Designing and personalising systems for specific user groups encompasses a lot of effort with respect to analysing and understanding user behaviour. The goal of our paper is to provide a new methodology for determining navigational patterns of behaviour of specific user groups. We consider agricultural users as a specific user group, during the usage of a decision support system supporting cultivar selection - OPTIRas(TM). Combining process mining techniques with insights from decision making theories, we provide a method of analysing logs resulted from usage of decision support systems. For instance, farmers show difficulties in fulfilling the goal of OPTIRas, while other agricultural users seems to manage better. The results of our analysis can be used to support the redesign and personalization of decision support systems.
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Poster and poster presentation for internal/external KCO profiling meeting.
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Integrating culture into the behavioural models of virtual characters requires knowledge from very different disciplines such as cross-cultural psychology and computer science. If culture-related behavioural differences are simulated with a virtual character system, users might not necessarily understand the intent of the designer. This is, in part, due to the influence of culture on not only users, but also designers. To gain a greater understanding of the instantiation of culture in the behaviour of virtual characters, and on this potential mismatch between designer and user, we have conducted two experiments. In these experiments, we tried to simulate one dimension of culture (Masculinity vs. Femininity) in the behaviour of virtual characters. We created four scenarios in the first experiment and six in the second. In each of these scenarios, the same two characters interact with each other. The verbal and non-verbal behaviour of these characters differs depending on their cultural scripts. In two user perception studies, we investigated how these differences are judged by human participants with different cultural backgrounds. Besides expected differences between participants from Masculine and Feminine countries, we found significant differences in perception between participants from Individualistic and Collectivistic countries. We also found that the user’s interpretation of the character’s motivation had a significant influence on the perception of the scenarios. Based on our findings, we give recommendations for researchers that aim to design culture-specific behaviours for virtual characters.
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(‘Co’-)Designing for healthy behaviour greatly benefits from integrating insights about individual behaviour and systemic influences. This study reports our experiences in using insights about individual and systemic determinants of behaviour to inform a large co-design project. To do so, we used two design tools that encourage focusing on individual determinants (Behavioural Lenses Approach) and social / systemic aspects of behaviour (Socionas). We performed a qualitative analysis to identify 1) when and how the team applied the design tools, and 2) how the tools supported or obstructed the design process. The results show that both tools had their distinctive uses during the process. Both tools improved the co-design process by deepening the conversations and underpinnings of the prototypes. Using the Behavioural Lenses under the guidance of a behavioural expert proved most beneficial. Furthermore, the Socionas showed the most potential when interacting with stakeholders, i.c. parents and PPTs.
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Redesigning IT systems for specific user groups encompasses a lot of effort with respect to analysing and understanding user behaviour. The goal of this paper is to provide insights into patterns of behaviour of agricultural users, during the usage of a decision support system called OPTIRas (TM). This system aids agricultural users in their cultivar selection activities. We analyse logs resulting from OPTIRas (TM), and we get insights into user's navigational patterns. We claim that the results of our analysis can be used to support the redesign of decision support systems in order to address specific agricultural users' characteristics.
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This workshop provides participants with the opportunity to familiarise themselves with the Behavioural Lenses Toolkit. This toolkit supports designers in using theory from the behavioural sciences to inform their work. The workshop consists of an introduction to the toolkit and a couple of hands-on exercises in which we will demonstrate and try out the toolkit in establishing use (r) contexts in behavioural design projects. Furthermore, we will try out a new prototype tool that supports making an evidence-based transition from user insights to behavioural change strategies.
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BACKGROUND: Non-use of and dissatisfaction with ankle foot orthoses (AFOs) occurs frequently. The objective of this study is to gain insight in the conversation during the intake and examination phase, from the clients’ perspective, at two levels: 1) the attention for the activities and the context in which these activities take place, and 2) the quality of the conversation. METHODOLOGY: Semi-structured interviews were performed with 12 AFO users within a two-week period following intake and examination. In these interviews, and subsequent data analysis, extra attention was paid to the needs and wishes of the user, the desired activities and the environments in which these activities take place. RESULTS AND CONCLUSION: Activities and environments were seldom inquired about or discussed during the intake and examination phase. Also, activities were not placed in the context of their specific environment. As a result, profundity lacks. Consequently, orthotists based their designs on a ‘reduced reality’ because important and valuable contextual information that might benefit prescription and design of assistive devices was missed. A model is presented for mapping user activities and user environments in a systematic way. The term ‘user practices’ is introduced to emphasise the concept of activities within a specific environment.
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As interactive systems become increasingly complex and entwined with the environment, technology is becoming more and more invisible. This means that much of the technology that people come across every day goes unnoticed and that the (potential) workings of ambient systems are not always clearly communicated to the user. The projects discussed in this paper are aimed at increasing public understanding of the existence, workings and potential of screens and ambient technology by visualizing its potential. To address issues and implications of visibility and system transparency, this paper presents work in progress as example cases for engaging people in ambient monitoring and public screening. This includes exploring desired scenarios for ambient monitoring with users as diverse as elderly people or tourists and an interactive tool for mapping public screens.
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In general, people are poorly protected against cyberthreats, with the main reason being user behaviour. For the study described in this paper, a ques-tionnaire was developed in order to understand how people’s knowledge of and attitude towards both cyberthreats and cyber security controls affect in-tention to adopt cybersecure behaviour. The study divides attitude into a cog-nitive and an affective component. Although only the cognitive component of attitude is usually studied, the results from a questionnaire of 300 respond-ents show that both the affective and cognitive components of attitude have a clearly positive, albeit varying, influence on behavioural intention, with the affective component having an even greater effect on attitude than the cog-nitive aspect. No correlation was found between knowledge and behavioural intention. The results indicate that attitude is an important factor to include when developing behavioural interventions, but also that different kinds of attitude should be addressed differently in interventions.
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This open access book is a valuable resource for students in health and other professions and practicing professionals interested in supporting effective change in self-management behaviors in chronic disease, such as medication taking, physical activity and healthy eating. Developed under the auspices of the Train4Health project, funded by the Erasmus+ program of the European Union, the book contains six chapters written by international contributors from different disciplines. This chapter presents open-access educational products that supplement this book: case studies and a web application to simulate behaviour change support in persons with chronic disease. The former is of particular interest for academic educators, while the latter may interest students independently pursuing training outside the classroom. These products can also be useful for professionals aiming to enhance behaviour change competencies in practice. First, it addresses key aspects of product development, including hallmarks such as the incorporation of behaviour change science and transnational co-production with users. Then, the main features of case studies and the web application with 2D virtual humans are described.
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