Blocks

Blocks are the smallest pieces of svemir: links, images, notes and papers I’ve collected.

642 blocks · 61 channels · 642 nodes

Filtered by themeWell-being8 papersclear ✕
Towards User-Centric Intervention Adaptiveness: Influencing Behavior-Context Based Healthy Lifestyle InterventionsReceived September · 2020In the era of digital well-being, smart gadgets are the unobtrusive sources of acquiring infor- mation. A variety of personalized wellness applications support self-quantification based recommendations to provide wellness status for achieving personalized targets. However, these applications are unable to promote the induction of new healthy habits and thus are not too much effective for long term as users tend to loose their interest. Thus, we have proposed a methodology for User-Centric Adaptive Intervention based on behavior change theory for maintaining end-users’ interest. The methodology consists of four steps: (1) quantification of behavior based on contributing factors governed by expert-driven rules; (2) behavior-context based mapping for the identification of behavior status of the user; (3) selection of appropriate way of intervention to get fruitful outcomes; and finally (4) feedback based evaluation on the basis of recorded activities and questionnaires for satisfaction. A comprehensive healthy behavior index- based quantification supports the machine learning-based prediction model for behavior-context mapping. Furthermore, the evaluation is performed through implicit and explicit feedback analysis along with the accuracy of the behavior-context prediction model through multiple scenarios to cover comprehensive situations. The ensemble classifier suggests the accuracy of 98.02% for the behavior-context prediction model, which is higher than the other classifiers. The gain in behavior change is drawn from implicit feedback, which depicts that behavior context-based methods have improved the adaptation in behavior at a steady pace for the long term. The explicit feedback from 99 end-users of wellness application based on the proposed methodology obtained Good and Desired status for widely used System Usability Score and AttrakDiff tools respectively. INDEX TERMS User behavior, behavior-context, lifestyle, lifelog monitoring, self-quantification, healthy behavior index, adaptive interventions.
Emotions in Design for ValuesPieter Desmet · 2015The contributions to this handbook show that technology is not value neutral, as is often thought. In this chapter, we argue that the inherent value-ladenness of technology evokes positive and negative emotions of the people who encounter or use it, by touching upon their personal and moral values. These emotions enable people to make concrete practical and moral judgments and to act accord- ingly. In this chapter, it is therefore proposed that emotions of users and designers alike should not be marginalized as being irrational and irrelevant, but instead be embraced as valuable gateways to values. Emotions reveal those values that matter to our well-being given a particular design or technology, and they are an important source of moral knowledge by being crucial to our capacity of moral reflection. This chapter discusses six sources of emotions in human-technology interaction and proposes how an understanding of user emotions can support design processes. In addition, the chapter discusses how emotions can resolve the lack of moral considerations in traditional approaches that assess the desirability of technology. It is argued that emotions do this by opening the gateway to moral considerations, such as responsibility, autonomy, risk, justice, and equity. This means that moral emotions can – and should – play an important role in the development of technology and can be considered to be indicators of success and failure in value-driven design processes.
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