Eating healthier at work can substantially promote health for office workers. However, little has been investigated on designing pervasive health interventions specialized in improving workday eating patterns. This paper presents a design study of an mHealth app called EAT@WORK, which was designed to support office workers in the Netherlands in developing healthy eating behaviors in work routines. Based on semi-structured interviews with 12 office workers from a variety of occupations, we synthesized four key features for EAT@WORK, including supporting easy access to relevant knowledge, assisting goal setting, integrating with health programs, and facilitating peer supports. The user acceptance of EAT@WORK was examined through a within-subject study with 14 office workers, followed by a qualitative study on the applicability of app features to different working contexts. Quantitative results showed that EAT@WORK was experienced more useful than a benchmark app (p < 0.01) and EAT@WORK was also perceived easier to use than the benchmark app (p < 0.01). The qualitative analysis suggested that the goal assistant feature could be valuable for different working contexts, while the integrated health program was considered more suitable for office work than telework. The social and knowledge support were expected to be on-demand features that should loosely be bonded with the working contexts. Based on these findings, we discuss design implications for the future development of such mHealth technologies to promote healthy eating routines among office workers.
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Sedentary behavior (SB) is prevalent in workplaces, putting office workers at an increased risk of severe health problems. To help designers and researchers gain a better understanding of office workers’ contextual concerns for physical inactivity (reducing SB and enhancing physical activity (PA)), we have proposed a conceptual framework ACTIVE4. This framework advises designers and researchers to consider four key factors that influence office workers’ physical inactivity: active mind, active behavior, active support, and active environment. We conducted three workshops (N=28 design students) to evaluate the framework. The participants found ACTIVE4 helpful in guiding them towards a more systematic understanding of the environmental influences and office workers’ personal needs for reducing physical inactivity. In future work, we will optimize the ACTIVE4 framework’s learning curve as suggested by participants and conduct an expert study to further discuss design opportunities and requirements for the ACTIVE4-related vitality toolkit.
Prolonged sitting time in adults has become a major societal issue with far-reaching health, economic, and social consequences. The objective of this study is to reduce sedentary behaviour in office workers by integrating physical activity with work. In this case study, we present Workwalk, a concept to encourage and facilitate office workers to have a walking meeting. This idea arose by merging a traditional health research approach with an iterative design process. With this method, it was possible to integrate behaviour change techniques effectively into an interaction design process.
Professionals van woningbouwcorporaties en gemeentes die zich bezig houden met verduurzaming hebben vragen over hergebruik van afvalhout uit hun (renovatie) projecten. De doelstelling van dit voorstel is het onderzoeken van de mogelijkheden om hout te hergebruiken door gebruik te maken van innovatieve digitale productietechnieken, en om implementatiestrategieën hiervoor te ontwikkelen voor publieke organisaties in de bouwsector, in het bijzonder woningcorporaties en gemeentes. Strategieën omvatten concrete voorstellen om a) afvalhout van woningen in te zamelen en te verwerken; b) waarde toe te voegen aan houtafvalstromen door middel van digitale productie; c) de betrokkenheid en acceptatie van huurders te vergroten bij circulaire verwerking van hout in nieuwe toepassingen; en d) goede toepassingen voor een circulaire economie te realiseren. Het project onderzoekt aard en omvang van houtafvalstromen uit woningrenovatie en identificeert de mogelijkheden voor het hergebruik van specifieke fracties daarvan voor (lokale) toepassingen. Uit voorgaande projecten blijkt dat digitale productie mogelijkheden biedt om stedelijk afval om te zetten in zinvolle circulaire producten. Digitale productie maakt de (lokale) creatie van unieke prototypen en grootschalige toepassingen mogelijk. Het onderzoek wordt uitgevoerd in vier werkpakketten. De eerste identificeert de aard van huishoudelijk houtafval (volume, houtsoort, verzamelproces) door zorgvuldig cases van Ymere en Rochdale te bestuderen. Daarnaast worden er een raamwerk van indicatoren gedefinieerd om projectresultaten te kunnen evalueren. Het tweede werkpakket onderzoekt welke toepassingen kunnen worden bedacht, gegeven de beschikbare houtfracties. In het derde werkpakket wordt een aantal case studies uitgevoerd voor concrete projecten van de deelnemende woningcorporaties. Deze applicaties hebben als doel het potentieel van digitale productie met houtafval te laten zien, rekening houdend met het perspectief van bewoners. Het biedt belangrijke inzichten in de uitvoerbaarheid van concrete toepassingen uit teruggewonnen hout. In het vierde werkpakket worden alle projectbevindingen gecombineerd in een set implementatie strategieën voor publieke organisaties in het stedelijk domein.
The impacts of tourism on destinations and the perceptions of local communities have been a major concern both for the industry and research in the past decades. However, tourism planning has been mainly focused on traditions that promote the increase of tourism without taking under consideration the wellbeing of both residents and visitors. To develop a more sustainable tourism model, the inclusion of local residents in tourism decision-making is vital. However, this is not always possible due to structural, economic and socio-cultural restrictions that residents face resulting to their disempowerment. This study aims to explore and interpret the formal processes around tourism decision-making and community empowerment in urban settings. The research proposes a comparative study of three urban destinations in Europe (The Hague in the Netherlands, San Sebastian in Spain and, Ioannina in Greece) that experience similar degree of tourism growth. The proposed study will use a design-based approach in order to understand tourism decision-making and what empowers or disempowers community participation within the destinations. Based on the findings of primary and secondary data, a community empowerment model will be applied in one the destinations as a pilot for resident engagement in tourism planning. The evaluation of the pilot will allow for an optimized model to be created with implications for tourism planning at a local level that can contribute to sustainable destinations that safeguard the interests of local residents and tourists.
Many companies struggle with their workplace strategy and corporate real-estate strategy, especially when they have a high percentage of knowledge workers. How to balance employee satisfaction and productivity with the cost of offices.This project focused on developing methods and tools to design customer journeys and predict the impact of investments and changes on user satisfaction with the work environment. The tools, including a game and simulation tool, allowed to focus on the needs of particular subgroups of employees while at the same time keeping an overview on the satisfaction and perceived productivity of all employees and guests. We applied Quality Function Deployment techniques to understand how needs of different types of users of (activity-based) office environments can catered for in smart customer-centric office design.