References of "Lallemand, Carine 50009322"
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See detailVirtual Masterpieces: Innovation through Public Co-creation for Digital Museum Collections
Morse, Christopher UL; Lallemand, Carine UL; Wieneke, Lars UL et al

in International Journal of the Inclusive Museum (2021), 15(1), 65-83

In this study, we describe the results of a series of co-creation workshops in museums with the goal of designing future digital cultural collections. Ranging from exhibition teasers to comprehensive ... [more ▼]

In this study, we describe the results of a series of co-creation workshops in museums with the goal of designing future digital cultural collections. Ranging from exhibition teasers to comprehensive virtual galleries, digital collections are an increasingly prominent feature of many museum websites but remain a largely unexplored facet of the visitor experience. Building on research in museum experience design, which suggests that involving the public in the development of on-site museum spaces and technologies supports better engagement, we investigated how this translates into digital-only contexts. We invited members of the public (N = 12) to the Luxembourg National Museum of History and Art for a series of design jams to investigate how non-experts envision the future of digital interactivity with museums through a series of ideation and rapid prototyping activities. Our analysis of the workshops and resulting prototypes reveals the design space of digital collections across three continuums of experience: individual/social, creation/consumption, and complementary/standalone. We conclude with design implications, namely how museum professionals can apply these dimensions to the design and implementation of digital collections. [less ▲]

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See detailThe Hubs: Design Insights for Walking Meeting Technology
Damen, Ida; Vos, Steven; Lallemand, Carine UL

in Lecture Notes in Computer Science (2021), 12935 LNCS

As an active form of meeting, walking meetings can be beneficial for office workers who often have a sedentary work routine. Despite their substantial benefits in terms of health, social interactions, and ... [more ▼]

As an active form of meeting, walking meetings can be beneficial for office workers who often have a sedentary work routine. Despite their substantial benefits in terms of health, social interactions, and creativity, walking meetings are not yet widely adopted. Some key barriers limiting their social acceptance and wider adoption, for instance, the difficulty to present files or take notes, might be addressed by technology. Using the Hubs - a network of stand-up meeting stations - as a design exemplar, we conducted a scenario-based survey (N = 186) to provide insights into how technological solutions can support the practice of walking meetings. Focusing on the size of the group and type of meetings, we identify scenarios of use and discuss design implications for the development of future technologies and service design components to support walking meetings. © 2021, IFIP International Federation for Information Processing. [less ▲]

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See detailRaya: A Tangible Exercise Buddy Reminding Oneself of the Commitment to Exercise
Menheere, Daphne; de Haan, Alynne; Vos, Steven et al

in Lecture Notes in Computer Science (2021)

Although many people have a positive intention to be more active, a key challenge remains to turn this intention into action. Social support as a motivational strategy can increase adherence in exercise ... [more ▼]

Although many people have a positive intention to be more active, a key challenge remains to turn this intention into action. Social support as a motivational strategy can increase adherence in exercise and can be provided by relational agents as a substitute for human coaches. We first conducted an exploratory two-week user study, to explore how emotional design and tangible interaction influences experience and motivation to exercise. We then designed a propositional research object Raya, a tangible exercise buddy that helps one to realize their workout by reminding them of their goals and self-commitment. We invite designers to bridge the gap in the design space of sport-related technologies by designing tangible artefacts embedding supportive and qualitative aesthetics of interaction rather than focusing on performance. © 2021, IFIP International Federation for Information Processing. [less ▲]

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See detailLaina: Dynamic Data Physicalization for Slow Exercising Feedback
Menheere, Daphne; Van Hartingsveldt, Evianne; Birkebæk, Mads et al

in DIS '21: Designing Interactive Systems Conference 2021 (2021)

The increased popularity of recreational sports, like running, led to the development of numerous technologies supporting people in their training. However, in their current form and interaction, these ... [more ▼]

The increased popularity of recreational sports, like running, led to the development of numerous technologies supporting people in their training. However, in their current form and interaction, these take a rather standardized approach focusing on quantified data tracking displayed through screens or audio. In this paper, we explore how dynamic data physicalization through a shape-changing interface can open the design space of exercise feedback. Relying on an expert study on the aesthetics of interaction (N=23), we designed Laina, a shape-changing art piece presenting physicalized running data through a slow feedback mechanism. We deployed Laina at 3 participant's home, during a series of 3-weeks field studies. Results show that Laina allows for deep reflection, anticipation and exploration of running behavior. The aim of our paper is to provide insights on the use of slow feedback mechanisms for exercise-related products, through the design of a dynamic data physicalization artefact. © 2021 Owner/Author. [less ▲]

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See detailExploring the Design Space of InterActive Urban Environments: Triggering physical activity through embedded technology
Van Renswouw, L.; Vos, S.; Van Wesemael, P. et al

in DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere (2021)

Promoting healthy lifestyles is an essential endeavor for public health. The design of active urban environments can be an effective medium to nudge people into moving. With technology increasingly ... [more ▼]

Promoting healthy lifestyles is an essential endeavor for public health. The design of active urban environments can be an effective medium to nudge people into moving. With technology increasingly integrated into our daily lives, designers have access to more data than ever. In this pictorial, we explore the design space of interActive environments (contraction of ginteractive' and gactive'); places designed to increase the physical activity of users or passers-by through the use of interactive technology. Through sketches, a benchmark of existing concepts and an analysis of designed artefacts, we map the different intervention levels, interaction modalities, behavior change strategies and technological opportunities to design such interActive environments. With this work, we invite the community to consider how digital technology can help understand and shape human behavior in urban environments, and provide inspiration to designers and practitioners. © 2021 Owner/Author. [less ▲]

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See detailAesthetic of Friction for Exercising Motivation: A Prototyping Journey
De Haan, A.; Menheere, D.; Vos, S. et al

in DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere (2021)

Despite an intention to exercise, it remains a challenge for many people to establish a workout routine over a period of time. Amongst identified barriers and enablers to exercise, getting dressed for a ... [more ▼]

Despite an intention to exercise, it remains a challenge for many people to establish a workout routine over a period of time. Amongst identified barriers and enablers to exercise, getting dressed for a workout is considered as one of the tipping points of actually going. Implementing the Aesthetic of Friction in this specific context, could imply the right course of action for the user, while it also allows freedom and encourages meaning-making. In this Research-through-Design project, we designed an interactive shrinking hanger, that implements these key principles, to encourage exercise motivation. We followed an iterative process focusing on the aesthetics of the interaction to find out how a careful consideration of the look and feel of an interactive artefact influences the acceptance of the implemented friction. We document the design process of this aesthetics of friction exemplar, and reflect on how to implement friction in design. © 2021 Owner/Author. [less ▲]

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See detailThe Office Jungle: Exploring Unusual Ways of Working through Bodily Experimentations
Damen, I.; Nieuweboer, I.; Brombacher, H. et al

in DIS 2021 - Proceedings of the 2021 ACM Designing Interactive Systems Conference: Nowhere and Everywhere (2021)

Modern office environments foster sitting, a major public health risk, with physical inactivity being the fourth cause of death worldwide. This provocative pictorial presents the design explorations and ... [more ▼]

Modern office environments foster sitting, a major public health risk, with physical inactivity being the fourth cause of death worldwide. This provocative pictorial presents the design explorations and bodily experimentations culminating in The Office Jungle, a critical and speculative redesign of the office environment that encourages physical activity by embracing wildness. The Office Jungle is a design exemplar of a "wild"office space presented as a suspended geodesic structure. It is built to experienc e how our office environment and our behaviour at work affect each other. We advocate that bringing wildness into office spaces will create more durable office environments that foster movement. With this pictorial, we aim to spark discussion amongst designers to think in new ways and to consider new opportunities to design for workplaces that integrate physical activity with work. © 2021 Owner/Author. [less ▲]

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See detailDefining the Pre-Examination Experience of MRI patients through Affective Interaction.
van Weert, Katja; Chen, Tianyi; Verburg, Pepijn et al

Poster (2021)

For many patients, Magnetic Resonance Imaging (MRI) experiences are uncomfortable and associated with high levels of anxiety and stress. Such negative experiences may interfere with image quality and ... [more ▼]

For many patients, Magnetic Resonance Imaging (MRI) experiences are uncomfortable and associated with high levels of anxiety and stress. Such negative experiences may interfere with image quality and increase examination time. It is therefore necessary to understand the mental states of the patients prior to the examination in order to provide stress-relieving measures. Studies exploring MRI-related anxiety and interventions to alleviate it have typically relied on self-reported data (e.g. STAI-6 questionnaire) or psychophysiological measures [1], usually in the waiting room. One could however benefit from an alternative measurement approach to overcome the limitations of current methods. The purpose of our study is to develop a tool for measuring mental states in the context of MRI experiences and explore the suitability of various sensors to detect anxiety. [less ▲]

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See detailCasual Leisure in Rich-Prospect: Advancing Visual Information Behavior for Digital Museum Collections
Morse, Christopher UL; Niess, Jasmin; Lallemand, Carine UL et al

in ACM Journal on Computing and Cultural Heritage (2021), 14(3),

As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this ... [more ▼]

As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this new domain. Research has demonstrated that many digital museum visitors are engaged in casual leisure during exploration of a collection, suggesting that they do not have an inherent information goal but rather seek new experiences or learning opportunities based on personal curiosity and moments of discovery. Consequently, understanding how to translate casual leisure contexts into meaningful interaction design may play a critical role in designing engaging digital collections. Our study reports on the user experience of a largely unexplored user interface design framework called rich-prospect, which was originally developed to enhance browsing and discovery for complex visual collections. We performed a mixed-method, within-subjects study (N=30) that simulated a casual leisure approach to information browsing and retrieval across three different rich-prospect interfaces for digital cultural heritage. Our results show that rich-prospect scores well in the hedonic facets of its user experience, whereas pragmatic aspects have room for improvement. Additionally, through our qualitative analysis of participant feedback, we derived salient themes relating to the exploratory browsing experience. We conclude with a series of design implications to better connect interactive elements with casual leisure contexts for digital cultural collections. © 2021 Owner/Author. [less ▲]

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See detailExperimenter Effects in Children Using the Smileyometer Scale
Lehnert, Florence Kristin UL; Lallemand, Carine UL; Fischbach, Antoine UL et al

Scientific Conference (2020, November 19)

Researchers in the social sciences like human-computer interaction face novel challenges concerning the development of methods and tools for evaluating interactive technology with children. One of these ... [more ▼]

Researchers in the social sciences like human-computer interaction face novel challenges concerning the development of methods and tools for evaluating interactive technology with children. One of these challenges is related to the validity and reliability of user experience measurement tools. Scale designs, like the Smileyometer, have been proven to contain biases such as the tendency for children to rate almost every technology as great. This explorative paper discusses a possible effect of two experimenter styles on the distribution of 6-8 years old pupils' ratings (N= 73) to the Smileyometer. We administered the scale before and after a tablet-based assessment in two schools. Experimenter 1 employed a child-directed speech compared to a monotone speech of Experimenter 2. While brilliant (5 out of 5) was the most frequent answer option in all conditions, the mean scores were higher and associated with a lower variability across both conditions for Experimenter 2. We discuss a possible experimenter effect in the Smileyometer and implications for evaluating children’s user experiences. [less ▲]

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See detailHow do pupils experience Technology-Based Assessments? Implications for methodological approaches to measuring the User Experience based on two case studies in France and Luxembourg
Lehnert, Florence Kristin UL; Lallemand, Carine UL; Fischbach, Antoine UL et al

Scientific Conference (2020, November 12)

Technology-based assessments (TBAs) are widely used in the education field to examine whether the learning goals were achieved. To design fair and child-friendly TBAs that enable pupils to perform at ... [more ▼]

Technology-based assessments (TBAs) are widely used in the education field to examine whether the learning goals were achieved. To design fair and child-friendly TBAs that enable pupils to perform at their best (i.a. independent of individual differences in computer literacy), we must ensure reliable and valid data collection. By reducing Human-Computer Interaction issues, we provide the best possible assessment conditions and user experience (UX) with the TBA and reduce educational inequalities. Good UX is thus a prerequisite for better data validity. Building on a recent case study, we investigated how pupils perform TBAs in real-life settings. We addressed the context-dependent factors resulting from the observations that ultimately influence the UX. The first case study was conducted with pupils age 6 to 7 in three elementary schools in France (n=61) in collaboration with la direction de l’évaluation, de la prospective et de la performance (DEPP). The second case study was done with pupils age 12 to 16 in four secondary schools in Luxembourg (n=104) in collaboration with the Luxembourg Centre for Educational Testing (LUCET). This exploratory study focused on the collection of various qualitative datasets to identify factors that influence the interaction with the TBA. We also discuss the importance of teachers’ moderation style and mere system-related characteristics, such as audio protocols of the assessment data. This study contribution comprises design recommendations and implications for methodological approaches to measuring pupils’ user experience during TBAs. [less ▲]

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See detailThe Framework of Security-Enhancing Friction: How UX Can Help Users Behave More Securely
Distler, Verena UL; Lenzini, Gabriele UL; Lallemand, Carine UL et al

in New Security Paradigms Workshop (2020, October 26)

A growing body of research in the usable privacy and security community addresses the question of how to best influence user behavior to reduce risk-taking.We propose to address this challenge by ... [more ▼]

A growing body of research in the usable privacy and security community addresses the question of how to best influence user behavior to reduce risk-taking.We propose to address this challenge by integrating the concept of user experience (UX) into empirical usable privacy and security studies that attempt to change risktaking behavior. UX enables us to study the complex interplay between user-related, system-related and contextual factors and provides insights into the experiential aspects underlying behavior change, including negative experiences. We first compare and contrast existing security-enhancing interventions (e.g., nudges, warnings, fear appeals) through the lens of friction. We then build on these insights to argue that it can be desirable to design for moments of negative UX in security-critical situations. For this purpose, we introduce the novel concept of security-enhancing friction, friction that effectively reduces the occurrence of risk-taking behavior and ensures that the overall UX (after use) is not compromised. We illustrate how security-enhancing friction provides an actionable way to systematically integrate the concept of UX into empirical usable privacy and security studies for meeting both the objectives of secure behavior and of overall acceptable experience. [less ▲]

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See detailMeasuring the Contextual Dimension of User Experience: Development of the User Experience Context Scale (UXCS)
Lallemand, Carine UL; Koenig, Vincent UL

in Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (2020, October)

The context of use has been highlighted for a long time as being a key factor impacting User Experience (UX). Yet current UX evaluation tools, especially questionnaires, rarely encompass an explicit ... [more ▼]

The context of use has been highlighted for a long time as being a key factor impacting User Experience (UX). Yet current UX evaluation tools, especially questionnaires, rarely encompass an explicit investigation of the context. With the ever-growing trend for mobile products and ubiquitous computing, the absence of a dedicated measurement tool becomes critical. Based on a review of relevant literature and a fine-grained categorization of contextual factors, we developed the UX Context Scale (UXCS), a 30-items instrument allowing for a measure of context properties, as perceived by the user. We report on the development of the scale and present a first validation study (N = 137). A principal component analysis on the subjective items reveals a 6-components structure: Physical Context, Social Context, Internal Context, Perceived Resources, Task Context, and Temporal Context. Reliability of each subscale is high and further analyses confirm the relevance of this tool for UX evaluation. [less ▲]

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See detailGuided by Lights: Stimulating Physical Activity through an Outdoor Interactive Light System
Rensvouw, van, Loes; Lallemand, Carine UL; Fok, Bodi et al

in Proceedings of the Design4Health Conference (2020)

Increasing physical inactivity and its subsequent health concerns have made promoting healthy and active lifestyles an important endeavour for many governing agencies. In this paper we focus on the ... [more ▼]

Increasing physical inactivity and its subsequent health concerns have made promoting healthy and active lifestyles an important endeavour for many governing agencies. In this paper we focus on the influence of the environment to encourage people to move more. As a second iteration of an existing ‘Smart Exercise Route’, a 1.8 km walking and running path consisting of LED tiles in a public park, we designed a system that supports runners or walkers to set personal goals and gain intrinsic motivation to be physically active. The design focuses on aspects that positively impact motivation and/or performance: personalization, goal setting, and feedback mechanisms. An initial evaluation of a prototype placed in three public parks, showed that participants (N=35) appreciated the personalization of the route and its goal-setting opportunities. While one third of participants indicated the prototype as directly motivating, these positively experienced features are expected to indirectly increase motivation to be more active even further. [less ▲]

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See detailMaking Encryption Feel Secure: Investigating how Descriptions of Encryption Impact Perceived Security
Distler, Verena UL; Lallemand, Carine UL; Koenig, Vincent UL

in The 5th European Workshop on Usable Security (EuroUSEC 2020) (2020)

When communication about security to end users is ineffective, people frequently misinterpret the protection offered by a system. The discrepancy between the security users perceive a system to have and ... [more ▼]

When communication about security to end users is ineffective, people frequently misinterpret the protection offered by a system. The discrepancy between the security users perceive a system to have and the actual system state can lead to potentially risky behaviors. It is thus crucial to understand how security perceptions are shaped by interface elements such as text-based descriptions of encryption. This article addresses the question of how encryption should be described to non-experts in a way that enhances perceived security. We tested the following within-subject variables in an online experiment (N=309): a) how to best word encryption, b) whether encryption should be described with a focus on the process or outcome, or both c) whether the objective of encryption should be mentioned d) when mentioning the objective of encryption, how to best describe it e) whether a hash should be displayed to the user. We also investigated the role of context (between subjects). The verbs “encrypt” and “secure” performed comparatively well at enhancing perceived security. Overall, participants stated that they felt more secure not knowing about the objective of encryption. When it is necessary to state the objective, positive wording of the objective of encryption worked best. We discuss implications and why using these results to design for perceived lack of security might be of interest as well. This leads us to discuss ethical concerns, and we give guidelines for the design of user interfaces where encryption should be communicated to end users. [less ▲]

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See detailPositionPeak: Stimulating position changes during meetings
Damen, Ida; Heerkens, Lidewij; Van Den Broek, Annabel et al

in Proceedings of Conference on Human Factors in Computing Systems (2020)

In office environments, workers spend the majority of their workday sitting in a static position behind a desk or around a meeting table. Prolonged sitting time and sedentary behavior have severe negative ... [more ▼]

In office environments, workers spend the majority of their workday sitting in a static position behind a desk or around a meeting table. Prolonged sitting time and sedentary behavior have severe negative health effects. Through this explorative study, we studied how different postures can be stimulated during meetings. We designed PositionPeak: three pieces of furniture aimed at composing a 'dynamic meeting room', subtly encouraging participants to avoid static postures. We video-recorded 5 meetings (N=16) and coded the number of position changes per participant. Participants also filled out a pre- and post-questionnaire about their experience. Our findings show that PositionPeak triggers people to adopt a variety of postures. Participants on average experienced a more efficient meeting but reported physical discomfort with some objects. We discuss the influence of PositionPeak on the meetings' social dynamics, the acceptance of new conventions and design recommendations for new meeting facilities. © 2020 Owner/Author. [less ▲]

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See detailMeeting Designers Where They Are: Using Industry Events as a Research Venue for HCI and Design Methods Development
Lockton, Dan; Lallemand, Carine UL

Scientific Conference (2020)

There is much work in the CHI community about the ‘industry-academia divide’, and how to bridge it. One key crossover between HCI/UX scientists and practitioners is the development and use of tools and ... [more ▼]

There is much work in the CHI community about the ‘industry-academia divide’, and how to bridge it. One key crossover between HCI/UX scientists and practitioners is the development and use of tools and methods—boundary objects between academia and practice. Among other forms of collaboration, there is an underdeveloped opportunity for academics to make use of industry events (conferences, meetups, design jams) as a research venue in the context of tool and method development. This paper describes three cases from work in academia-industry engagement over the last decade, in which workshops or experiments have been run at industry events as a way of trialling and developing tools directly with practitioners. We discuss advantages of this approach and extract key insights and practical implications, highlighting how the CHI community might use this method more widely, gathering relevant research outcomes while contributing to knowledge exchange between academia and practice. [less ▲]

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See detailUnderstanding Walking Meetings: Drivers and Barriers
Damen, Ida; Lallemand, Carine UL; Brankaert, Rens et al

Scientific Conference (2020)

There is increased interest in reducing sedentary behavior of office workers to combat the negative health effects of prolonged sitting. Walking meetings offer a promising solution to this problem as they ... [more ▼]

There is increased interest in reducing sedentary behavior of office workers to combat the negative health effects of prolonged sitting. Walking meetings offer a promising solution to this problem as they facilitate a physically active way of working. To inform future development of technologies supporting these type of meetings, in-depth qualitative insights into people’s experiences of walking meetings are needed. We conducted semi-structured walking interviews (N=16) to identify key drivers and barriers for walking meetings in a living lab setting by using the ‘WorkWalk’. The ‘WorkWalk’ is a 1.8 km walking route indicated by a dotted blue line with outdoor meeting points, integrated into the room booking system. Our findings provide insights into how walking meetings are experienced and affect the set-up and social dynamics of meetings. We propose design recommendations for the development of future technologies and service design elements to support walking meetings and active ways of working. [less ▲]

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See detailWhich App to Choose? An Online Tool that Supports the Decision-making Process of Recreational Runners to Choose an App
Janssen, Mark; Lallemand, Carine UL; Hoes, Kevin et al

in Proceedings of the 6th International Conference on Design4Health Amsterdam 2020 (2020)

In recent years, there has been an exponential increase in the use of health and sports-related smartphone applications (apps). This is also reflected in App-stores, which are stacked with thousands of ... [more ▼]

In recent years, there has been an exponential increase in the use of health and sports-related smartphone applications (apps). This is also reflected in App-stores, which are stacked with thousands of health- and sports-apps, with new apps launched each day. These apps have great potential to monitor and support people’s physical activity and health. For users, however, it is difficult to know which app suits their needs. In this paper, we present an online tool that supports the decision-making process for choosing an appropriate app. We constructed and validated a screening instrument to assess app content quality, together with the assessment of users’ needs. Both served as input for building the tool through various iterations with prototypes and user tests. This resulted in an online tool which relies on app content quality scores to match the users’ needs with apps that score high in the screening instrument on those particular needs. Users can add new apps to the database via the screening instrument, making the tool self supportive and future proof. A feedback loop allows users to give feedback on the recommended app and how well it meets their needs. This feedback is added to the database and used in future filtering and recommendations. The principles used can be applied to other areas of sports, physical activity and health to help users to select an app that suits their needs. Potentially increasing the long-term use of apps to monitor and to support physical activity and health. [less ▲]

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See detailA Diary Study on the Exercise Intention-Behaviour Gap: Implications for the Design of Interactive Products
Menheere, Daphne; Funk, Matthias; van der Spek, Erik et al

in DRS International Conference 2020 (2020)

Increasingly aware of the importance of active lifestyles, many people intend to exercise more. One of the main challenges is to translate exercise intentions into actual exercise behaviour, the so-called ... [more ▼]

Increasingly aware of the importance of active lifestyles, many people intend to exercise more. One of the main challenges is to translate exercise intentions into actual exercise behaviour, the so-called intention-behaviour gap. To investigate barriers and enablers that affect this gap, we conducted a 7-day diary study with 16 participants. In this study, participants indicated what their exercise intentions and behaviour were per day, and whether and why they changed retrospectively during the day. Through the diary study, we gain insights into (i) the intention-behaviour interplay, and (ii) the experienced barriers and enablers that influence this interplay throughout the day. Based on the findings, we contribute new implications for design in supporting people translating their intentions into exercise behaviour, and propose three design concepts as examples. In these, the focus is on positively influencing the interplay of enablers and barriers of exercising and how these can be exemplified through design. [less ▲]

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