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- SCAARF: a subtle conditioning approach for anxiety relief facilitationPublication . Lopes, Laís; Campos, PedroAnxiety disorders are one of the most prevalent mental health conditions, affecting more than 280 million people worldwide. This paper presents a novel approach to assistive technologies for mental health. In our approach, the paired combination of a wearable device — in the form of a scarf — and an accompanying mobile app, helps mitigate anxiety symptoms whenever they start to arise. This approach differs from conventional ubiquitous technologies developed for dealing with mental health, both in the role the mobile app plays in the process and in the way the intervention is delivered to users. SCAARF offers a more subtle, less obtrusive method for coping with anxiety. We discuss the results of an initial (three–week–long) evaluation of SCAARF with anxiety–suffering users. Qualitative results suggest that the SCAARF mobile app is effective in helping users relax and cope with anxious states of mind.
- Designing positive behavior change experiences: a systematic review and sentiment analysis based on online user reviews of fitness and nutrition mobile applicationsPublication . Pimenta, Francisca; Lopes, Laís; Gonçalves, Frederica; Campos, PedroWhile mobile devices have become ubiquitous, illnesses derived from poor lifestyle habits are on the rise. However, our understand ing of design mechanisms that induce healthier behavior change through mobile devices is still limited. Using the BCT Taxonomy, and online user reviews as an indicator of experience satisfaction, we make a three-folded contribution to designing interactive sys tems for behavior change: (i) a systematic review of applications for physical activity and healthier eating habits, coding BCTs; (ii) sentiment analysis performed on 20492 review sentences of these apps; and (iii) design implications regarding the implementation features for each BCT cluster, considering the highest-scored fea tures in terms of sentiment analysis. Positive expressions referred to the framing/reframing technique. Contrarily, negative expres sions were mostly related to reward and threat. Findings from this study can be used to benchmark interactions between users and behavior change interfaces, and provide design insights to support positive user experiences.