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AffectiveViz: Designing Collective Stress Related Visualization

PhD Thesis, Mengru Xue

Stress is a cultural phenomenon that is socially distributed in organizations. Collective stress, the stress within a group or an organization, describes the stress perceived by the whole group or organization. Similar to individual stress, excessive collective stress may affect individuals’ health as well as social collaborations, so the management of these stressors is equally essential. Current solutions for collective stress are mainly distributed in the social psychology field. These approaches contain subjective bias, require specific attention, and can hardly be applied in office workers’ busy working routines. With the aid of technologies, Human-Computer Interaction (HCI) researchers provide users with actionable, data-driven self-insight to help them change their behavioral patterns for wellbeing. However, such technological interventions are mainly designed for individual stress management instead of a workgroup. Therefore, we see an opportunity to use technology to facilitate people to catch every nuance of change, to balance the subjective bias, and to improve office workers’ understanding of collective stress toward coping with it.

M. Xue, AffectiveViz: Designing Collective Stress Related Visualization, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021. FULLTEXT: PDF REFERENCE: BibTeX EndNote
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Research on Stress and Collective Stress

On collective stress:

M. Xue, AffectiveViz: Designing Collective Stress Related Visualization, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021. FULLTEXT: PDF REFERENCE: BibTeX EndNote

M. Hoekstra, Bringing valuable insights to office environments by visualizing health–data, FMP Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021.
FULLTEXT: PDF

J. Buining, and Y. Miao, Less Collective Stress, Better Workspace, B2 Project Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021.
FULLTEXT: PDF

M. Xue, R. Liang, B. Yu, M. Funk, J. Hu, and L. Feijs, “AffectiveWall: Designing Collective Stress-Related Physiological Data Visualization for Reflection,” IEEE Access, vol. 7, pp. 131289-131303, 2019.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1109/ACCESS.2019.2940866

M. Xue, R.-H. Liang, J. Hu, and L. Feijs, “ClockViz: Designing Public Visualization for Coping with Collective Stress in Teamwork,” Proceedings of the Conference on Design and Semantics of Form and Movement – Sense and Sensitivity, DeSForM 2017, Series, M. B. Alonso and E. Ozcan, eds., pp. 67-78, Rijeka: InTech, 2017.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.5772/intechopen.71220

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Design Guidelines for Augmented Reality Serious Games for Children

PhD Thesis, Jingya Li

Today’s children are born in a world with rapid growth of multimedia technologies and are used to handling all kinds of digital devices, they furthermore appear to be attracted to digital games and spend a lot of time with them. Consequently, digital games for educational purposes, also known as serious games, have become an increasingly important method for learning and instruction. However, empirical evidence of serious games being more motivating is still lacking, and as many serious games focus on single-player instruction, serious gameplay can sometimes be a physically and socially isolating experience.

J. LI, Design Guidelines for Augmented Reality Serious Games for Children, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021. FULLTEXT: PDF REFERENCE: BibTeX EndNote
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Bringing valuable insights to office environments by visualizing health–data

FMP project by Matthijs Hoekstra

… Hangzhou Bobo is developing a sensor which can be implemented in, for example, an office chair. This sensor can measure several health-related data and thus can provide an employee with direct feedback and insights … Hangzhou Bobo is currently pre-occupied with creating a relationship with SUNON a Chinese office equipment producing company within China. For this partnership, there is an integrated value proposition for the sensor detailing the design and technology. This proposition is solely focused on the Chinese market and therefore not adapted to any countries outside of China. As indicated by others, companies operating in different market networks (e.g. Europe and China) need to adjust their strategies to be successful, as the context can differ both on a cultural level. Thus, it is necessary to change the current proposition into an adapted one for the European market; this, therefore, includes exploring the business landscape in Europe and defining new (design) directions for using the data in office environments in the EU.

M. Hoekstra, Bringing valuable insights to office environments by visualizing health–data, FMP Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021.
FULLTEXT: PDF
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Perceptual Crossing with Artificial Eyes

PhD thesis by Siti Aisyah Binti Anas

Nowadays, objects are embedded with various sensors, making the objects knowledgeable and smart, gradually reducing users’ need to intervene. As a result, these intelligent objects that work quietly in the background are perceived as passive and reactive objects when interacting with users. The lack of communication between the objects and the users impedes the objects from being smarter and understanding the users’ requirements. Recently, many researchers actively and continuously research to improve the users’ interaction and engagement with the objects. The research objectives are to increase and improve the users’ awareness when interacting and engaging with the objects. Hence, it is essential to design useful feedback or feed-forward methods to indicate the objects’ internal operation state and facilitating communication with engaging users. Another different method, direct manipulation of the objects that exploits the human skills, also enhanced the interaction and engagement between the objects and the users. Looking at that, yet most human-object communication adopts one-directional communication, where the human always acts as the initiator when interacting and engaging with the objects. Thus, it is questionable and remains arguable to understand the objects’ smartness that could initiate and continuously communicate with the users.

S. A. B. Anas, Perceptual crossing with artificial eyes: Designing bidirectional and proactive human-object interaction based on the perceptual crossing paradigm, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021. FULLTEXT: PDF REFERENCE: BibTeX EndNote
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Design for Story Sharing: Connect Seniors with their Children

PhD Thesis by Cun Li

The world is graying. The worldwide population over age 65 is expected to more than double from 357 million in 1990 to 761 million in 2025. Within the context of the ageing society, social isolation is widespread among older adults. Among all their social relationships, the older adults rank connections with family members second only to health, as the most important area of their lives. Given that one of the most precious characteristics of older adults is their memory of events, people, and places, storytelling could act as an effective way to keep them stay in touch with their children. However, while younger seniors are embracing online social technologies, their parents, many of whom are still living, are neglected in this trend; these non-tech-savvy elders are targeted in this research. Based on the situation described above, the research presented in this thesis attempts to answer the research question: How can interactive technology facilitate intergenerational storytelling, specifically for non-tech-savvy older adults?

C. Li, Design for Story Sharing: Connect Seniors with their Children, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021. FULLTEXT: PDF REFERENCE: BibTeX EndNote

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A Review of CBT-i Apps

A Review of Digital Cognitive Behavioral Therapy for Insomnia (CBT-I Apps): Are They Designed for Engagement?

There are different ways to deliver Cognitive Behavioral Therapy for Insomnia (CBT-I), of which in-person (face to face) is the traditional delivery method. However, the scalability of in-person therapy is low. Digital Cognitive Behavioral Therapy for Insomnia (dCBT-I) is an alternative and there are tools on the market that are validated in clinical studies. In this paper, we provide a review of the existing evidence-based CBT-I apps and a summary of the published usability-oriented studies of these apps. The goal is to explore the range of interaction methods commonly applied in dCBT-I platforms, the potential impact for the users, and the design elements applied to achieve engagement. Six commercially available CBT-I apps tested by scientifically valid methods were accessed and reviewed. Commonalities were identified and categorized into interactive elements, CBT-I-related components, managerial features, and supportive motivational features. The dCBT-I apps were effectively assisting the users, and the type of interactions promoted engagement. The apps’ features were based on design principles from interactive product design, experience design, online social media, and serious gaming. This study contributes to the field by providing a critical summary of the existing dCBT-I apps that could guide future developers in the field to achieve a high engagement.

B. Erten Uyumaz, L. Feijs, and J. Hu, “A Review of Digital Cognitive Behavioral Therapy for Insomnia (CBT-I Apps): Are They Designed for Engagement?,” International Journal of Environmental Research and Public Health, vol. 18, no. 6, pp. 2929, 2021. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.3390/ijerph18062929
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ViBreathe

ViBreathe: Heart Rate Variability Enhanced Respiration Training for Workaday Stress
Management via an Eyes-free Tangible Interface

Slow breathing guiding applications increasingly emerge, showing promise for helping knowledge workers to better cope with workaday stress. However, standard breathing guidance is non-interactive, with rigid paces. Despite their effects being proved, they could cause respiratory fatigue, or lack of training motivation, especially for novice users. To explore new design possibilities, we investigate using heart rate variability (HRV) data to mediate breathing guidance, which results in two HRV-enhanced guidance modes: (i) responsive breathing guidance and (ii) adaptive breathing guidance. These guidance modes are implemented on a soft haptic interface named “ViBreathe”. We conducted a user test (N = 24), and a one-week field deployment (N = 4) with knowledge workers, to understand the user experience of our design. The HRV-enhanced modes were generally experienced to reduce tiresome and improve engagement and comfort. And Vibreathe showed great potential for seamlessly weaving slow breathing practice into work routines. We thereby summarize related design insights and opportunities.

B. Yu, P. An, S. Hendriks, N. Zhang, L. Feijs, M. Li, and J. Hu, “ViBreathe: Heart Rate Variability Enhanced Respiration Training for Workaday Stress Management via an Eyes-free Tangible Interface,” International Journal of Human–Computer Interaction, pp. 1-20, 2021.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1080/10447318.2021.1898827
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Less Collective Stress, Better Workspace

B2 project by Joost Buining and Yinying Miao

Work-related stress may result in under-performance and absenteeism of office workers. Employees often struggle to pause their work and reflect on their own stress level, resulting in a gap between one’s perceived and one’s actual level of stress. Therefore, there is a need to raise the awareness of office workers about their own stress levels.

To reach this goal, Stressvas is introduced. It is an office interactive installation using motors and projections to represent heart rate variability data, collected by sensors embedded in office chairs. It aims to stimulate a healthier working attitude through a collective visualization of employees’ stress levels. The approaches used are data-enabled design as well as the personal informatics model. By anonymously displaying the differences among colleagues in a team, employees can reflect on their own mental health from a more objective perspective. Therefore, triggering behavior change for a healthier and better workspace.

J. Buining, and Y. Miao, Less Collective Stress, Better Workspace, B2 Project Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2021. FULLTEXT: PDF

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Exploring Fantasy Play in MathMythos AR

Fostering fantasy play for young children through augmented reality has the potential to support 21st century learning activities by stimulating creativity, communication, and flexibility. We present a design exploration of MathMythos AR, an augmented reality card-based math addition game that enables children to engage in basic math tasks embedded in fantastical narratives. We provide insights into our design process, the effects of fantasy and everyday narratives, and discuss implications for AR card games that show potential to foster motivation for learning math. The presented insights are the foundation for the the next iteration of MathMythos AR, where we aim to create compelling and immersive AR narratives for learning.

T. Zuo, M. V. Birk, E. D. v. d. Spek, and J. Hu, “Exploring Fantasy Play in MathMythos AR,” in Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, 2020, pp. 413–417. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1145/3383668.3419882