Visualizing Computer-Based Activity on Ambient Displays to Reduce Sedentary Behavior at Work; ; et al in 32ND AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER INTERACTION (2020) Workplace health interventions have predominantly been designed around visualizations of physical activity data in the work routine. Yet, contextual factors, such as computer-based activity, appears to be ... [more ▼] Workplace health interventions have predominantly been designed around visualizations of physical activity data in the work routine. Yet, contextual factors, such as computer-based activity, appears to be crucial to support healthier behaviors at work. In this research, we explore the effect of visualizing computer-based activity to prompt physical activity at work, through desktop-based ambient displays. Based on our prototypes Yamin and Apphia, we conducted an exploratory qualitative user study in a lab setting with office workers (N=16). Results showed that visualizing one’s computer-based activity could potentially increase the awareness, self-reflection, and social interactions for individuals to become physically active. With our findings, we discuss design implications for using computer activity data in a physical form as a motivational factor to encourage physically active workstyles. We present directions for future field studies to gain further insights on this topic. [less ▲] Detailed reference viewed: 134 (3 UL) Ivy: Reading a critical design for sedentary behavior in the office context; ; Lallemand, Carine et alin DIS 2020 Companion - Companion Publication of the 2020 ACM Designing Interactive Systems Conference (2020) In this paper, we present and discuss Ivy, a critical artifact offering a novel design perspective on interventions that aim to reduce sedentary behavior in office workers. Ivy is an interactive office ... [more ▼] In this paper, we present and discuss Ivy, a critical artifact offering a novel design perspective on interventions that aim to reduce sedentary behavior in office workers. Ivy is an interactive office chair that represents the amount of sitting time through growing ivy strands. Using the matrix of common argument types by Bardzell et al., we propose a structured "reading" of Ivy, as an example supporting reasoned and accessible conversations about criticality in design. Our reading of Ivy emphasized that its criticality emerges mainly from data physicalization as a new form of interactivity intended to trigger reflectiveness. The insights of this design study contribute towards a critical perspective on designing interventions to reduce sedentary time and spark discussion amongst designers and researchers in the field of Human-Computer Interaction. © 2020 Owner/Author. [less ▲] Detailed reference viewed: 132 (2 UL) Ivy: A qualitative interface to reduce sedentary behavior in the office context; ; Lallemand, Carine et alin DIS 2020 Companion - Companion Publication of the 2020 ACM Designing Interactive Systems Conference (2020) This paper describes Ivy, an office chair that represents sitting time of an office worker through growing ivy strands. The longer one sits, the more strands will grow onto the chair. By means of a ... [more ▼] This paper describes Ivy, an office chair that represents sitting time of an office worker through growing ivy strands. The longer one sits, the more strands will grow onto the chair. By means of a qualitative interface called Ivy, we illustrate a design approach that is currently underrepresented in sedentary behavior interventions. With this approach, we counter the current trend of digitalization and quantification of health interventions. Instead of graphs and numbers, Ivy uses data physicalization as a qualitative interface that represents sitting. We describe the design, the process, and future research steps of Ivy as a critical perspective on sedentary behavior interventions. We aim to spark discussion amongst designers and researchers in the field of Human-Computer Interaction to use qualitative interfaces as a promising approach to deepen the user's relationship with the targeted behavior and enrich the ability to construct meaning from the feedback. © 2020 Owner/Author. [less ▲] Detailed reference viewed: 123 (0 UL) The hub: Facilitating walking meetings through a network of interactive devices; ; et al in DIS 2020 Companion - Companion Publication of the 2020 ACM Designing Interactive Systems Conference (2020) Walking meetings are a promising means to improve healthy behavior at work. By providing a physically active way of working, walking meetings can reduce our sitting time. Several obstacles that limit the ... [more ▼] Walking meetings are a promising means to improve healthy behavior at work. By providing a physically active way of working, walking meetings can reduce our sitting time. Several obstacles that limit the social acceptance and wider adoption of walking meeting practice have been highlighted in previous research. Amongst these, the difficulty to take notes or present files is a recurring concern for office workers. To address these barriers, we designed the Hub, a network of stand-up meeting stations that accommodate different work-related tasks during walking meetings. We report on two pilot user tests investigating users' experiences and ideas for improvement, and present future research steps. We discuss the usefulness and relevance of the Hub concept to overcome the obstacles associated with walking meetings. © 2020 Owner/Author. [less ▲] Detailed reference viewed: 113 (0 UL) The office jungle: A vision for wildness to turn offices into jungles; ; et al in DIS 2020 Companion - Companion Publication of the 2020 ACM Designing Interactive Systems Conference (2020) The Office Jungle is an experimental office environment designed to make offices more "wild". Through this demonstration and associated design vision, we make a first attempt to reflect on and to define ... [more ▼] The Office Jungle is an experimental office environment designed to make offices more "wild". Through this demonstration and associated design vision, we make a first attempt to reflect on and to define what characterizes wildness and how it could empower people in more playful and active lifestyles, particularly in the workplace. In our understanding, wildness is not an exclusive property of nature, but rather a condition that can be designed for. How wildness can be designed is described here in a set of design principles called "Design for Wildness", inspired by the work of Gibson. The Office Jungle, a large geodesic sphere of 2 meters in diameter, is part and parcel of these design principles and can be used as a tool to design other wild environments. Such environments could benefit people working in the office, many of whom have been suffering the consequences of a sedentary lifestyle. © 2020 Owner/Author. [less ▲] Detailed reference viewed: 103 (0 UL) Faye: An Empathy Probe to Investigate Motivation Among Novice Runners; Lallemand, Carine ; et alin Communications in Computer and Information Science (2020), 1294 The popularity of recreational sports such as running, has increased substantially due to its low threshold to start and it is attractive for a wide range of people. However, despite the growing ... [more ▼] The popularity of recreational sports such as running, has increased substantially due to its low threshold to start and it is attractive for a wide range of people. However, despite the growing popularity, running has a high drop-out rate due to injuries and motivational loss, especially among novice runners. To investigate factors influencing motivation among novice runners and design opportunities, we deployed an empathy probe at a women-only running event. Faye is a running shirt that reveals motivational feedback on the shirt, during the warm-up phase of the run. In this paper, we both inform on the impact of motivational feedback while warming up on running motivation and reflect on the use of an empathy probe to investigate motivational strategies among novice runners. © 2020, Springer Nature Switzerland AG. [less ▲] Detailed reference viewed: 120 (2 UL) Runner's Perceptions of Reasons to Quit Running: Influence of Gender, Age and Running-Related Characteristics.; ; et al in International journal of environmental research and public health (2020), 17(17), Physical inactivity has become a major public health concern and, consequently, the awareness of striving for a healthy lifestyle has increased. As a result, the popularity of recreational sports, such as ... [more ▼] Physical inactivity has become a major public health concern and, consequently, the awareness of striving for a healthy lifestyle has increased. As a result, the popularity of recreational sports, such as running, has increased. Running is known for its low threshold to start and its attractiveness for a heterogeneous group of people. Yet, one can still observe high drop-out rates among (novice) runners. To understand the reasons for drop-out as perceived by runners, we investigate potential reasons to quit running among short distance runners (5 km and 10 km) (n = 898). Data used in this study were drawn from the standardized online Eindhoven Running Survey 2016 (ERS16). Binary logistic regressions were used to investigate the relation between reasons to quit running and different variables like socio-demographic variables, running habits and attitudes, interests, and opinions (AIOs) on running. Our results indicate that, not only people of different gender and age show significant differences in perceived reasons to quit running, also running habits, (e.g., running context and frequency) and AIOs are related to perceived reasons to quit running too. With insights into these related variables, potential drop-out reasons could help health professionals in understanding and lowering drop-out rates among recreational runners. [less ▲] Detailed reference viewed: 151 (1 UL) How Do Runners Experience Personalization of Their Training Scheme: The Inspirun E-Coach?; ; et al in Sensors (2020), 20(16), Among runners, there is a high drop-out rate due to injuries and loss of motivation. These runners often lack personalized guidance and support. While there is much potential for sports apps to act as (e ... [more ▼] Among runners, there is a high drop-out rate due to injuries and loss of motivation. These runners often lack personalized guidance and support. While there is much potential for sports apps to act as (e-)coaches to help these runners to avoid injuries, set goals, and maintain good intentions, most available running apps primarily focus on persuasive design features like monitoring, they offer few or no features that support personalized guidance (e.g., personalized training schemes). Therefore, we give a detailed description of the working mechanism of Inspirun e-Coach app and on how this app uses a personalized coaching approach with automatic adaptation of training schemes based on biofeedback and GPS-data. We also share insights into how end-users experience this working mechanism. The primary conclusion of this study is that the working mechanism (if provided with accurate data) automatically adapts training sessions to the runners' physical workload and stimulates runners' goal perception, motivation, and experienced personalization. With this mechanism, we attempted to make optimal use of the potential of wearable technology to support the large group of novice or less experienced runners and that by providing insight in our working mechanisms, it can be applied in other technologies, wearables, and types of sports. [less ▲] Detailed reference viewed: 173 (0 UL) The Runner's Journey: Identifying Design Opportunities for Running Motivation Technology; Lallemand, Carine ; et alin ACM International Conference Proceeding Series (2020) Running is a popular recreational sport, yet for many amateur runners it remains challenging to turn intentions into sustainable running behavior. Although the market offers a myriad of running-related ... [more ▼] Running is a popular recreational sport, yet for many amateur runners it remains challenging to turn intentions into sustainable running behavior. Although the market offers a myriad of running-related devices that aim to motivate runners, these often focus on the training itself and not on overcoming the barriers experienced prior to the run. A better understanding of these barriers to running is essential to identify design opportunities for technologies supporting amateur runners. We conducted two complementary studies among participants of a women-only running event. Combining an online survey (N = 114) and a journey mapping activity (N = 13), we investigated the influence of motivational barriers and enablers in runners' rituals. Based on our findings, we created the Runner's Journey, a visual narrative highlighting actionable design opportunities for running motivation technology. We propose five design recommendations to overcome barriers among amateur runners. © 2020 ACM. [less ▲] Detailed reference viewed: 130 (4 UL) A Scoping Review of Digital Tools to Reduce Physical Inactivity in Knowledge Workers; ; Lallemand, Carine et alin International Journal of Environmental Research and Public Health (2020), 17(2), Detailed reference viewed: 126 (1 UL) How Acceptable Is This? How User Experience Factors Can Broaden our Understanding of the Acceptance of Privacy Trade-OffsDistler, Verena ; Lallemand, Carine ; Koenig, Vincent ![]() in Computers in Human Behavior (2019) Privacy is a timely topic that is increasingly scrutinized in the public eye. In spite of privacy and security breaches, people still frequently compromise their privacy in exchange for certain benefits ... [more ▼] Privacy is a timely topic that is increasingly scrutinized in the public eye. In spite of privacy and security breaches, people still frequently compromise their privacy in exchange for certain benefits of a technology or a service. This study builds on both technology acceptance (TA) and user experience (UX) research in order to explore and build hypotheses regarding additional dimensions that might play a role in the acceptability of privacy tradeoffs that are not currently accounted for in TA models. Using four scenarios describing situations with potential privacy trade-offs, we conducted a focus group study with 8 groups of participants (N = 32). Our results suggest that factors influencing privacy trade-offs go beyond existing TA factors alone. A technology's perceived usefulness plays an important role, as well as dimensions related to context, previous experiences, perceived autonomy and the feeling of control over the data being shared. [less ▲] Detailed reference viewed: 171 (12 UL) Graceful Interactions and Social Support as Motivational Design Strategies to Encourage Women in Exercising; Lallemand, Carine ; et alScientific Conference (2019, November) Increasingly aware of the importance of active lifestyles, many people intend to exercise more. Yet the main challenge remains to translate these intentions into action. Wearable devices supporting ... [more ▼] Increasingly aware of the importance of active lifestyles, many people intend to exercise more. Yet the main challenge remains to translate these intentions into action. Wearable devices supporting exercise regrettably tend to adopt a one-size-fits-all approach by monitoring activity through quantified data as a motivation strategy. Since certain individuals are driven by social motives to exercise, less addressed through quantification, the impact of these devices on user experience and motivation is questionable. We contribute to the field by defining interaction attributes of graceful interactions in product design. We then embedded these in designing Grace, a piece of jewelry enabling women to share exercise intentions with friends to encourage social support. Instead of focusing on quantification, we rely on a qualitative approach using graceful interaction. Through this we extend the design space of sport-related wearables for women and inform how to design for exercise motivation through social support and graceful interactions. [less ▲] Detailed reference viewed: 108 (0 UL) Meaningful technology : à la recherche du sens perduLallemand, Carine ![]() Conference given outside the academic context (2019) Detailed reference viewed: 114 (0 UL) Exploring the value of user-generated app data to design and improve urban running environments; ; Lallemand, Carine et alScientific Conference (2019, October) Detailed reference viewed: 100 (1 UL) User Experience Design for E-Voting: How mental models align with security mechanismsZollinger, Marie-Laure ; Distler, Verena ; Roenne, Peter et alin Electronic Voting (2019, October) This paper presents a mobile application for vote-casting and vote-verification based on the Selene e-voting protocol and explains how it was developed and implemented using the User Experience Design ... [more ▼] This paper presents a mobile application for vote-casting and vote-verification based on the Selene e-voting protocol and explains how it was developed and implemented using the User Experience Design process. The resulting interface was tested with 38 participants, and user experience data was collected via questionnaires and semi-structured interviews on user experience and perceived security. Results concerning the impact of displaying security mechanisms on UX were presented in a complementary paper. Here we expand on this analysis by studying the mental models revealed during the interviews and compare them with theoretical security notions. Finally, we propose a list of improvements for designs of future voting protocols. [less ▲] Detailed reference viewed: 319 (23 UL) Security – Visible, Yet Unseen? How Displaying Security Mechanisms Impacts User Experience and Perceived SecurityDistler, Verena ; Zollinger, Marie-Laure ; Lallemand, Carine et alin Proceedings of ACM CHI Conference on Human Factors in Computing Systems (CHI2019) (2019, April) An unsolved debate in the field of usable security concerns whether security mechanisms should be visible, or blackboxed away from the user for the sake of usability. However, tying this question to ... [more ▼] An unsolved debate in the field of usable security concerns whether security mechanisms should be visible, or blackboxed away from the user for the sake of usability. However, tying this question to pragmatic usability factors only might be simplistic. This study aims at researching the impact of displaying security mechanisms on user experience (UX) in the context of e-voting. Two versions of an e-voting application were designed and tested using a between-group experimental protocol (N=38). Version D displayed security mechanisms, while version ND did not reveal any security-related information. We collected data on UX using standardised evaluation scales and semi-structured interviews. Version D performed better overall in terms of UX and need fulfilment. Qualitative analysis of the interviews gives further insights into factors impacting perceived security. Our study adds to existing research suggesting a conceptual shift from usability to UX and discusses implications for designing and evaluating secure systems. [less ▲] Detailed reference viewed: 775 (67 UL) Art in Rich-Prospect: Evaluating Next-Generation User Interfaces for Cultural HeritageMorse, Christopher ; Koenig, Vincent ; Lallemand, Carine et alin Morse, Christopher; Koenig, Vincent; Lallemand, Carine (Eds.) et al MW2019: Museums and the Web, Boston 2-6 April 2019 (2019, March) The present study reports on the user experience (UX) of rich-prospect browsing, an emerging interface design trend for digital cultural heritage. Building on research that suggests online museum ... [more ▼] The present study reports on the user experience (UX) of rich-prospect browsing, an emerging interface design trend for digital cultural heritage. Building on research that suggests online museum collections are used only infrequently by the general public, this study investigates the role of next-generation user interfaces in the design of optimal browsing experiences. Moreover, it describes the results of user testing for three different arts and culture collections that make use of rich-prospect. The study recruited 30 participants of varying ages, nationalities, and museum visiting habits to discuss their museum experiences and test three different applications: Coins, Curator Table, and Museum of the World. The results of the study provide insights into the user experience of a new browsing medium and reveal the information-seeking habits and patterns that occurred within these information environments. Moreover, the study isolated the core features of rich-prospect in order to define opportunities and pain points during the browsing experience and indicated which features in particular are most important to people during the browsing experience. Finally, we suggest some best practices going forward in the design of rich-prospect. [less ▲] Detailed reference viewed: 372 (21 UL) Grace: Designing for Exercise Motivation Through Social Support and Graceful Interactions; Lallemand, Carine ; et alScientific Conference (2019) Detailed reference viewed: 96 (0 UL) Conciliating scientific requirements and relevance to practice: why is it such a dilemma for the development of UX design and evaluation methods?Lallemand, Carine ![]() Report (2018) Detailed reference viewed: 211 (0 UL) Méthodes de design UX : 30 méthodes fondamentales pour concevoir des expériences optimalesLallemand, Carine ; Book published by Eyrolles - 2nd ed. (2018) Découvrir les méthodes de conception et d’évaluation de l’expérience utilisateur ? Savoir sélectionner les méthodes les plus adaptées à votre projet ? Comprendre chaque méthode et savoir comment ... [more ▼] Découvrir les méthodes de conception et d’évaluation de l’expérience utilisateur ? Savoir sélectionner les méthodes les plus adaptées à votre projet ? Comprendre chaque méthode et savoir comment l’appliquer concrètement ? Articulant théorie et pratique, cet ouvrage présente 30 chapitres méthodologiques couvrant l’essentiel du design UX. Vous y trouverez à la fois les méthodes fondamentales telles que l’entretien, le maquettage ou les tests utilisateurs, mais également des méthodes plus innovantes telles que les cartes d’idéation, les échelles d’évaluation UX ou les stratégies de design persuasif. Vous serez guidé pas à pas à travers les étapes de réalisation de chaque méthode et accompagné pour prendre les décisions les plus adaptées à votre projet. Chaque che méthode intègre également une partie théorique et des illustrations concrètes pour faciliter la compréhension. Véritable portfolio théorique et méthodologique, ce livre est un guide indispensable à toute personne impliquée dans la conception de systèmes, produits ou services. Professionnels, chefs de projets, étudiants, enseignants et chercheurs y trouveront de précieuses ressources pour mener à bien leurs projets peu importe le domaine d’application. Grâce aux méthodes de design UX, créez des produits et des services qui attirent, qui captivent, qui enchantent et inspirent pour améliorer la vie de ceux qui les utilisent. Au-delà de l’impression couleur qui rend l’expérience de lecture plus attractive, nous avons eu à cœur de valoriser cette 2e édition par les ajouts suivants : • une actualisation générale de chaque méthode incluant les travaux scientifiques et professionnels les plus récents ; • des illustrations et templates plus nombreux ainsi que des exemples directement applicables pour mieux vous guider ; • des conseils pour appliquer certaines méthodes à des publics spécifiques, principalement les enfants ; • des astuces contextualisées au fur et à mesure de votre lecture ; • une nouvelle section « En mode guérilla » pour chaque méthode avec 65 alternatives moins coûteuses en ressources pour vos projets. [less ▲] Detailed reference viewed: 537 (2 UL) |
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