behavior.
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