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Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App

Tutkimustuotosvertaisarvioitu

Standard

Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App. / Ahtinen, Hanna-Leena Aino; Andrejeff, Eeva; Harris, Christopher; Väänänen, Kaisa.

Proceedings of the 21st International Academic Mindtrek Conference. ACM, 2017. s. 73-82.

Tutkimustuotosvertaisarvioitu

Harvard

Ahtinen, H-LA, Andrejeff, E, Harris, C & Väänänen, K 2017, Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App. julkaisussa Proceedings of the 21st International Academic Mindtrek Conference. ACM, Sivut 73-82, MINDTREK CONFERENCE, 1/01/00. https://doi.org/10.1145/3131085.3131098

APA

Ahtinen, H-L. A., Andrejeff, E., Harris, C., & Väänänen, K. (2017). Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App. teoksessa Proceedings of the 21st International Academic Mindtrek Conference (Sivut 73-82). ACM. https://doi.org/10.1145/3131085.3131098

Vancouver

Ahtinen H-LA, Andrejeff E, Harris C, Väänänen K. Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App. julkaisussa Proceedings of the 21st International Academic Mindtrek Conference. ACM. 2017. s. 73-82 https://doi.org/10.1145/3131085.3131098

Author

Ahtinen, Hanna-Leena Aino ; Andrejeff, Eeva ; Harris, Christopher ; Väänänen, Kaisa. / Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App. Proceedings of the 21st International Academic Mindtrek Conference. ACM, 2017. Sivut 73-82

Bibtex - Lataa

@inproceedings{f77b02c507cc41d7adf77ae5dddaac2c,
title = "Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App",
abstract = "Contemporary knowledge work is typically characterized by sedentary work habits, which in turn have an impact on workers' well-being and creativity. Persuasive technologies can be designed as a means for reducing the amount of sitting at work. Here, we discuss the results from our research to gain design knowledge and insights on persuasive technologies that encourage physically active ways of work. We introduce {"}Brainwolk{"}, a walking meeting concept that is mediated with a mobile app. As a part of a broader design research process, we present the user experience (UX) findings based on a one-month field study (N=11) of Brainwolk. We utilize our findings in the design of an improved application concept (Brainwolk 2.0) to support and persuade walking meetings. We also confer insights for persuasive design to encourage physically active ways of work at knowledge work context, e.g., focusing on the discreet persuasion. Finally, we discuss the potential of combining digital and non-digital elements to form powerful persuasion techniques.",
author = "Ahtinen, {Hanna-Leena Aino} and Eeva Andrejeff and Christopher Harris and Kaisa V{\"a}{\"a}n{\"a}nen",
note = "INT=TIE, {"}Andrejeff, Eeva{"}",
year = "2017",
doi = "10.1145/3131085.3131098",
language = "English",
isbn = "978-1-4503-5426-4",
pages = "73--82",
booktitle = "Proceedings of the 21st International Academic Mindtrek Conference",
publisher = "ACM",

}

RIS (suitable for import to EndNote) - Lataa

TY - GEN

T1 - Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App

AU - Ahtinen, Hanna-Leena Aino

AU - Andrejeff, Eeva

AU - Harris, Christopher

AU - Väänänen, Kaisa

N1 - INT=TIE, "Andrejeff, Eeva"

PY - 2017

Y1 - 2017

N2 - Contemporary knowledge work is typically characterized by sedentary work habits, which in turn have an impact on workers' well-being and creativity. Persuasive technologies can be designed as a means for reducing the amount of sitting at work. Here, we discuss the results from our research to gain design knowledge and insights on persuasive technologies that encourage physically active ways of work. We introduce "Brainwolk", a walking meeting concept that is mediated with a mobile app. As a part of a broader design research process, we present the user experience (UX) findings based on a one-month field study (N=11) of Brainwolk. We utilize our findings in the design of an improved application concept (Brainwolk 2.0) to support and persuade walking meetings. We also confer insights for persuasive design to encourage physically active ways of work at knowledge work context, e.g., focusing on the discreet persuasion. Finally, we discuss the potential of combining digital and non-digital elements to form powerful persuasion techniques.

AB - Contemporary knowledge work is typically characterized by sedentary work habits, which in turn have an impact on workers' well-being and creativity. Persuasive technologies can be designed as a means for reducing the amount of sitting at work. Here, we discuss the results from our research to gain design knowledge and insights on persuasive technologies that encourage physically active ways of work. We introduce "Brainwolk", a walking meeting concept that is mediated with a mobile app. As a part of a broader design research process, we present the user experience (UX) findings based on a one-month field study (N=11) of Brainwolk. We utilize our findings in the design of an improved application concept (Brainwolk 2.0) to support and persuade walking meetings. We also confer insights for persuasive design to encourage physically active ways of work at knowledge work context, e.g., focusing on the discreet persuasion. Finally, we discuss the potential of combining digital and non-digital elements to form powerful persuasion techniques.

U2 - 10.1145/3131085.3131098

DO - 10.1145/3131085.3131098

M3 - Conference contribution

SN - 978-1-4503-5426-4

SP - 73

EP - 82

BT - Proceedings of the 21st International Academic Mindtrek Conference

PB - ACM

ER -