Proceedings of the 11th International Conference on Behavior Change Support Systems (BCSS 2023), 2023
Postgraduate research students (Ph.D.) are more likely to feel isolated studying their own topic.... more Postgraduate research students (Ph.D.) are more likely to feel isolated studying their own topic. Consequently, chronic isolation, i.e., lack of social interaction, brings negative impacts, e.g., dropping out from the research program. Nudge is a concept that proposes that subtle changes in the way choices are stated can intuitively guide citizens towards desired behaviors, i.e., focus on driving behaviors and decisions. Nudge deck, i.e., sending a personal normative message such as peer-review feedback and emails to students, increases motivation and effort, and this may also be effective for relationship building. It can be envisaged that zero-cost online peerreviewing tools such as google excel/word (peer-review feedback and email reminders as personal normative messages) guide students to improve their relationships among i) work colleagues and ii) supervisors. SDT needs of autonomy, competence, and relatedness are needed for the students to be intrinsically motivated. To address these SDT need satisfaction in interpersonal relationships, we conducted a BPNSS 9-item scale questionnaire survey among n=35 students from nine countries (relationships with colleagues, n=17; relationship with supervisors, n=18). The result of the study has shown that they may have felt a sense of connectedness with the supervisors (more competency and relatedness level). In contrast, their autonomy level is higher when interacting with colleagues.
Proceedings of the 11th International Conference on Behavior Change Support Systems (BCSS 2023), 2023
This paper discusses the current Behavior Change Support Systems (BCSS) issues. Persuasive techno... more This paper discusses the current Behavior Change Support Systems (BCSS) issues. Persuasive technology and BCSS applications and services have shown promising results in motivating and supporting individuals to change behaviors and attitudes or adopt new ones. A conference on BCSSs was organized in Eindhoven, the Netherlands to explore more about this. The registered authors of the accepted papers presented their research papers physically on site, and in-depth discussions were carried out with 28 participants. The results suggest that additional research in designing and developing such digital interventions and research into their user experiences is still needed.
Maintaining a healthy life requires improving lifestyle. Health promotion actions are important, ... 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.
It is unknown about utilizing Self-Determination Theory (SDT) needs of autonomy, competence, and ... 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 re-developing 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 p...
Persuasive 2023, Adjunct Proceedings of the 18th International Conference on Persuasive Technology, 2023
This paper describes the current and future aspects of Digital Nudging and Digital Persuasion (DN... more This paper describes the current and future aspects of Digital Nudging and Digital Persuasion (DNDP). To find this, a case study approach has been followed, such as, we organized a workshop event aimed at supporting citizens and stakeholders in applying digital nudging and persuasion strategies to increase individuals' competency and self-efficacy beliefs for goal attainment. The workshop was structured with a total of three research papers presentation, a keynote talk, and an open discussion. Over 30 participants in a hybrid mode attended the event and engaged in solving different nudge and persuasion-based tasks via technology-mediated solutions. The results have shown that there needs work to enhance the capacity of using digital nudging and persuasion techniques to achieve a more sustainable behavioral change in individuals for a healthy digitalized community with a view to transparency from policy to practice.
A fundamental challenge for employees in the office environment is the difficulty of being physic... 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 nonsubstantial 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 ph...
Educational institution in developing countries is a vast sector and it is expanding rapidly. Wit... 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, id...
Digital Nudging and Digital Persuasion (DNDP2022), Persuasive 2022, Adjunct Proceedings of the 17th International Conference on Persuasive Technology, Doha, Qatar, 2022
Physical inactivity leads to a high risk of medical complications and triggering substantial heal... more Physical inactivity leads to a high risk of medical complications and triggering substantial health care expenses. The goal of the project within which the research is conducted is to explore the effect of the use of nudges to dissuade individuals from physical inactivity. This study is aimed to design and develop a zero/low-cost nudging mHealth intervention that allows users to check their time with normative messages when walking. This intervention is then utilised for individuals to investigate whether it stimulates physical activity. The design of the nudging intervention is followed by an iterative Design Thinking process. The result of the pilot study has shown us that participants highlighted personal normative message installed as a screensaver in a smartphone as a zero-cost solution to dissuade their physical inactivity. Our future effort is to access this intervention by experimental design studies with quantitative and qualitative surveys, which will be carried out with students to measure physical activity behavioural change.
Postgraduate research students often feel isolated studying in their own topic and the long-term ... 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 t...
Promoting a healthy lifestyle has attracted a significant amount of attention in recent years. Th... more Promoting a healthy lifestyle has attracted a significant amount of attention in recent years. This is also the case in workplaces, where the focus on wellbeing at work and changes in personal health behaviours has been raised. Technology-enhanced interventions are a possible solution for motivating people towards healthy lifestyle promotion, such as healthy eating and physical activity (PA). Persuasive applications have been proposed as a promising technique for fostering behavioural change and promoting healthy lifestyles. The major limitation of most existing mobile health (mHealth) applications is that they are not grounded in theoretical concepts. On the other hand, value propositions (VPs) might increase the effectiveness of persuasive applications. This study aimed to develop mHealth behavioural change interventions, that is, persuasive mHealth applications based on psychological theories to promote healthy eating and PA in the workplace. Four VPs were proposed and implemente...
Laser Applications in Microelectronic and Optoelectronic Manufacturing (LAMOM) XXVI
We present our latest progresses on the development of integrated photonic devices as well as mic... more We present our latest progresses on the development of integrated photonic devices as well as microfluidic chips of unprecedented characteristics and performances using femtosecond laser micromachining. We demonstrate ultra-high Q microresonators in lithium niobate on insulator (LNOI), on-chip micro-laser and waveguide amplifier, and high-throughput micro-chemical reactor. The achievements are the result of persistent effort on improving the precision and efficiency in ultrafast laser processing.
Proceedings of the 11th International Conference on Behavior Change Support Systems (BCSS 2023), 2023
Postgraduate research students (Ph.D.) are more likely to feel isolated studying their own topic.... more Postgraduate research students (Ph.D.) are more likely to feel isolated studying their own topic. Consequently, chronic isolation, i.e., lack of social interaction, brings negative impacts, e.g., dropping out from the research program. Nudge is a concept that proposes that subtle changes in the way choices are stated can intuitively guide citizens towards desired behaviors, i.e., focus on driving behaviors and decisions. Nudge deck, i.e., sending a personal normative message such as peer-review feedback and emails to students, increases motivation and effort, and this may also be effective for relationship building. It can be envisaged that zero-cost online peerreviewing tools such as google excel/word (peer-review feedback and email reminders as personal normative messages) guide students to improve their relationships among i) work colleagues and ii) supervisors. SDT needs of autonomy, competence, and relatedness are needed for the students to be intrinsically motivated. To address these SDT need satisfaction in interpersonal relationships, we conducted a BPNSS 9-item scale questionnaire survey among n=35 students from nine countries (relationships with colleagues, n=17; relationship with supervisors, n=18). The result of the study has shown that they may have felt a sense of connectedness with the supervisors (more competency and relatedness level). In contrast, their autonomy level is higher when interacting with colleagues.
Proceedings of the 11th International Conference on Behavior Change Support Systems (BCSS 2023), 2023
This paper discusses the current Behavior Change Support Systems (BCSS) issues. Persuasive techno... more This paper discusses the current Behavior Change Support Systems (BCSS) issues. Persuasive technology and BCSS applications and services have shown promising results in motivating and supporting individuals to change behaviors and attitudes or adopt new ones. A conference on BCSSs was organized in Eindhoven, the Netherlands to explore more about this. The registered authors of the accepted papers presented their research papers physically on site, and in-depth discussions were carried out with 28 participants. The results suggest that additional research in designing and developing such digital interventions and research into their user experiences is still needed.
Maintaining a healthy life requires improving lifestyle. Health promotion actions are important, ... 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.
It is unknown about utilizing Self-Determination Theory (SDT) needs of autonomy, competence, and ... 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 re-developing 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 p...
Persuasive 2023, Adjunct Proceedings of the 18th International Conference on Persuasive Technology, 2023
This paper describes the current and future aspects of Digital Nudging and Digital Persuasion (DN... more This paper describes the current and future aspects of Digital Nudging and Digital Persuasion (DNDP). To find this, a case study approach has been followed, such as, we organized a workshop event aimed at supporting citizens and stakeholders in applying digital nudging and persuasion strategies to increase individuals' competency and self-efficacy beliefs for goal attainment. The workshop was structured with a total of three research papers presentation, a keynote talk, and an open discussion. Over 30 participants in a hybrid mode attended the event and engaged in solving different nudge and persuasion-based tasks via technology-mediated solutions. The results have shown that there needs work to enhance the capacity of using digital nudging and persuasion techniques to achieve a more sustainable behavioral change in individuals for a healthy digitalized community with a view to transparency from policy to practice.
A fundamental challenge for employees in the office environment is the difficulty of being physic... 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 nonsubstantial 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 ph...
Educational institution in developing countries is a vast sector and it is expanding rapidly. Wit... 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, id...
Digital Nudging and Digital Persuasion (DNDP2022), Persuasive 2022, Adjunct Proceedings of the 17th International Conference on Persuasive Technology, Doha, Qatar, 2022
Physical inactivity leads to a high risk of medical complications and triggering substantial heal... more Physical inactivity leads to a high risk of medical complications and triggering substantial health care expenses. The goal of the project within which the research is conducted is to explore the effect of the use of nudges to dissuade individuals from physical inactivity. This study is aimed to design and develop a zero/low-cost nudging mHealth intervention that allows users to check their time with normative messages when walking. This intervention is then utilised for individuals to investigate whether it stimulates physical activity. The design of the nudging intervention is followed by an iterative Design Thinking process. The result of the pilot study has shown us that participants highlighted personal normative message installed as a screensaver in a smartphone as a zero-cost solution to dissuade their physical inactivity. Our future effort is to access this intervention by experimental design studies with quantitative and qualitative surveys, which will be carried out with students to measure physical activity behavioural change.
Postgraduate research students often feel isolated studying in their own topic and the long-term ... 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 t...
Promoting a healthy lifestyle has attracted a significant amount of attention in recent years. Th... more Promoting a healthy lifestyle has attracted a significant amount of attention in recent years. This is also the case in workplaces, where the focus on wellbeing at work and changes in personal health behaviours has been raised. Technology-enhanced interventions are a possible solution for motivating people towards healthy lifestyle promotion, such as healthy eating and physical activity (PA). Persuasive applications have been proposed as a promising technique for fostering behavioural change and promoting healthy lifestyles. The major limitation of most existing mobile health (mHealth) applications is that they are not grounded in theoretical concepts. On the other hand, value propositions (VPs) might increase the effectiveness of persuasive applications. This study aimed to develop mHealth behavioural change interventions, that is, persuasive mHealth applications based on psychological theories to promote healthy eating and PA in the workplace. Four VPs were proposed and implemente...
Laser Applications in Microelectronic and Optoelectronic Manufacturing (LAMOM) XXVI
We present our latest progresses on the development of integrated photonic devices as well as mic... more We present our latest progresses on the development of integrated photonic devices as well as microfluidic chips of unprecedented characteristics and performances using femtosecond laser micromachining. We demonstrate ultra-high Q microresonators in lithium niobate on insulator (LNOI), on-chip micro-laser and waveguide amplifier, and high-throughput micro-chemical reactor. The achievements are the result of persistent effort on improving the precision and efficiency in ultrafast laser processing.
Communications in Computer and Information Science, 2021
In recent times, considerable attention has been given to digital services, mainly digital health... 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.
Digital Nudging and Digital Persuasion (DNDP2022), Persuasive 2022, Adjunct Proceedings of the 17th International Conference on Persuasive Technology, 2022
This workshop is intended to support practitioners in the application of digital nudging and digi... more This workshop is intended to support practitioners in the application of digital nudging and digital persuasion strategies to increase individual’s competency and self-efficacy beliefs for goal attainment. The workshop allows them to engage in solving different nudge and persuasion-based tasks through technology-enhanced solutions. Thus, the expected outcome is to enhance the capacity of using digital nudging and persuasion to achieve a more sustainable behavioral change in individuals.
New digital technologies are valuable resources for students' academic and social development suc... more New digital technologies are valuable resources for students' academic and social development such as a digital gamified system for students. socioeconomically disadvantaged students at a primary level mostly lack the opportunity to use modern technology for their educational growth.
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