Auflistung nach Schlagwort "office"
1 - 2 von 2
Treffer pro Seite
Sortieroptionen
- KonferenzbeitragLeaf your Chair Behind – Calm Persuasion for Frequent Sitting Breaks Among Office-Workers(Proceedings of Mensch und Computer 2024, 2024) Jung-Krenzer, Theresa; Kirchner-Krath, Jeanine; Retz, Celina; Altmeyer, MaximilianSedentary behavior has been linked to numerous detrimental health outcomes. This is particularly pronounced among office workers. Sitting breaks can attenuate some of these detrimental health effects. Thus, our goal was to design a persuasive system to prompt frequent sitting breaks in the office. With our system we want to address two key issues of existing approaches: low compliance due to lack of motivation, and user annoyance with frequent prompts. Based on a literature review, we developed four design concepts each using a different prompt modality (appearance, audio, light, movement) and evaluated them qualitatively by conducting a focus group interview with a panel of workplace health management experts (N=5) and quantitatively in an explorative online study with our target demographic (N=39) rating the concepts’ perceived persuasiveness and obtrusiveness. Based on our findings, we derive design implications for researchers and practitioners, and demonstrate their technical feasibility by providing a proof-of-concept implementation.
- KonferenzbeitragA Virtual Reality Framework to Validate Persuasive Interactive Systems to Change Work Habits(Mensch und Computer 2018 - Workshopband, 2018) Langel, Florian; Law, Yuen C.; Wehrt, Wilken; Weyers, BenjaminVirtual reality technology enables the immersion of a human user into a virtual environment. With virtual environments, reproducible situations such as office work can be created in which a human behaves and acts in response. Because of the reproducibility and the accompanied measurement tools offered by virtual reality technology, virtual reality can be used for empirical research in organizational psychology. In this paper, we present a system architecture for creating a virtual environment that allows to empirically investigate a persuasive interactive system that addresses the change of work habits.