During the persuasive technology symposium, Marije Deutekom - Baart de la Faille and colleagues organised a symposium session with 4 presentations: • Presentation 1: A home based exercise program: are older adults able to use mHealth technology? (Sumit Mehra). • Presentation 2: Promoting healthy diet and physical activity in children through the use of games: bridging the gap between industry and science (Monique Simons). • Presentation 3: Increased motivation for exercise through exercise apps such as BAMBEA (Joey van der Bie & Nicky Nibbeling) • Presentation 4: Which factors are important for effectiveness of sport- and health-related apps? Results of focus groups with experts (Joan Dallinga).
CC-BY-NC-ND This paper was presented at the IADIS Multi Conference on Computer Science and Information Systems MCCSIS2020 There is an increasing interest in indoor occupation and guidance information for business and societal purposes. Scientific literature has paid attention to various ways of detecting occupation using different sensors as data source including various algorithms for estimating occupation rates from this data. Gaining meaningful insights from the data still faces challenges because the potential benefits are not well understood. This study presents a proof-of-concept of an indoor occupation information system, following the design science methodology. We review various types of sensor data that are typically available or easy-to-install in buildings such as offices, classrooms and meeting rooms. This study contributes to current research by incorporating business requirements taken from expert interviews and tackling one of the main barriers for business by designing an affordable system on a common existing infrastructure. We believe that occupation information systems call for further research, in particular also in the context of social distancing because of covid19.
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Methode : Op basis van gedragsveranderingstheoriëen is een smartphone app ontwikkeld. De app motiveert de gebruiker om te bewegen (wandelen, hardlopen) door het ondersteunen bij het stellen van doelen [1], het aanbieden van locatie specifieke instructionele-(beweeginstructies in video) en motivationele-feedback (motivatie berichten) [2] en het gezond belonen van inzet [3]. De app is getest in ons living lab: het Oosterpark in Amsterdam. Het park is uitgerust met Bluetooth beacons (zendertjes die elke seconde een signaal versturen) waarmee de app de locatie van de gebruiker bepaalt. Tien gemiddeldactieve gebruikers hebben gedurende tien weken deelgenomen. Na afloop zijn interviews afgenomen om inzicht te verkrijgen in de werkzame elementen van de app en nieuwe behoeften betreffende beweeg apps te inventariseren.Resultaten : Naar aanleiding van de interviews worden verbeterpunten aan op design, functionaliteiten en terminologie doorgevoerd. We verwachten dat dit leidt tot afname van de waargenomen problemen en een toegenomen tevredenheid bij de gebruikers.Discussie en conclusie : Deze studie laat het belang zien van het testen op gebruiksvriendelijkheid van een app die motiveert tot bewegen in een living lab. We verwachten dat de studie resulteert in een app met een hogere gebruiksvriendelijkheid met als gevolg een toename in het gebruik van de app en het beweeggedrag van de deelnemers.Make it count : De positieve effecten van bewegen zijn bekend en toch voldoen veel mensen niet aan de richtlijnen voor gezond bewegen. Het gebruik van de BAMBEA app met zijn locatie specifieke feedback (dmv beacons), theoretische basis en focus op de beginnende sporter biedt perspectieven voor stimulering van het beweeggedrag van deze groep.
Lack of physical activity in urban contexts is an increasing health risk in The Netherlands and Brazil. Exercise applications (apps) are seen as potential ways of increasing physical activity. However, physical activity apps in app stores commonly lack a scientific base. Consequently, it remains unknown what specific content messages should contain and how messages can be personalized to the individual. Moreover, it is unknown how their effects depend on the physical urban environment in which people live and on personal characteristics and attitudes. The current project aims to get insight in how mobile personalized technology can motivate urban residents to become physically active. More specifically, we aim to gain insight into the effectiveness of elements within an exercise app (motivational feedback, goal setting, individualized messages, gaming elements (gamification) for making people more physically active, and how the effectiveness depends on characteristics of the individual and the urban setting. This results in a flexible exercise app for inactive citizens based on theories in data mining, machine learning, exercise psychology, behavioral change and gamification. The sensors on the mobile phone, together with sensors (beacons) in public spaces, combined with sociodemographic and land use information will generate a massive amount of data. The project involves analysis in two ways. First, a unique feature of our project is that we apply machine learning/data mining techniques to optimize the app specification for each individual in a dynamic and iterative research design (Sequential Multiple Assignment Randomised Trial (SMART)), by testing the effectiveness of specific messages given personal and urban characteristics. Second, the implementation of the app in Sao Paolo and Amsterdam will provide us with (big) data on use of functionalities, physical activity, motivation etc. allowing us to investigate in detail the effects of personalized technology on lifestyle in different geographical and cultural contexts.
Lack of physical activity in urban contexts is an increasing health risk in The Netherlands and Brazil. Exercise applications (apps) are seen as potential ways of increasing physical activity. However, physical activity apps in app stores commonly lack a scientific base. Consequently, it remains unknown what specific content messages should contain and how messages can be personalized to the individual. Moreover, it is unknown how their effects depend on the physical urban environment in which people live and on personal characteristics and attitudes. The current project aims to get insight in how mobile personalized technology can motivate urban residents to become physically active. More specifically, we aim to gain insight into the effectiveness of elements within an exercise app (motivational feedback, goal setting, individualized messages, gaming elements (gamification) for making people more physically active, and how the effectiveness depends on characteristics of the individual and the urban setting. This results in a flexible exercise app for inactive citizens based on theories in data mining, machine learning, exercise psychology, behavioral change and gamification. The sensors on the mobile phone, together with sensors (beacons) in public spaces, combined with sociodemographic and land use information will generate a massive amount of data. The project involves analysis in two ways. First, a unique feature of our project is that we apply machine learning/data mining techniques to optimize the app specification for each individual in a dynamic and iterative research design (Sequential Multiple Assignment Randomised Trial (SMART)), by testing the effectiveness of specific messages given personal and urban characteristics. Second, the implementation of the app in Sao Paolo and Amsterdam will provide us with (big) data on use of functionalities, physical activity, motivation etc. allowing us to investigate in detail the effects of personalized technology on lifestyle in different geographical and cultural contexts.
In the small village of Nuenen in the Netherlands, Vincent van Gogh, the legendary artist, resided with his parents for two years in the late 19th century. Today, visitors can literally walk in Vincent’s footsteps and hear stories about that period of his life. There is also a renovated indoor museum in the village showcasing many beautiful and inspiring objects.We carefully studied the visitor experience over two rounds of data collection: one in 2018 and another in 2023 after the museum's renovation. In the second round, 40 students from Breda University of Applied Sciences were invited to spend a day in Nuenen. The participants, aged mostly between 20 and 30 years, came from the Netherlands and 16 other countries. None of them had visited the previous museum setup in Nuenen, although two-thirds had visited at least one other Vincent-centered attraction or had researched Vincent and his life prior to the visit.During their visit, research participants were tracked using Bluetooth beacons (indoors) and GPS tracking (outdoors), while wearing wristbands that measured their level of emotional engagement in real time. They toured the museum and the village and provided feedback on their experience through questionnaires administered before and after the visit.The results of the research showed that visitors were emotionally touched at certain stops of the tour more than others, enjoyed interacting with specific elements in the museum, and spent more time in particular areas of the museum. Most participants could vividly imagine themselves back in the days (narrative transportation), felt closer to Nuenen residents as a result of the visit, and generally found the visit to be quite meaningful. Learning and self-expansion were high, with some visitors even finding the visit transformative, leading to changes in attitude, behavior, and identities. We also found a strong correlation between these measures and the Net Promoter Score (NPS). Recommendations and emotion maps were presented to the museum as they continue to refine their visitor experiences.Research carried out for Van Gogh Village Museum Nunen.