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Sökning: WFRF:(Niess Jasmin)

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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.
  • Bärkås, Annika (författare)
  • Patients’ Access to Their Mental Health Records : Understanding Policy, Access, and Patient Experiences
  • 2024
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • ORA is the concept of patients' access to clinical information, which has become more widespread worldwide. When patients are provided online record access (ORA) to their health records, concerns have been raised by healthcare professionals, especially when it comes to patients with mental health diagnoses. In the general population, positive aspects appear to outweigh the negative, yet limited research has so far explored the impact of ORA in mental healthcare. The overall aim of this thesis was to explore how patients experience ORA in mental healthcare through four studies: 1) a literature review aimed to explore the current literature on the experiences of ORA among mental healthcare patients, care partners, and healthcare professionals, 2) a document analysis combined with key stakeholder email interviews that aimed to explore to what extent ORA in mental healthcare has been implemented in Sweden including national and local policy regulations, 3) an online patient survey study aimed to understand mental healthcare patients' experiences with ORA in Sweden, Estonia, Finland, and Norway, and 4) an online patient survey study aimed to understand if and how patients with mental health conditions experiences of ORA differs from patients in other healthcare settings. More patients reported positive experiences with ORA in mental healthcare than negative experiences. Common benefits of ORA included, among others, a greater sense of control over their care, improved understanding of their mental health diagnosis, and better adherence to appointments. Despite patients' predominant positive experiences, only 17 out of 21 regions in Sweden offered ORA in mental healthcare in 2021. Additionally, many patients experienced errors and omissions and felt offended by the content of their health records. Mental healthcare patients experienced this at a higher rate than patients in other healthcare settings.In conclusion, mental healthcare patients have higher rates of negative experiences of ORA compared to patients in other healthcare settings. However, patients' experiences of ORA are still predominantly positive among both patient groups. Yet, in 2021, only 17 regions offered patients ORA in mental healthcare. Denying mental healthcare patients ORA to protect them from negative experiences could instead increase stigma in this patient group.
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6.
  • Haliburton, Luke, et al. (författare)
  • Charting the Path: Requirements and Constraints for Technology-Supported Walking Meetings
  • 2021
  • Ingår i: Proceedings of the ACM on Human-Computer Interaction. - : Association for Computing Machinery (ACM). - 2573-0142. ; 5:CSCW2
  • Tidskriftsartikel (refereegranskat)abstract
    • Traditional meetings involve extensive sitting, which negatively impacts the health of attendees. Understanding how technology can facilitate integrating physical activity into the workplace, such as in walking meetings, is vital to improving workplace wellbeing. To that end, we applied a mixed-method approach to explore requirements and opportunities for walking meetings. We conducted an online questionnaire and a series of interviews with early adopters of walking meetings and created design fictions based on their feedback. We evaluated the design fictions with a second questionnaire and garnered additional feedback from the original early adopters. Based on our findings, we derived four dimensions associated with walking meetings: practical, environmental, social, and cognitive facets. We define attributes, challenges, and opportunities within these dimensions which are important for designing systems that support walking meetings. Our work identifies key considerations for developing systems that integrate physical activity into communication activities.
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7.
  • Haliburton, Luke, et al. (författare)
  • Office Wellbeing by Design: Don't Stand for Anything Less
  • 2024
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • The modern workplace has been optimized towards increasing productivity, often at the cost of long-term worker wellbeing. This systemic issue has been acknowledged in both research and practice, but has not yet been solved. There is a notable lack of practical methods of incorporating physical activity and other wellbeing practices into productive workplace activities. We see a gap between research endeavors and industry practice that motivates a call for increased collaboration between the two parties. In response, our workshop aims to bring together researchers and practitioners to work together in identifying a set of grand challenges for the field. Through collaboration, we will create a concrete research agenda to create a resilient future workplace that explicitly incorporates holistic worker wellbeing.
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8.
  • Haliburton, Luke, et al. (författare)
  • The Walking Talking Stick: Understanding Automated Note-Taking in Walking Meetings
  • 2023
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings.
  • Konferensbidrag (refereegranskat)abstract
    • While walking meetings offer a healthy alternative to sit-down meetings, they also pose practical challenges. Taking notes is difficult while walking, which limits the potential of walking meetings. To address this, we designed the Walking Talking Stick - a tangible device with integrated voice recording, transcription, and a physical highlighting button to facilitate note-taking during walking meetings. We investigated our system in a three-condition between-subjects user study with thirty pairs of participants (N=60) who conducted 15-minute outdoor walking meetings. Participants either used clip-on microphones, the prototype without the button, or the prototype with the highlighting button. We found that the tangible device increased task focus, and the physical highlighting button facilitated turn-taking and resulted in more useful notes. Our work demonstrates how interactive artifacts can incentivize users to hold meetings in motion and enhance conversation dynamics. We contribute insights for future systems which support conducting work tasks in mobile environments.
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9.
  • 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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10.
  • Loerakker, Meagan, 1999, et al. (författare)
  • Technology which Makes You Think: The Reflection, Rumination and Thought in Technology Scale
  • 2024
  • Ingår i: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. - 2474-9567. ; 8:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Reflection is widely regarded as a key design goal for technologies for well-being. Yet, recent research shows that technologies for reflection may have negative consequences, in the form of rumination, i.e. negative thought cycles. Understanding how technologies support thinking about oneself, which can take the form of rumination and reflection, is key for future well-being technologies. To address this research gap, we developed the Reflection, Rumination and Thought in Technology (R2T2) scale. Contrary to past research, R2T2 addresses ways of self-focused thinking beyond reflection. This scale can quantify how a technology supports self-focused thinking and the rumination and reflection aspects of that thinking. We developed the scale through a systematic scale development process. We then evaluated the scale's test-retest reliability along with its concurrent and discriminant validity. R2T2 enables designers and researchers to compare technologies which embrace self-focused thinking and its facets as a design goal.
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