Let’s Walk at Work – Persuasion through the Brainwolk Walking Meeting App
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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.Tutkimustuotos › › vertaisarvioitu
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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 -