Auflistung nach Schlagwort "well-being"
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- WorkshopbeitragExperience Design on Websites: Investigation on the Relatedness-need(Mensch und Computer 2017 - Tagungsband, 2017) Heidemeyer, Christian; Thielsch, Meinald T.In the Experience Design approach, the fulfillment of universal psychological needs (e.g., autonomy, relatedness to other humans) is seen to be the key factor for pleasurable experiences with interactive technologies (e.g., Hassenzahl, 2008). The current study directly applied this theory on web user. An interactive product (i.e., a website) is designed in two ways: a low relatedness-fulfilling version and a high fulfilling version. After having been randomly assigned to two groups, 90 German participants were asked to conduct tasks with the website. T-tests revealed no significantly differing affect (i.e., well-being) between the groups. However, a significant difference in the perceived hedonic quality and general attractiveness of the product was found. Taken together, participants ascribe a website better hedonic product quality and generally find it more attractive, if they feel related to other humans while using it.
- KonferenzbeitragPlaying in virtual nature: improving mood of elderly people using VR technology(Mensch und Computer 2020 - Tagungsband, 2020) Graf, Linda; Liszio, Stefan; Masuch, MaicAge-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates cognitive stimulating tasks, playful elements and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using the technology again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.
- WorkshopbeitragPositive Personas: Integrating Well-being Determinants into Personas(Mensch und Computer 2017 - Tagungsband, 2017) Nurhas, Irawan; Geisler, Stefan; Pawlowski, JanSystem design for well-being needs an appropriate tool to help designers to determine relevant requirements that can help human well-being to flourish. Personas come as a simple yet powerful tool in the early development stage of the user interface design. Considering well-being determinants in the early design process provide benefits for both the user and the development team. Therefore, in this short paper, we performed a literature study to provide a conceptual model of well-being in personas and propose positive design interventions in personas’ creation process.