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DigitUMa

Repositório Institucional da Universidade da Madeira

 

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How does the visual aesthetics of positively-framed messages impact their motivational capacity?
Publication . Duro, Ligia; Romão, Teresa; Karapanos, Evangelos; Campos, Pedro; Karapanos, Evangelos; Pereira Campos, Pedro Filipe
Many people nowadays engage with motivational text messages embedded in a visual presentation. However, empirical studies of the impact of textual messages on users’ motivation to exercise have paid little attention to how their visual appeal impacts their motivational capacity. We conducted an online experiment to explore the impact of visual aesthetics on the motivational capacity of positively-framed textual messages. Participants were assigned to three conditions: positively-framed messages a) presented as text-only (no-aesthetics), b) presented with high visual appeal (beautiful), and c) presented with low visual appeal (ugly). Contrary to our expectations, the perceived visual appeal of a message show no impact on its motivational capacity in terms of how motivating it was perceived to be, nor on extrinsic identified behavior regulation. The implications of these results on the design of interactive systems, and physical activity trackers in particular, are discussed herein.
SCAH!RF: a novel wearable as a subconscious approach for mitigating anxiety symptoms
Publication . Lopes, Laís; Campos, Pedro F.; dos Santos Lopes, Laís; Pereira Campos, Pedro Filipe
Mobile and wearable interfaces have long been developed to improve mental health issues, including anxiety disorders, which represent a significant public health problem affecting more than 250 million people. However, most of the current approaches still operate in the so-called “reflective mind”, which hampers results since reflecting on your own health data can induce even more stress and anxiety. In this poster we introduce an alternative approach towards mitigating anxiety symptoms through the use of “subtle” wearable interfaces. Capitalizing on the subconscious processes of the mind is particularly attractive for anxiety disorders. We present a smart wearable in the form of a scarf that implements a subconscious, less-invasive approach in the design of assistive technologies for mental health. Preliminary results bring important implications for interaction design: combining psychological conditioning therapy (via a mobile app) with our smart scarf provides a solution that can be worn anytime anywhere to fight anxiety symptoms. But this work also raises many privacy and ethical concerns which should be discussed by the HCI community: how can designers balance the opaqueness of subconscious approaches with the necessary ethical transparency? And how can mental health technologies be conceived in such a way they do not instigate societal stigma in users?
User experience in an automated world
Publication . Palanque, Philippe; Campos, Pedro F.; Nocera, José Abdelnour; Clemmensen, Torkil; Roto, Virpi; Pereira Campos, Pedro Filipe
The aim of this panel is to raise awareness and to foster discussions around the notions of Automation and User Experience and their interplay in the design, development, evaluation and deployment of interactive systems. User Experience is taken in its broad meaning as defined in the white paper of https:// www.allaboutux.org/ [11]. As for automation we consider here its wide per spective as proposed in [4]– The Seven Deadly Myths of “Autonomous Sys tems”. In a time where there is strong push towards more and more automation in our daily life, the panel will question the impact of such trend on users’ experiences in multiple contexts such as work, entertainment, learning, as well as question other important emerging issues such as ethics, engagement and automation rationale.
User experiences and wellbeing at work
Publication . Bhutkar, Ganesh; Roto, Virpi; Clemmensen, Torkil; Barricelli, Barbara Rita; Abdelnour-Nocera, Jose; Meschtscherjakov, Alexander; Lopes, Arminda Guerra; Campos, Pedro; Gonçalves, Frederica; Pereira Campos, Pedro Filipe; Gonçalves, Frederica
As digitalization pervades diverse types of workplaces, an increasing part of employees’ work is with interactive technologies. Therefore, user experience of the technologies at work has an important influence to the job satisfaction, work motivation, and employee wellbeing. However, previous research on these topics rarely considers the digitalized work processes and the tools used at work. This workshop invites experts studying work with digital technologies to discuss the impact of these kind of tools on employee wellbeing. The UX@Work workshop aims to build a research agenda for tackling a multitude of overlooked research topics in this area.
Sense.Seat: inducing improved mood and cognition through multisensorial priming
Publication . Campos, Pedro F.; Cabral, Diogo; Gonçalves, Frederica; Pereira Campos, Pedro Filipe; Gonçalves, Frederica
ABSTRACT Diogo Cabral Madeira-ITI, Univ. of Madeira Campus Univ. da Penteada 9000-930 Funchal, Portugal +351 291 721 006 diogo.cabral@m-iti.org User interface software and technologies have been evolving significantly and rapidly. This poster presents a break through user experience that leverages multisensorial prim ing and embedded interaction and introduces an interactive piece of furniture called Sense.Seat. Sensory stimuli such as calm colors, lavender and other scents as well as ambient soundscapes have been traditionally used to spark creativity and promote well-being. Sense.Seat is the first computa tional multisensorial seat that can be digitally controlled and vary the frequency and intensity of visual, auditory and ol factory stimulus. It is a new user interface shaped as a seat or pod that primes the user for inducing improved mood and cognition, therefore improving the work environment.