Recently, considerable attention has been given to health and wellbeing applications, specifically to persuasive applications. Persuasive applications refer to any interactive computing system designed to transform users’ behaviours and... more
Recently, considerable attention has been given to health and wellbeing applications, specifically to persuasive applications. Persuasive applications refer to any interactive computing system designed to transform users’ behaviours and attitudes. One of the major challenges of today’s world is that health and wellbeing applications are not sustainable and scientifically designed. However, value proposition (VP) as a denominator might enhance the efficacy of the persuasive health and wellbeing applications. Research has shown little evidence on the VPs in health and wellbeing applications. This paper proposes key VPs for the persuasive health and wellbeing applications. A literature review was conducted based on relevant articles on the value within the health domain. Hence, narrative synthesis literature review approach had been used. We proposed and evaluated these VPs into our built persuasive health and wellbeing applications. We found that the VPs works well with our applications which might enhance their efficacy in the long run.
Physical activity (PA) is important to prevent and lessen the risks of various diseases as well as progress in physical and mental health. Employees expend a lot of time at their workplace such as office environment. Working efficiency... more
Physical activity (PA) is important to prevent and lessen the risks of various diseases as well as progress in physical and mental health. Employees expend a lot of time at their workplace such as office environment. Working efficiency may be harmfully affected if the worker is physically inactive. The purpose of this study was to design a system model to guide employees at their workplace on their PA promotion. We propose a system model integrating the psychological theory known as Self-determination Theory (SDT) which indicates that people can be motivated extrinsically through the fulfilment of three psychological needs: autonomy, competence, and relatedness. To do this, game elements such as points, badges and leaderboard were applied into the system model. We utilized the system model to design a gamified persuasive application. We developed a prototype of PA promotion app using the User-Centered Design (UCD) process. We conducted UCD iteration and pilot-tested the prototype of an app with end users. They used the prototype of an app to perform some activities e.g. walking after breakfast and lunch hour. We found that it brings a positive impact on the employees in promoting their PA in their workplace. The result of the study will be used to build an actual persuasive application with gamification techniques.
A fundamental challenge for employees in the office environment is the difficulty of being physically active. The long-term effect of physical inactivity can lower work effectiveness and cause health problems. The non-substantial... more
A fundamental challenge for employees in the office environment is the difficulty of being physically active. The long-term effect of physical inactivity can lower work effectiveness and cause health problems. The non-substantial indication from recent research suggests that persuasive techniques can create a significant impact on motivating people. This study investigates the overall influence of using a persuasive application in promoting physical activity in the workplace, such as office environment. To motivate individuals for healthier behaviour, we implemented and tested an application incorporating Self-Determination Theory (SDT). We conducted an eight-week long usability evaluation of the application, using the UTAUT model. The questionnaires were based on the factors: Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Behavioural Intention, and Use Behaviour. We found that our persuasive application was satisfactory to motivate users for physical activity promotion.
Postgraduate research students can feel lonely/isolated while studying their own research topic. The long-term effects of isolation in the research study can have a negative impact e.g. dropping out and delays in completion of the... more
Postgraduate research students can feel lonely/isolated while studying their own research topic. The long-term effects of isolation in the research study can have a negative impact e.g. dropping out and delays in completion of the research program. Loneliness can be a devastating psychological condition and chronic loneliness leads to health issues and stress. The objective of this project is to guide the postgraduate research students on their research journey using gamification techniques. This project proposes a system, incorporating game elements to increase the sense of progression and social connectedness among postgraduate research students. Little empirical evidence has been gathered on using game elements to address the problems of progression and social connectedness among postgraduate research students. This study aims to deepen the understanding of the effect of using game elements on postgraduate research students' sense of progress and their sense of social connectedness. To do this, we identified game elements using narrative synthesis literature review approach and proposed a gamified system model that integrates Self-Determination Theory (SDT) which will form the basis of an app. We developed a prototype of an app using the User-Centred Design process. In interviews with postgraduate research students, 87% reported a lack of progression and 80% a lack of social connectedness and 87% were interested in a social tool for progression (e.g. a 300-word daily goal would help achieve the long-term goal of chapter completion of a literature review). We tested two versions of the prototype on users to measure the effective game elements. Progression game elements including progress bars, graphs, points/badges as rewards and surprise gifts can motivate users to write a literature review. Social game elements such as personalised social display and messaging menu-bars could persuade users to build an emotional connection among postgraduate research students, sharing thoughts and experiences. From the results of this study, we are developing a system featuring some of these selected game elements: goals, points, badges (assessment), social display platform, messaging menu (social interaction), and progress bars and graphs, gifts/vouchers, and a motivational message (progress and surprise).
The struggle of being isolated is a concern for postgraduate research students. This isolation can slow their progress, reduce socialising with peers and, in the worst case, lead to dropping out of the research program. Gamification is a... more
The struggle of being isolated is a concern for postgraduate research students. This isolation can slow their progress, reduce socialising with peers and, in the worst case, lead to dropping out of the research program. Gamification is a promising approach as it supports students to improve their learning performance. It is a technique that uses game elements in non-game contexts. Contemporary research in gamification techniques has demonstrated that gamified learning systems can deliver a substantial impact in motivating learners. A lot of work on gamification focuses on standard elements such as points, badges, and leaderboards. Work needs to be done to explore the effect that other game elements have, and this needs to be done by examining individual game elements. To this end, in this context, the game element, i.e., "end-screen" element seemed promising as it provides a dramatic element that is not normally present. This study aimed to scrutinise the effect of a game element in increasing (i) the effort put in to complete research students' weekly goal and (ii) social connectedness among them. To do this, we applied this game element into a gamified prototype guided by a User-Centered Design (UCD) process. We evaluated a one-week pilot study with a group of students (N=13) to this gamified prototype (experimental condition) by comparing to the normal activities of the research students (control condition). The result of the study has informed us that the research students used the game element in the gamified prototype but this game element neither increased the effort among the students to complete their weekly goal nor did it increase social connectedness. However, this is not to say that the element, with some changes, cannot do this. The key limitations are discussed, and changes proposed for a follow-up study.
People spend a lot of time at their workplace, for example in office environment. After consuming breakfast or lunch during the recess periods, one may feel lazy both physically and mentally. Thus, gaining extra calories may lower the... more
People spend a lot of time at their workplace, for example in office environment. After consuming breakfast or lunch during the recess periods, one may feel lazy both physically and mentally. Thus, gaining extra calories may lower the working progress. To motivate individuals for healthier behavior, we designed, executed and tested an application for improving physical activity behavior at workplace. Our health and wellbeing application delivers a physical activity promotion intervention that motivates user performing activities, for example by walking after breakfast or lunch. Our physical activity promotion is based on recent research showing that one can be motivated extrinsically through satisfaction of three basic psychological needs (autonomy, competence and relatedness) that are influenced by autonomy support. We conducted a one week long usability evaluation on users for the health and wellbeing application. We found that the application works well for physical activity promotion.
Educational institution in developing countries is a vast sector and it is expanding rapidly. With the rapid growth of technologies, educational institutions are still lagging behind. For identification of students they still lie on... more
Educational institution in developing countries is a vast sector and it is expanding rapidly. With the rapid growth of technologies, educational institutions are still lagging behind. For identification of students they still lie on manual handwritten ID card and files. If proper ID card system is introduced then it would be much easier to identify a student and can track his/her progress. Therefore, in this research we implemented advanced using of QR code and student ID generation. We tried level best to make right implementation of QR code with student ID card. Automated student ID had image capturing facility and requirements of an ID and there is no need of hand written ID card. QR code is attached into ID card and student personal details can be found by scanning the QR code with smart phones (downloaded & installed QR reader software). QR code is said to be the next generation of bar code and using QR code with ID card brought positive outcomes. While using software tools, identity cards works fine and suitable for an educational institution as it is free. Thus, ID card will be a perfect use of modern technology in developing countries.
A central challenge for postgraduate research students in research-study is the difficulty of being isolated. The long-term consequences of isolation lead to a slow progress in research-study and less socialization among research... more
A central challenge for postgraduate research students in research-study is the difficulty of being isolated. The long-term consequences of isolation lead to a slow progress in research-study and less socialization among research students. Recent research has shown that using gamification techniques can provide a significant impact in motivating learners. The purpose of this study is to investigate the effect of the game elements in fostering progression and social connectedness among postgraduate research students. There are plenty of game elements that can be applied in a gamified learning system. We identified particular game elements from literature, proposed a gamified system model incorporating Self-Determination Theory (SDT) and developed a prototype of an app guided by the User-Centered Design (UCD) process. We focused on the overall effect of the game elements such as motivational value concerning postgraduate research students' experience and satisfaction. We conducted an evaluation of our prototype, comparing the effectiveness of our gamified prototype to a basic non-gamified prototype. We found that the gamified prototype, particularly the game elements, was statistically significant in creating a motivational value to users to progress on their research journey. Users showed their interest in using social game elements to connect socially with other research students.
Postgraduate research students often feel isolated studying in their own topic and the long-term effect of isolation and lack of social connectedness brings negative impacts e.g. dropping out from the research program. Gamification is... more
Postgraduate research students often feel isolated studying in their own topic and the long-term effect of isolation and lack of social connectedness brings negative impacts e.g. dropping out from the research program. Gamification is defined as the use of game design elements in non-gaming environments. It is envisaged that the two main classes of game elements to guide postgraduate research students along the journey are progression and social. We propose a system model using these two main classes of game elements to progress and connect postgraduate research students in increasing their learning efficacy and socializing among other postgraduate research students. Our proposed system model is grounded in the recent research presenting that one can be inspired extrinsically through fulfilment of the three basic psychological needs known as autonomy, competence and relatedness and these are influenced by autonomy support. Our future effort is to utilize this proposed system model to deploy and implement the system model to a prototype of an app and demonstrate empirically that it delivers a positive impact on postgraduate research students' satisfaction and completion of their program.
Background: Employees in an office setting are more likely to remain physically inactive. Physical inactivity has become one of the major barriers to overcoming the risk factors for anxiety, depression, coronary heart disease, certain... more
Background: Employees in an office setting are more likely to remain physically inactive. Physical inactivity has become one of the major barriers to overcoming the risk factors for anxiety, depression, coronary heart disease, certain cancers, and type 2 diabetes. Currently, there is a gap in mobile health (mHealth) apps to promote physical activity (PA) for workers in the workplace. Studies on behavior change theories have concluded that health apps generally lack the use of theoretical constructs.
A central challenge in weight management is the difficulty of overcoming desires for excessive and unhealthy food. Yet, studies show that when people are able to resist their desires for unhealthy choices, they experience pride and... more
A central challenge in weight management is the difficulty of overcoming desires for excessive and unhealthy food. Yet, studies show that when people are able to resist their desires for unhealthy choices, they experience pride and satisfaction. In order to alleviate the former and support the latter, we designed, implemented and tested a mobile application for improving snacking behavior. Our application delivers a food craving reduction intervention at the moment of need and allows users to track how often they successfully resisted cravings. Our craving reduction intervention is based on recent research that shows that food cravings can be reduced through imagery techniques. We conducted a week-long evaluation of our application, comparing the effectiveness of our application to a basic tracking application. We found that our imagery application significantly reduced both overall snacking and unhealthy snacking compared to a simple snack-tracking application.
It is unknown about utilizing Self-Determination Theory (SDT) needs of autonomy, competence, and relatedness in postgraduate research students' motivation and the level of SDT needs are often lower among students. They are frequently... more
It is unknown about utilizing Self-Determination Theory (SDT) needs of autonomy, competence, and relatedness in postgraduate research students' motivation and the level of SDT needs are often lower among students. They are frequently confused on how they are progressing on research, causing feels of nonbeing a progression in achieving their research goal. They are more likely to feel less connected with colleagues and supervisors. To increase students' SDT needs, we developed a gamified system using User-Centered Design (UCD) three iterations and a one-week pilot study of the system informed that game-design element neither increased the effort among them to complete a weekly goal nor did it increase social interaction. This outcome guided us to conduct a one-week pilot study of the students' daily routine before redeveloping the gamified system. This pilot study aimed to find out the views and comments regarding the usual daily activities on students' SDT needs satisfaction when performing their daily task and social interaction with others. The result of the study has informed us that the level of autonomy is relatively low among students, but the level of competence and relatedness are comparatively high. Future research will run over four weeks using a within-subjects technique with a quantitative and qualitative method. Intrinsic Motivation Inventory (IMI) measurement will be used to generate users' data output. This will demonstrate the effect of a gamified system on SDT needs compared with the daily routine of the students.
People spend a large portion of time at their workplace and henceforth, need actions to recharge their mind and body. Therefore, it is important to highlight on health promotion activities in the workplace that focus on changing personal... more
People spend a large portion of time at their workplace and henceforth, need actions to recharge their mind and body. Therefore, it is important to highlight on health promotion activities in the workplace that focus on changing personal health behaviours such as diet. Research has revealed that physical activities increase work efficiency [1] and planned naps taken during work keep suitable levels of waking function for daytime and night-time work [2]. Most relevant research has been done without considering the theoretical concept and empirical approach. This study aims to develop persuasive applications incorporating psychological theories to combine these implicit measures such as consuming a healthy diet, physical activity and napping at the workplace. The quantitative and qualitative approach will be used to empirically measuring the effectiveness of the applications in the context of employees' health behaviour change. It is hoped that users will benefit from improved health using the applications.
Maintaining a healthy life requires improving lifestyle. Health promotion actions are important, focusing on changing personal health behaviours. Technological solutions such as mobile health (mHealth) applications might be a promising... more
Maintaining a healthy life requires improving lifestyle. Health promotion actions are important, focusing on changing personal health behaviours. Technological solutions such as mobile health (mHealth) applications might be a promising way to motivate people in encouraging health behaviour change.
In recent times, considerable attention has been given to digital services, mainly digital healthcare, i.e., health and well-being applications and services by health organizations, practitioners, and researchers. One of the significant... more
In recent times, considerable attention has been given to digital services, mainly digital healthcare, i.e., health and well-being applications and services by health organizations, practitioners, and researchers. One of the significant challenges for today's digital health and well-being applications and services is that they are not sustainable and focusing less on relevant stakeholders. However, to the best of our knowledge, little is known about relevant stakeholders in the digital health and wellbeing applications and services, precisely identifying them using an appropriate method. This paper seeks to define and identify the relevant stakeholders in the digital health and well-being applications and services. A literature review is conducted based on relevant articles on stakeholders within the health domain. Hence, the narrative synthesis literature review approach has been used with a combination of the Bryant model of stakeholder-issue interrelationship. We identified relevant stakeholders who may build a better future to enhance the efficacy of the digital health and well-being applications and services in the long run and suggested a future study on value propositions.
Physical activity (PA) is important to prevent and lessen the risks of various diseases as well as progress in physical and mental health. Employees expend a lot of time at their workplace such as office environment. Working efficiency... more
Physical activity (PA) is important to prevent and lessen the risks of various diseases as well as progress in physical and mental health. Employees expend a lot of time at their workplace such as office environment. Working efficiency may be harmfully affected if the worker is physically inactive. The purpose of this study was to design a system model to guide employees at their workplace on their PA promotion. We propose a system model integrating the psychological theory known as Self-determination Theory (SDT) which indicates that people can be motivated extrinsically through the fulfilment of three psychological needs: autonomy, competence, and relatedness. To do this, game elements such as points, badges and leaderboard were applied into the system model. We utilized the system model to design a gamified persuasive application. We developed a prototype of PA promotion app using the User-Centered Design (UCD) process. We conducted UCD iteration and pilot-tested the prototype of...