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Sökning: WFRF:(Bentvelzen Marit)

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1.
  • Bentvelzen, Marit, et al. (författare)
  • Designing Reflective Derived Metrics for Fitness Trackers
  • 2023
  • Ingår i: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - : Association for Computing Machinery (ACM). - 2474-9567. ; 6:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Personal tracking devices are equipped with more and more sensors and offer an ever-increasing level of accuracy. Yet, this comes at the cost of increased complexity. To deal with that problem, fitness trackers use derived metrics - -scores calculated based on sensor data, e.g. a stress score. This means that part of the agency in interpreting health data is transferred from the user to the tracker. In this paper, we investigate the consequences of that transition and study how derived metrics can be designed to offer an optimal personal informatics experience. We conducted an online survey and a series of interviews which examined a health score (a hypothetical derived metric) at three levels of abstraction. We found that the medium abstraction level led to the highest level of reflection. Further, we determined that presenting the metric without contextual information led to decreased transparency and meaning. Our work contributes guidelines for designing effective derived metrics.
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2.
  • Bentvelzen, Marit, et al. (författare)
  • How Instructional Data Physicalisation Fosters Reflection in Personal Informatics
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • The ever-increasing number of devices quantifying our lives offers a perspective of high awareness of one's wellbeing, yet it remains a challenge for personal informatics (PI) to effectively support data-based reflection. Effective reflection is recognised as a key factor for PI technologies to foster wellbeing. Here, we investigate whether building tangible representations of health data can offer engaging and reflective experiences. We conducted a between-subjects study where n = 60 participants explored their immediate blood pressure data in relation to medical norms. They either used a standard mobile app, built a data representation from LEGO® bricks based on instructions, or completed a free-form brick build. We found that building with instructions fostered more comparison and using bricks fostered focused attention. The free-form condition required extra time to complete, and lacked usability. Our work shows that designing instructional physicalisation experiences for PI is a means of improving engagement and understanding of personal data.
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3.
  • Bentvelzen, Marit, et al. (författare)
  • Revisiting Reflection in HCI: Four Design Resources for Technologies that Support Reflection
  • 2022
  • Ingår i: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - : Association for Computing Machinery (ACM). - 2474-9567. ; 6:1
  • Forskningsöversikt (refereegranskat)abstract
    • Reflection is a commonly addressed design goal in commercial systems and in Human-Computer Interaction (HCI) research. Yet, it is still unclear what tools are at the disposal of designers who want to build systems that support reflection. Understanding the design space of reflection support systems and the interaction techniques that can foster reflection is necessary to enable building technologies that contribute to the users' well-being. In order to gain additional insight into how interactive artefacts foster reflection, we investigated past research prototypes and reflection-supporting smartphone applications (apps). Through a structured literature review and an analysis of app reviews, we constructed four design resources for reflection: temporal perspective, conversation, comparison and discovery. We also identified design patterns in past digital artefacts that implement the resources. Our work constitutes intermediate-level knowledge that is intended to inspire future technologies that better support reflection.
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4.
  • Bentvelzen, Marit, et al. (författare)
  • Tailor My Zwift: How to Design for Amateur Sports in the Virtual World
  • 2022
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 6:MHCI
  • Tidskriftsartikel (refereegranskat)abstract
    • Physical activity is entering the virtual realm. Zwift is an at-home cycling system that is enjoying increasing popularity, yet the specifics of the experience of a virtual cyclist have not been studied to date. Building virtual sports systems can make physical activity accessible to more diverse user groups. To understand how and why users engage in virtual cycling, we conducted n=22 interviews with Zwift users. Through charting the motivations behind using Zwift, we determined that it allowed users to engage in a range of cycling activities traditionally reserved for professional cyclists. Our work reports on key motivations and identifies five key strategies which Zwift uses to create an engaging virtual sports experience. Further, we discuss how Zwift creates a world of virtual professionalism. Our findings offer a structured understanding of the experience of Zwift which can be used to inspire the design of future virtual amateur sports systems.
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5.
  • Berentsen, Mark J., et al. (författare)
  • MTBalance: Assisting Novice Mountain Bikers with Real-Time Proprioceptive Feedback
  • 2021
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 5:ISS
  • Tidskriftsartikel (refereegranskat)abstract
    • Mountain Biking (MTB) is an increasingly popular outdoors activity which offers a unqiue connection to nature along with the health benefits of cardiovascular exercise. Yet, complex MTB technique is an entry barrier that often prevent novices from enjoying the sport. Developing interactive systems, which can support developing MTB proficiency can augment the outdoor experience and make the sport available to a larger group of users. To that end, we designed, implemented and evaluate MTBalance - a system which provides body posture feedback for beginner mountain bikers. Based on inertial tracking, MTBalance informs the user about how to correct their posture to improve MTB performance. We conducted a study in which we compared different feedback modalities for MTBalance. We observed that the system increased perceived balance awareness. Our work provides insights for designing body awareness systems for outdoor sports.
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6.
  • Loerakker, Meagan, 1999, et al. (författare)
  • Designing Data Visualisations for Self-Compassion in Personal Informatics
  • 2024
  • Ingår i: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - 2474-9567. ; 7:4
  • Tidskriftsartikel (refereegranskat)abstract
    • Wearable personal trackers offer exciting opportunities to contribute to one's well-being, but they also can foster negative experiences. It remains a challenge to understand how we can design personal informatics experiences that help users frame their data in a positive manner and foster self-compassion. To explore this, we conducted a study where we compared different visualisations for user-generated screen time data. We examined positive, neutral and negative framings of the data and whether or not a point of reference was provided in a visualisation. The results show that framing techniques have a significant effect on reflection, rumination and self-compassion. We contribute insights into what design features of data representations can support positive experiences in personal informatics.
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7.
  • Stefanidi, Evropi, et al. (författare)
  • Literature Reviews in HCI: A Review of Reviews
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • This paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various types of literature reviews exist, from systematic to critical reviews in the style of essays. Yet, there is insufficient consensus of what to expect of literature reviews in HCI. Thus, a shared understanding of literature reviews and clear terminology is needed to plan, evaluate, and use literature reviews, and to further improve review methodology. We analysed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022. We report on the main dimensions of variation: (i) contribution types and topics; and (ii) structure and methodologies applied. We identify gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in HCI.
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8.
  • Stefanidi, Evropi, et al. (författare)
  • MagiBricks: Fostering Intergenerational Connectedness in Distributed Play with Smart Toy Bricks
  • 2023
  • Ingår i: Proceedings of IDC 2023 - 22nd Annual ACM Interaction Design and Children Conference: Rediscovering Childhood. ; , s. 239-252
  • Konferensbidrag (refereegranskat)abstract
    • Playing together is crucial to the unique and invaluable bond between grandparents and grandchildren. However, co-located interactions and play can be limited due to time, distance, or pandemic-related restrictions. To facilitate distributed play, we developed MagiBricks, a system comprised of 3D-printed smart toy bricks and baseplates that provide feedback regarding their placement. The familiarity and appeal of toy bricks to both older adults and children make them ideal for intergenerational play. We conducted a within-subjects study with six grandparent-grandchildren pairs. We compared the interactions and perceived connectedness of the pairs while playing over a distance with either i) MagiBricks or ii) identical regular toy bricks. We found that MagiBricks affected communication dynamics, role taking, nature of play, and perception of connectedness during playtime compared to regular bricks, and were unanimously preferred. We contribute design implications for future systems leveraging (smart) tangibles and fostering intergenerational connectedness.
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9.
  • Wagener, Nadine, et al. (författare)
  • VeatherReflect: EmployingWeather as Qalitative Representation of Stress Data in Virtual Reality
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 446-458
  • Konferensbidrag (refereegranskat)abstract
    • While personal trackers can collect a vast amount of information about their users, the representation of such data has remained unchanged, with bar charts being the most dominant. However, to build systems that facilitate reflection and support well-being, it is crucial to explore alternative ways of representation. Thus, we designed VeatherReflect, a VR application that uses weather metaphors to illustrate tracker stress scores, aiming to encourage users to reflect on their stress data. In a pre-study, we mapped stress scores to weather states. We then compared VeatherReflect with a standard visualisation of stress data presented in VR. VeatherReflect increased participant engagement with personal data and stress awareness. Participants reported reflective insights for stress-reducing behaviour. We contribute findings on how virtual weather as a metaphor for stress can support reflection. We discuss design recommendations for VR applications aiming to facilitate a deeper understanding of complex personal data through engaging qualitative experiences.
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10.
  • Woźniak, Paweł W., 1988, et al. (författare)
  • Qantifying Meaningful Interaction: Developing the Eudaimonic Technology Experience Scale
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - 9781450398930 ; , s. 1904-1914
  • Konferensbidrag (refereegranskat)abstract
    • Recent research has shown that users increasingly seek meaning in technologies and that eudaimonic user experience (UX) is part of everyday encounters with technology. Yet, to date, there is no validated means to assess eudaimonic properties in interactive artefacts. We conceptualised, developed and validated a six-item questionnaire for measuring eudaimonic properties of technologies-the Eudaimonic Technology Experience Scale (ETES). Our scale includes two factors, which describe what aspects of a eudaimonic experience can be supported by technology: eudaimonic goals and self-knowlege. We consulted work in Human-Computer Interaction (HCI), psychology and philosophy to gather an initial set of concepts that could contribute to eudaimonic UX. We then built the scale based on expert interviews and exploratory factor analysis and verifed its quality in a number of tests (confrmatory factor analysis, reliability and validity checks). ETES provides a standardised tool for identifying eudaimonic qualities in interactive systems and allows for rapidly comparing prototypes.
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