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  • Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot study
    Publication . Gouveia, Élvio Rúbio; Campos, Pedro; França, Cristiano S.; Rodrigues, Louis M.; Martins, Francisco; França, Cíntia; Gonçalves, Frederica; Teixeira, Fernando; Ihle, Andreas; Gouveia, Bruna R.
    The purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = – 5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.
  • Mild place illusion: a virtual reality factor to spark creativity in writing
    Publication . Gonçalves, Frederica; Campos, Pedro
    Developments in Virtual Reality (VR) technology have modified the creative potential of each individual. We introduce a new con cept, called "mild place illusion", as a new paradigm for designing VR-based user interfaces targeted at stimulating creativity. We show that for creative tasks - such as creative writing, new product ideation, and brainstorming - a "just-enough" amount of place illu sion leads to a greater self-perception of creativity, as opposed to a "full-level" place illusion. This is a somewhat unexpected result since one would suppose, a priori, to have the full-level place illu sion as the optimal setup for stimulating creativity. We considered that the methodology in this work was fairly complex, but our re sults show – through a data triangulation approach – that we were able to identify more consistent and personal creative experiences. Therefore, the main contribution of this paper is a new paradigm for designing VR user interfaces targeted at stimulating creativity by showing that a “one-illusion interspace” leads to a greater self perception of creativity.
  • CreaSenses: fostering creativity through olfactory cues
    Publication . Gonçalves, Frederica; Cabral, Diogo; Campos, Pedro
    Smell is a strong trigger of memories and creativity. Different smells can create sensitive environments that can foster creative tasks. In this paper, we present CreaSenses, a study that includes olfactory cues, representing different types of sensitive environ ments such as “food” and “ambience” in a within-subject design. Our aim was to obtain a deeper understanding of which smell cues promote higher levels of creativity during the process of creative writing. We discuss the results in the light of creative senses and potential implications for the design of creativity support tools. In addition, our study was evaluated trough the Creativity Support Index.
  • Co-designing personas for user experience and engagement in automation
    Publication . Abdelnour Nocera, Jose; Cabrero, Daniel; Campos, Pedro; Gonçalves, Frederica; Clemmensen, Torkil; Gissing, Robin; Nielsen, Lene; Saadati, Parisa
    The aim of this workshop is to engage in co-design of personas to explore the interplay of autonomous technologies with user experi ence and engagement. Automating a process that is embedded into people’s everyday lives and activities will surely impact their expe rience. In a time where there is strong push towards more and more automation in our daily life, the workshop will explore the value of co-design in bringing to the fore the opportunities and issues of such trend on users’ experiences and engagements in multiple con texts such as work, health, entertainment and learning. Through the co-design of personas in future scenarios of automation the work shop will concretely identify valuable automation design goals for user experience and engagement drawing on participants’ knowl edge from industry projects and academic research.Tree concrete outcomes from the workshop are the following:
  • New paradigms for the design and evaluation of creative writing user interfaces
    Publication . Gonçalves, Frederica Margarida Camacho; Campos, Pedro Filipe Pereira
  • Digital health in schools: a systematic review
    Publication . França, Cíntia; Santos, Francisco; Martins, Francisco; Lopes, Helder; Gouveia, Bruna; Gonçalves, Frederica; Campos, Pedro; Marques, Adilson; Ihle, Andreas; Gonçalves, Tatiana; Gouveia, Élvio Rúbio
    Worldwide, the growing digitalization process and increase in smartphone usage have contributed to promoting mobile health (mHealth) services. This study provides an overview of the research targeting the effectiveness of mHealth interventions among children and adolescents in the school environment. A systematic literature review was performed following Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) in the PubMed, Web of Science, and Scopus databases. The results show that physical activity and nutrition are the main intervention topics. Health literacy, mental health, productive health, vaccination rates, and social interaction were also considered in mHealth interventions. Of the 13 studies that remained for analysis, 12 described positive outcomes in at least one health variable after using an mHealth tool. Overall, interventions ranged between four and 24 weeks. Only seven studies managed to have at least 80% of the participants from the baseline until completion. Adding personal information, user interaction, and self-reference comparisons of performance seems crucial for designing successful health digital tools for school-aged children and adolescents.
  • I smell creativity: exploring the effects of olfactory and auditory cues to support creative writing tasks
    Publication . Gonçalves, Frederica; Cabral, Diogo; Campos, Pedro; Schöning, Johannes
    Humans perceive different objects, scenes or places using all their senses. Our sensory richness also plays an important role for creative activities. Humans also recall those sensory experiences in order to spark creativity, e.g. while writing a text. This paper presents a study with 100 students, divided in groups, that explores the effect of auditory and olfactory cues and their combina tion during a creative writing exercise. Our results provide useful insights sug gesting that olfactory cues have an important role in the creative process of users and even when this type of cues are combined with auditory cues. We believe, that this type of modalities should gain more relevance on the development of creativity support tools and environments for supporting the creative writing pro cess.
  • Designing positive behavior change experiences: a systematic review and sentiment analysis based on online user reviews of fitness and nutrition mobile applications
    Publication . Pimenta, Francisca; Lopes, Laís; Gonçalves, Frederica; Campos, Pedro
    While 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.
  • Remarks from tourism planning and sustainable tourism-A bibliometric study
    Publication . Mota, Luís; Teixeira, Sérgio; Gonçalves, Frederica
    Tourism is emphasized as one of the sectors with the greatest potential for expansion on a global scale; therefore, it is important to understand related factors regarding tourism planning and sustainability. The main contribution of this study is to identify research trends linked to the keywords, respective gaps and specific needs for future scientific research within the research field of tourism planning and sustainable development. Using VOSviewer Software and applying bibliometric techniques, visualization maps of the intellectual structure were created for a systematic review of the literature. The number of articles published and the number of annual citations for the period 1997 to 2017 of the Web of Science database were used for this purpose. The results draw attention to multiple research clusters focused on the intellectual structure of tourism planning and sustainable development.
  • Human work interaction design: an overview
    Publication . Gonçalves, Frederica; Campos, Pedro; Clemmensen, Torkil
    In this paper, we review research in the emerging practice and re search field of Human Work Interaction Design (HWID). We present a HWID framework, and a sample of 54 HWID related papers from workshops, confer ences and journals from the period 2009-2014. We group the papers into six topical groups, and then attempt to map these groups to the framework to find research gaps for future research. We find that the groups of papers cover all ar eas of the framework well for a variety of work and leisure domains. The area in strongest need for more research papers is the development of the holistic framework itself. Furthermore, much focus has been on studying design sketch ing or implemented systems-in-use, while little attention has been paid to ma ture design (prototypes) or early implementation (content templates). In conclu sion, we recommend an update to the framework so that it can be also useful for research in prototyping and early organizational implementation.