Reference : Raya: A Tangible Exercise Buddy Reminding Oneself of the Commitment to Exercise
Scientific congresses, symposiums and conference proceedings : Paper published in a book
Social & behavioral sciences, psychology : Multidisciplinary, general & others
http://hdl.handle.net/10993/49164
Raya: A Tangible Exercise Buddy Reminding Oneself of the Commitment to Exercise
English
Menheere, Daphne [Industrial Design Department, Eindhoven University of Technology, Eindhoven, Netherlands]
de Haan, Alynne [Industrial Design Department, Eindhoven University of Technology, Eindhoven, Netherlands]
Vos, Steven [Industrial Design Department, Eindhoven University of Technology, Eindhoven, Netherlands, School of Sport Studies, Fontys University of Applied Sciences, Eindhoven, Netherlands]
Lallemand, Carine mailto [University of Luxembourg > Faculty of Humanities, Education and Social Sciences (FHSE) > Department of Behavioural and Cognitive Sciences (DBCS)]
2021
Lecture Notes in Computer Science
Springer Science and Business Media Deutschland GmbH
vol 12936
471-475
Yes
No
International
NTERACT 2021: Human-Computer Interaction – INTERACT 2021
From 30-08-2021 to 03-09-2021
IFIP – International Federation for Information Processing
Bari
Italy
[en] Empathic virtual agent ; Exercise motivation ; Tangible interaction ; Bridges ; Design spaces ; Emotional design ; Relational agents ; Research object ; Social support ; Tangible artefacts ; User study ; Human computer interaction
[en] Although many people have a positive intention to be more active, a key challenge remains to turn this intention into action. Social support as a motivational strategy can increase adherence in exercise and can be provided by relational agents as a substitute for human coaches. We first conducted an exploratory two-week user study, to explore how emotional design and tangible interaction influences experience and motivation to exercise. We then designed a propositional research object Raya, a tangible exercise buddy that helps one to realize their workout by reminding them of their goals and self-commitment. We invite designers to bridge the gap in the design space of sport-related technologies by designing tangible artefacts embedding supportive and qualitative aesthetics of interaction rather than focusing on performance. © 2021, IFIP International Federation for Information Processing.
http://hdl.handle.net/10993/49164
10.1007/978-3-030-85607-6_60
9783030856069

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