Obesity is a fast-growing societal threat, causingchronic conditions, physical and psychological health problems,as well as sickness absence and heavy healthcare costs. Despitenumerous attempts to promote physical activity and healthydiet, existing interventions do not focus on the commonemotional causes of obesity. There is a need for self-managementsupport of this vulnerable target group: emotional eaters. Thispaper presents the results of the design case study focusing on aholistic design and evaluation of a personalised virtual mHealthcoach that provides self-management training ‘Denk je zèlf!’(Dutch for ‘Develop a wise mind and counsel yourself’). Thetarget group are young adults with an emotional eating disorderand who are obese. The contextual inquiry study was conductedto gain insights into the needs and experiences of the targetusers, including interviews and questionnaires with emotionaleaters, patients undergoing obesity treatment, and healthcarepractitioners. Personas and the use-case scenario were derivedfrom these results and translated into the new ‘Denk je zèlf!’virtual coach, based on Dialectical Behaviour Therapy andexperience sampling measures to capture user experience andemotional state. The main contributions of this paper are: (a)combining holistic eHealth design, behavior chain analysis, anddialectic behaviour therapy in one personalised virtual mHealthcoaching application for emotional eaters; (b) applying emotionenrichedPersonas to guide the design; (c) the results of theinitial user evaluation. Preliminary results suggest that the‘Denk je zèlf!’ virtual coach is useful for helping the targetgroup. Future research will be aimed at further iterative (re)-design and evaluation, as well as development of the dialecticaldialogues for the virtual coach and content for the education andinstruction modules.
This paper contributes to the understanding of the end users’ needs and capabilities in digital mobility by presenting a set of personas developed using data from a population-representative survey conducted among 601 Barcelona Metropolitan Area (BMA) residents. The questionnaires were carried out within the framework of the DIGNITY project. The results show that large parts of the population cannot access digital technologies or lack the skills required to use them effectively. As a result, they are not able to take advantage of many digital mobility solutions. The personas in this paper thus present important information on the diversity of potential users, in a way that designers and other stakeholders can find inspiring. This can help them to create inclusive mobility ecosystem, that fit the users’ needs better, resulting in more people being able to use the solutions
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Obesity is a fast growing societal threat, causing chronic conditions, physical and psychological health problems, as well as absenteeism and large healthcare costs. Despite numerous attempts to promote physical activity and healthy diet, existing interventions do not focus on often occurring emotional causes of obesity. There is a need for self-management support of this vulnerable target group: emotional eaters. This paper presents the results of the design case study focusing on a holistic development of a personalised virtual mHealth coach that provides self-management training ‘Denk je zèlf!’ (Dutch for ‘Develop a wise mind and counsel yourself’). Target group are young adults with emotional eating disorder and obesity. The contextual inquiry study was conducted to get insights into the needs and experiences of the target users, including interviews and questionnaires with emotional eaters, obesity treatment patients and healthcare practitioners. Personas and user stories were derived from these results and translated into a new ‘Denk je zèlf!’ virtual coach, based on Dialectical Behaviour Therapy and experience sampling measures to capture user experience and emotional state. This paper makes two main contributions: (a) combining holistic design with behaviour therapy in one virtual mHealth coaching application for emotional eaters; (b) applying Personas to guide the design. Preliminary results suggest that an online self-management training might be useful for the target group. Future research will be aimed at iterative evaluation and further development of the dialectical dialogues for the virtual coach and content for the education and instruction modules.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
In dit project wordt onderzocht welke opkomende data-gedreven ontwerptechnieken interessant zijn voor de beroepspraktijk. Doel In dit project proberen we samen met de beroepspraktijk grip te krijgen op nieuwe data-gedreven technieken in de UX-beroepspraktijk, zoals data-gedreven personas en usability mining en we proberen in te schatten hoe kansrijk deze technieken zijn. Resultaten We werken toe naar een routekaart waarin we voor elke techniek in kaart brengen op welke termijn we een rol weggelegd zien in de beroepspraktijk en welke barrières er zijn voor adoptie. Looptijd 01 januari 2021 - 01 augustus 2021 Aanpak We vergelijken eerst twee technieken die nu veel gebruikt worden: A/B Testen en biometrics. Daarna gebruiken we de lessen die we hier uit trekken om beter in te kunnen schatten wat nieuwe technieken kunnen brengen. Relevantie van het onderzoek We stellen vaak dat data-gedreven ontwerp meer is dan A/B testen. In dit project maken we concreet wat het nog meer is.
Dit projectvoorstel richt zich op de mogelijkheden om met humanoïde service robots klanten in winkels op persoonlijk wijze te bedienen. De twee mkb-retailers Modehuis Blok en Berden Mode & Wonen hebben bij ons de vraag neergelegd of wij willen uitzoeken hoe service robots zouden kunnen worden ingezet om gepersonaliseerde service robot-klant interacties mogelijk te maken. Dankzij hun kunstmatige intelligentie hebben service robots de potentie om op autonome wijze met klanten te interacteren, data te verzamelen en te analyseren, te leren, en zich aan te passen. Dit biedt nieuwe kansen om persoonlijk met klanten om te gaan en om service business modellen te innoveren. Toegepaste kennis op dit gebied ontbreekt echter vooralsnog. Dit project zorgt op dit gebied voor een bijdrage door een antwoord te geven op de volgende centrale onderzoeksvraag: Welke klanten maken met wat voor beweegredenen gebruik van een service robot in de winkel die ze persoonlijk bedient, wat zijn de vereisten om dergelijke service robot-klant interacties mogelijk te maken, en hoe vertalen de klantbehoeften en vereisten zich in richtlijnen voor een ontwerp van gepersonaliseerde service robot-klant interacties? Het Centre for Market Insights van de Hogeschool van Amsterdam, de Social AI Group van de Vrije Universiteit Amsterdam, en TMO Fashion Business School willen deze vraag samen met de twee retailers beantwoorden. Daartoe zetten zij een combinatie van scenario onderzoek, personas onderzoek, mock-up onderzoek, en een Restricted Wizzard-of-Oz studie in. De opgedane kennis is van waarde voor de retail en fungeert voor het consortium tegelijkertijd als een eerste stap van een langdurig onderzoeksprogramma. Het project leidt tot de volgende uitkomsten: richtlijnen voor het ontwerp van gepersonaliseerde service robot-klant interacties, twee vakpublicaties, een methodieksectie van een academische publicatie, eindpresentatie aan modewinkeliers en studenten, en een eerste opzet voor een RAAK-mkb aanvraag.