Currently submitted to: JMIR Serious Games
Date Submitted: May 31, 2024
(closed for review but you can still tweet)
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments
ABSTRACT
Background:
Online meetings have become part of many people's everyday lives. People spend a longer time sitting still in front of screens. The extended periods of uninterrupted sedentary behavior bring irreversible health damage in the long term. Previous studies have demonstrated many interventions to change sedentary lifestyle. However, few of them targeted at solving sedentary behavior when meeting online. The design opportunities in online meeting contexts are not well explored yet.
Objective:
This study aims to understand users' experiences with gamified bodily interaction as an anti-sedentary measure during online meetings, as well as to explore how to design appropriate anti-sedentary interactions for online meeting scenarios.
Methods:
This study adopted a "research through design" approach to develop and get users’ experience of gamified bodily interactions as interventions against sedentary behavior during online meetings. In collaboration with 11 users, we co-designed and iterated three prototypes, which led to the development of BIG-AOME (Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments) framework. User studies were conducted with three groups totaling 15 participants, utilizing these prototypes. During co-design and evaluation, all group semi-structured interviews were transcribed into written format and analyzed using Hsieh's conventional qualitative content analysis method.
Results:
We developed three prototypes as design instances of anti-sedentary gamified bodily interactions for online meetings. Empirical findings were gathered to understand user experiences with these prototypes. Additionally, we have established and detailed a preliminary design framework for crafting gamified bodily interactions for online meeting environments.
Conclusions:
Our research findings indicate that designing anti-sedentary bodily interactions for online meetings has the potential to alter sedentary behaviors while enhancing social connections. Furthermore, the BIG-AOME framework that we propose explores the design space for anti-sedentary physical interactions in the context of online meetings. This framework detailing pertinent design choices and considerations.
Citation
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