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- research-articleOctober 2023
Mobile Sensing and Engagement Features in Arabic Mental Well-Being Apps: Systematic Search and Analysis
UbiComp/ISWC '23 Adjunct: Adjunct Proceedings of the 2023 ACM International Joint Conference on Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable ComputingPages 626–631https://doi.org/10.1145/3594739.3612875Various mobile apps have been released to track and promote mental health and well-being. Despite the high interest in developing these apps, they suffer from high attrition rates. These apps have limited utility if they are delivered in a manner that ...
- research-articleDecember 2024
Using Formative User Experience Research to Shape Positive Psychology Interventions
BCS HCI '23: Proceedings of the 36th International BCS Human-Computer Interaction ConferencePages 295–299https://doi.org/10.14236/ewic/BCSHCI2023.32Promoting growth mindset and resilience through Positive Psychology Interventions (PPIs) could be beneficial for young unemployed adults, as many have weak beliefs in their capacity to learn, and job-search adversity could reinforce a poor self-image. ...
- research-articleJune 2023
Factors Influencing the Willingness to Download Contact Tracing Apps among the American Population
UMAP '23 Adjunct: Adjunct Proceedings of the 31st ACM Conference on User Modeling, Adaptation and PersonalizationPages 147–156https://doi.org/10.1145/3563359.3596983The COVID-19 pandemic, which began in 2020, necessitated the roll-out of contact tracing apps (CTAs) worldwide. However, there is limited work to understand the various factors that influence the adoption of CTAs, and the moderating effect of persuasive ...
- ArticleApril 2023
GardenQuest: Using Hexad Player Types to Design a Step-Based Multiplayer Persuasive Game for Motivating Physical Activity
AbstractExergames have the potential to reduce sedentary behavior and motivate physical activity. However, they suffer from retention problems mainly because the level of interest declines over time. In this paper, we report on the results of a social ...
- short-paperMarch 2023
Labo is Watching You: A Robot that Persuades You from Smartphone Interruption
HRI '23: Companion of the 2023 ACM/IEEE International Conference on Human-Robot InteractionPages 810–812https://doi.org/10.1145/3568294.3580189Endogenous smartphone interruptions have changed many aspects of people's daily lives, particularly in the study and work environment. We create a robot that could persuade you inherently by enhancing the desk lamp with posture changes and facial ...
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- short-paperMarch 2023
A Persuasive Robot that Alleviates Endogenous Smartphone-related Interruption
HRI '23: Companion of the 2023 ACM/IEEE International Conference on Human-Robot InteractionPages 318–322https://doi.org/10.1145/3568294.3580097The endogenous interruptions of smartphones have impacted people's everyday life in many aspects, especially in the study and work scene under a lamp. To mitigate this, we make a robot that could persuade you intrinsically by augmenting the lamp on your ...
- demonstrationApril 2022
Hicclip: A Smart Sealing Rack Using Interactive Sounds to Intervene Snack Addictions
CHI EA '22: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing SystemsArticle No.: 188, Pages 1–4https://doi.org/10.1145/3491101.3519886In this interactivity paper, we present the design and demonstration of Hicclip, a smart snacking sealing rack that leverages eating-related sounds as persuasive strategies to interact with different snacking behaviors of the user to possibly intervene ...
- research-articleFebruary 2021
Evaluating the use of persuasive design cards for novice designers
This paper examines the use of physical persuasive cards for novice designers in ideation sessions. Through experimental study, we found that the tools a designer uses affects the kind of outcome they will get. The observations from four workshop ...
- research-articleSeptember 2019
NutritionAvatar: designing a future-self avatar for promotion of balanced, low-sodium diet intention: framework design and user study
CHItaly '19: Proceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interactionArticle No.: 11, Pages 1–10https://doi.org/10.1145/3351995.3352044Excessive salt intake is increasingly seen as global health threat. As contemporary education campaigns and current mHealth solutions only reach health literate users, an often unaffected minority, there exists demand for more inclusive solutions. ...
- short-paperSeptember 2019
Pilot evaluation of a persuasive mobile application to change individuals’ behavior during recurrent myocardial infarction
ECCE '19: Proceedings of the 31st European Conference on Cognitive ErgonomicsPages 192–195https://doi.org/10.1145/3335082.3335102Objective: The objective of the current study was to develop and evaluate a persuasive decision-support aiming at reducing pre-hospital delay and increasing ambulance service use for patients who suffer from a recurrent myocardial infarction.
Materials ...
- research-articleMay 2019
Designing User Interface Elements to Improve the Quality and Civility of Discourse in Online Commenting Behaviors
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 606, Pages 1–14https://doi.org/10.1145/3290605.3300836Ensuring high-quality, civil social interactions remains a vexing challenge in many online spaces. In the present work, we introduce a novel approach to address this problem: using psychologically "embedded'' CAPTCHAs containing stimuli intended to ...
- research-articleMarch 2018
What Makes Smartphone Use Meaningful or Meaningless?
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT), Volume 2, Issue 1Article No.: 22, Pages 1–26https://doi.org/10.1145/3191754Prior research indicates that many people wish to limit aspects of their smartphone use. Why is it that certain smartphone use feels so meaningless? We examined this question by using interviews, the experience sampling method, and mobile logging of 86,...
- research-articleSeptember 2017
Let's walk at work: persuasion through the brainwolk walking meeting app
AcademicMindtrek '17: Proceedings of the 21st International Academic Mindtrek ConferencePages 73–82https://doi.org/10.1145/3131085.3131098Contemporary knowledge work is typically characterized by sedentary work habits, which in turn have an impact on workers' well-being and creativity. Persuasive technologies can be designed as a means for reducing the amount of sitting at work. Here, we ...
- Work in ProgressJune 2017
Composting as Interior Design: Encouraging Sustainability throughout a Participatory Design Process
DIS '17 Companion: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive SystemsPages 167–171https://doi.org/10.1145/3064857.3079139Could recycling become an interesting activity instead of a compulsive requirement? 20 participants in Stockholm, Sweden participated in a study to determine why recycling is still a problem on an individual scale. The designers of the project were the ...
- Work in ProgressJune 2017
Transform Your Kids Into Self Sustainable Power Plants: Teaching Sustainable Behaviour to Young Users
DIS '17 Companion: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive SystemsPages 155–160https://doi.org/10.1145/3064857.3079137There is a gap between people's attitudes and feelings toward sustainability, the environment, and their own contribution. Attitudes and knowledge can predict environmental behaviour and it is essential to establish positive habits for children to ...
- extended-abstractSeptember 2016
STARS: enlightenment in the office space for behavioral change
- Emylie Pereira,
- Silvio Kolb,
- Katrin Schäfers,
- Sebastian Schreiber,
- Volker Weckbach,
- Walter Goodwin,
- Catherine Smith,
- Peter Kaiser,
- Kirstin Kohler
UbiComp '16: Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing: AdjunctPages 1640–1645https://doi.org/10.1145/2968219.2968527Distractions in the office do not only disturb co-workers and prevent them from being productive, but also cost the company a lot of money. The following paper describes an ambient lighting system for large office spaces called STARS. It is intended to ...
- research-articleJuly 2016
Compost table: participatory design towards sustainability
HCI '16: Proceedings of the 30th International BCS Human Computer Interaction Conference: Companion VolumeArticle No.: 16, Pages 1–3https://doi.org/10.14236/ewic/HCI2016.63This paper describes the participatory design methods used to produce a design with an aim of creating an emotional investment for the users. The designers in the project were the users themselves with facilitators guiding them throughout the five ...
- abstractJune 2016
Design Methods for Persuasive Media Experiences
TVX '16: Proceedings of the ACM International Conference on Interactive Experiences for TV and Online VideoPages 185–188https://doi.org/10.1145/2932206.2932427Many theories and models have been generated from the fields of informatics, medicine, psychology, and sociology on the topic of persuasion to describe aspects of human behavior, human/computer interaction, and information systems involved in supporting ...
- research-articleJanuary 2015
Mobile Persuasive Design for HEMS Adaptation
Procedia Computer Science (PROCS), Volume 52, Issue CPages 764–771https://doi.org/10.1016/j.procs.2015.05.125AbstractWith the global adoption and implementation of smart grid technology, the coherent and steady involvement of consumers is required for the successful use of available technology. Changing consumer behavior has always been a challenge, particularly ...