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Technology Boosts People with Dementia’s Psychosocial Well-being

Yuan Feng gained her PhD Cum Laude at the department of Industrial Design on July 7th 2022. See the original article on TU/e website by Nicole van Overveld (Communication Advisor)

The PhD-research of Yuan Feng focuses on promoting the well-being of a vulnerable population in our society – people with dementia – using interactive technologies. Collaborating with the Vitalis Berckelhof, a Dutch residential care for elderly with and without dementia located in Eindhoven, Feng gave clients living there a way to relive the pasts and get closer to outdoor nature through simulated sensory experiences with rich interaction possibilities.

Y. Feng, Rich Interaction for People with Dementia: Designing Interactive Systems with Rich Interaction for Enhancing Engagement of People with Dementia Living in Long-term Care Facilities, PhD Thesis, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2022. FULLTEXT: PDF REFERENCE: BibTeX EndNote
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Enhancing Social Interaction among Nursing Homes Residents with Interactive Public Display Systems

Kai Kang, Bart Hengeveld, Caroline Hummels, Jun Hu

Positive peer interaction in nursing homes has been consistently recognized as essential to residents’ life quality. However, low rates of resident-to-resident interaction were found to be pervasive. Our research explores the potential of applying public display systems to promote residents’ unplanned co-located interaction. This article describes the design and assessment of “Reading-to-Sharing” (R2S): a tabletop display system intended to improve nursing home residents’ social interaction by enhancing their public reading experience. R2S was assessed via supervised field trials, in which the participants were invited to experience R2S in real-life settings with necessary assistance. The objectives were mainly to investigate the participants’ engagement with R2S, user experience and the potential impact on residents’ social behaviors and feelings. The result showed that R2S was capable of engaging the participants in content viewing and sharing. It was effective in catalyzing and facilitating their social interaction. The participants’ perceived user experience was primarily favorable. Although R2S was anticipated to increase the participants’ mutual closeness, no statistically significant change was seen. The key implications were highlighted to guide the design of public display systems in this context.

K. Kang, B. Hengeveld, C. Hummels, and J. Hu, “Enhancing Social Interaction among Nursing Homes Residents with Interactive Public Display Systems,” International Journal of Human–Computer Interaction, pp. 1-17, 2022.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1080/10447318.2021.2016234
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User-defined gestures for mediated social touch on touchscreens

Qianhui Wei, Jun Hu & Min Li

Mediated social touch is a new form of remote communication. Some researchers designed prototypes to deliver mediated social touch for mobile devices. However, there lacks a comprehensive analysis of the user-defined gestures of mediated social touch on touchscreens of mobile devices. We conducted an elicitation study for 24 social touch gestures on the touchscreen of smartphones and recorded physical parameters. We developed a user-defined gesture set considering physical properties and context. We provided classifications based on the movement forms. We found that social touch gestures with shorter duration were easier for participants to perform; participants were inclined to use social touch with an easier gesture more often. Participants were more likely to express happy or sad expressions rather than neutral emotions. Based on the findings, we discussed the implications for mediated social touch technology and its application on touchscreens.

Q. Wei, J. Hu, and M. Li, “Active and Passive Mediated Social Touch with Vibrotactile Stimuli in Mobile Communication,” Information, vol. 13, no. 2, pp. 63, 2022.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.3390/info13020063

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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

D. Stappers, Investigating Collective Stress – Behavioral Influences Amongst Office Workers by a Dynamic Painting, M12 Project Report, Department of Industrial Design, Eindhoven University of Technology, Eindhoven, 2022.
FULLTEXT: PDF

M. Xue, R.-H. Liang, J. Hu, B. Yu, and L. Feijs, “Understanding How Group Workers Reflect on Organizational Stress with a Shared, Anonymous Heart Rate Variability Data Visualization,” in CHI Conference on Human Factors in Computing Systems Extended Abstracts, New Orleans, LA, USA, 2022, pp. Article 27.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/3491101.3503576

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.
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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