That use vibration material can notice people immediately, which is easy to have a high impact on the workers who are working hard.
This functions are easy to understand and display, and they are not complicated, which is to improve the user's operability.
This function is to enable the time range as a reminder device to remind users regularly. The time limit is One Hour.
It will send out continuous buzz and vibration, and then the loser after interactive game will receive another one hour of vibration.
Easy to carry is the original intention of the whole concept of perfect fit wearable device, users can easily and freely wear.
Consider working environment, the functions of each annoy and interactive game are limited to the extent acceptable to the public.
Multi interaction can better enhance the user's awareness of sedentary hazards and affect the surrounding population.
The Two Strip Patches works for office Workers who engage in prolonged sitting behaviour in the workplace. Time to generate annoying features what to remind and raise their awareness of sedentary time and the dangers of sitting for long periods of time. Then the users are aggregated to interact with each other to achieve the four expected outcomes of the stretching exercise experience. These aspects are designed to present information about sedentary behaviour, which can then reduce the number of time workers spend sitting, which can reduce the number of time workers spends sitting. The user's body is harmed by prolonged sitting.
There are 2 patches in total, the front is the display area while the back is the material that has an adhesive nature. This is the basic way to reach a wearable device. The user can wear and carry it as they please. Afterwards, after the user uses and sits down, a countdown of up to 1 hour will activate and then the light dots on the LED lights will represent the specific Timeline. e.g. a total of 6 dots, one every 10 minutes. thereafter, when the aperture is lit When full, the patch will generate vibration and buzz music at the same time. The LED on the sticker will show the specific location of the other user (arrow). The user moves the arm to explore specific functions.
The LED will change its blinking speed depending on the distance to the other user (The closer you get, the faster the lights flash). When the users are close together, the game activates. The game is called 'The Bomb Game'. One of them has an LED that automatically lights up and then needs to go tap. The lights will then randomly transfer to the other user's LED. Thus the cycle is performed. The LED lights will then flash faster depending on the time. At the end of the stretching exercise time, the user whose LED light is on will receive a penalty. The penalty is the next vibration frequency escalation.
To prevent sedentary behavior for the public, like office workers, because sedentary
behavior will cause lasting damage to body functions. Additionally, sedentary will increase
the prevalence of a large number of diseases. A lack of exercise habits causes sedentary behavior. That changes people's attitude towards sedentary needs to enhance their cognition
of sedentary, change people's practices, and change their use methods in daily life.
Also, high portability can remind users in time and then change their habits to the greatest extent. The purpose is to conduct a complete type of behavior self-monitoring and goal management. The critical point is that it is easy to use on frequent action, which can make it easy to approach the body and be more attractive.
That use vibration material can notice people immediately, which is easy to have a high impact on the workers who are working hard.
This function shown the interactive game. It is also a reflection to the studio context that creating playful and open-ended interactions.
This feature is implemented using the new pixel ring and Arduino time monitoring feature. It also works in conjunction with the seat recognition feature.
Users can tap their own devices and the LED information will be automatically transmitted to another user's device. This is the basic condition of multi interaction.
Based on Safe Work Australia (2019), on average, sedentary activity occupies 8 to 10 hours per day for adults. The number might rise with the growth of computerization, modernization and technological changes such as the increased use of telecommunication.
Medibank (2015) reports that office workers and call center workers spent 10.5 hours/day and 11 hours/day in sedentary behaviour, which is higher than the average mentioned above, and they are more likely to suffer health problems compared with other occupations.
According to Owen’s report, long-time sitting can raise the risk of obesity, cardiovascular disease, cancers, and poor mental health. Therefore, helping people who need to seat for long periods because of study or work to reduce the sedentary behaviour will be focused on this project in order to alleviate the impact of this behaviour to health.
Four Strip Patches
The Four Strip Patches are targeted to office workers who have long-time sitting at workplace. This concept addresses the negative effects caused by the sedentary behaviour by providing a visual and playful indication, which aims to increase the user’s awareness of long-time sitting and reduce the sitting time by encourage the user to do light activities.
They are four patches (8cm * 2.5cm) with display areas (fiber optic material) on the front and attachable material on the back. The user is able to attach them anywhere on the clothes and remove them from the clothes, which aims to provide a more flexible and personalized way to wear the devices. Moreover, they are easily accessible and portable so they can be used in different environments and places.
The patches start to count the time once the user sits down with patches on his/her clothes. The time is expressed as a percentage on the display areas, such as 0% at the start. Also, as an additional reminder, the display areas will gradually illuminate over time. Patches begin to bleep constantly when the percentage of the time reaches up to 100% (55 minutes).
Based on the distance between each patch, after that, one of two interactive games below will be activated.
Case 1: When patches are close to each other. It is similar to the game of Whac-A-Mole. A patch is randomly selected by the system, and the lighting on this patch starts to appear for 0.2 seconds. Then, it is fully off and another patch will be selected. It is repeated until the game is over. The user is required to slap the patch, and the game is over when the user can successfully slap the patches for 20 times.
Case 2: When patches are far away from each other. The user is required to move/shake the body parts that have patches on the clothes constantly, and the percentage of the sitting time will be reduced gradually. For example, if the user sticks patches on the sleeves, then the user needs to shake his/her arms constantly until the number turns back to 0 (figure 2.7).
Once the game is over, the bleep will be stopped, and the time will be reset. Compared with standing and walking, these games provide a more playful and open-end interaction to reduce the sitting time.
In the beginning, the sensor has changed since 'strip patches' could not support users to start in a non-stress way. Because of the areaandvolumeproblemsabout'strip patches', the infrared and ultrasonic sensors that have considered could not be realized. Moreover, the idea of the pressure sensor started to use from the initial team concept and combined the direction of wearable devices. In the second place, the patch has changed to neo-pixel ring since the light grid in neo-pixel ring can be better to reflect the time reminder function (mentioned above: one grid represents every ten minutes).
Neo- pixel rings appearance and wearing style are more in line with the user's idea and can even use as an ornament in daily life, which is easy to carry and use. Also, adding elements of multi-person interaction through high-quality interview and feedback analysis. In the interview, the office worker repeatedly proposed the significance of multi-person interaction. The whole working environment is significant as the first condition and goal. The correct method is to promote user interaction in the work environment and be able to ask them effectively to do light exercise without disturbing other workers. Moreover, to depend on the user's further description, the employees' rest time is not often allowed to work in the working environment, so the light movement change to "multi-interaction" which system will allocate people who have been sitting for about 60 minutes, and then these people will search for others according to the flashing light. In the meanwhile, after the transmission is completed, users will go to tap the system to randomly turn on the neo-pixel ring of a user, which users can stretch for their health. Since the most basic requirement of the concept is 'make the user stand up', users can freely move with friends after standing up. In this case, the behavior may eliminate the pressure environment; increase communication; avoid disturbing others work.
Besides, through the way of multi-person interaction to promote the user's exercise habits and enhance the awareness of physical health. Multi-person interaction also can improve the whole playful element and take care of the working environment more perfectly. Moreover, the GPS sensor would be used in the function to detect the distance between devices. In the whole interview, all users mentioned the issue of 'bother others' and ‘task feeling’. The functions of multi-person interaction and location would combine to limit the possible impact of single person interaction. Firstly, 'bother others' as an essential role, so the way that detects distance is to avoid users disturbing others. Secondly, sensing distance can help users to find a sense of direction, rather than wasting time blindly. Third, this function can provide a beneficial pleasure to maintain the user's passion for this function without task feeling in the whole process.
Furthermore, the idea of annoying function follows the initial team concept altogether, but beep sounds have changed to vibration form eventually according to user feedback. All users are seriously discussing the impact of beep sounds on the working environment. In the first, beep sounds are very harsh, and it is easy to have a high impact on the workers who are working hard. Besides, after the negative stimulus-response, the user‘s impression of the device will decrease rapidly, which will affect whether the user is willing to use the device continuously. Furthermore, the harsh voice is also more likely to have a massive impact on the surrounding population. As the working environment is generally dense, users will face the emotions of the surrounding people. Lastly, in the case of vibration mode, the sound propagation ability is deficient, and the reminding effect is very significant, which is also the mode that most people set their mobile phones to vibrate when they are working.
“Idle Stripes Shirt - Ambient Wearable Display for Activity Tracking” (Harjuniemi et al., 2018).
The wearable technology can be implemented in different things such as watches, glasses and earphones. In this case, it is more unique to combine it with a shirt. Basically, it is similar in appearance to usual shirts but it integrates an ambient display in the neck area (figure 1.1). Based on the user’s sitting time, the display gradually illuminates with different colors. There is no lighting on the display in first 15 minutes. After that, every few minutes one stripe will be lighted, and all stripes will be activated if the user sit at the desk for an hour. The strips gradually fade if the user starts walking, and it takes 5 minutes to totally turn off the ambient display. It aims to encourage the user to take a break or even light activities after long-time sitting, and to reduce the total amount of sitting time per day. So, it can improve the user’s health as well as the awareness of the time spending on sitting.
The Stripes Shirt. Adapted from “Idle Stripes Shirt - Ambient Wearable Display for Activity Tracking” by E. Harjuniemi, et al., 2018, ISWC '18: Proceedings of the 2018 ACM International Symposium on Wearable Computers, 8(12), p. 255.
It shows a number of key aspects in this domain. Firstly, easily accessible, visible, and appealing things can be everything on a desk such as pens, books, or even lamps, but it can also be something necessary and important in people’s daily lives such as clothes and shoes. Moreover, compared with office supplies, they are more portable. So, it is easy for users to carry, control and get used to it. In addition, wearable technology fits those things and this domain. Since changing sedentary behaviour might involve light activities such as standing and walking, and as a reminder, it needs to monitor user’s sedentary behaviour.
Thus, it is important to ensure the product is flexible and easy to use so that users are able to easily take actions without interrupt them after long-time sitting. On the other hand, there are various ways to notice people. For instance, the change of number, color, shape, brightness, images, temperature, or even vibratory can be used in design. However, we need to consider how it might affect users and the way to implement it. For example, in this case, the change of lighting with fiber optic material is used, and it is light and shape-flexible, which means it can provide the experience of aesthetics, flexibility, and surprise.
“Rotating, tilting, bouncing: using an interactive chair to promote activity in office environments” (Probst et al., 2013).
It is an interactive chair that aims to reduce sedentary behaviour. Its appearance is same as common office chairs. However, it offers the opportunity to physically interact with the computer without using the keyboard and mouse. Basically, it has three types of gestures. Leaning or rotating the chair enable the user to switch to different applications; the forward and backward tilt can be used to control the scrolling of the screen; moving the chair up and down can be used to reload pages and confirm or reject actions (see figure 1.2).
The Interactive Chair. Adapted from “Rotating, tilting, bouncing: using an interactive chair to promote activity in office environments” by K. Probst, et al., 2013, CHI '13 Extended Abstracts on Human Factors in Computing Systems, 4(2), p. 82.
Although the purpose of this product is to reduce sedentary behaviour, it does not require walking or standing after long-time sitting. Conversely, it requires users to do light activity while working by rotating, tilting, and bouncing the chair. It brings us insights of this domain: since the awkwardness of standing might negatively affect office workers to take actions, frequent and simple physical interaction such as motion and gestures can be used to substitute standing and walking. Moreover, it is efficient if it can be implemented with things that are frequently used in office, such as chair, keyboard, mouse, earphones, and pen, because it means the user needs to do a light activity every time when he/she wants to use the stuff. Furthermore, the implementation of the gesture interaction should be based on the feature of the things. For example, in this case, the design of the gesture interaction is based on the basic operations of a chair, such as leaning, rotating, forward and backward tilt, and moving up and down. Adding novel ideas on it so that it is easy for users to operate, learn and accept.
About project as it relates to other work in the domain
The phenomenon that the public has heard and witnessed is that excessive or sedentary sitting is the vast majority of A behavior that is unavoidable and prolonged retention is becoming a known health risk. Sedentary behaviour is characterised by very low energy expenditure in a sitting, reclined or lying position. The result of this series of behaviors is a significant increase in the prevalence of various serious diseases. The areas associated with sedentary behavior are very diverse, such as office work, watching television or driving.
As an example, sedentary behavior leads to increased rates of diabetes, cardiovascular disease and other specific cancers, and all mortality rates are constantly increasing if adults are sedentary for more than 6-8 hours a day.
The functionality and knowledge of the project have demonstrated above.
The whole studio theme is to promote and remind people of the dangers of sitting and the time it takes to change this habit. The vibration function (including enhanced vibration punishment) and the annoying buzz music in the project are both used as a mandatory element to Remind the public. The addition of multiplayer interaction can qualitatively strengthen the user's dependence on the device, fun and always able to maintain the prevention of sedentary and Change the attitude of bad habits. Also, wearables can be better carried and used because they do not restrict the range and area of use. The user can take it with him and use it freely (regardless of the occasion). In this respect, the whole project is very well expressed in the theme of the studio.
Through human values to analyze and explain how the final product successfully meets the expected effect of the project. Human values are mainly embodied in the usability and desirability in HCI.
With regard to usability, there are five main steps to measure.
**The user is able to accurately determine the concept of figuring out what the project is driving at the first viewing of the prototype video and explanation.
**The user has the ability to operate it, after they understand the design and all the features.
**The user has the ability to re-remember and use the project after it has been placed in a place for a period of time.
**The number of times a user makes an error in the process and the speed with which they can recover from the error.
**The ability of the project to increase users' awareness of the project concept and to change their own habits.
With regard to desirability
The following criteria used to measure desirability. The project operates on the basics, while the requirements provide them with an effective, useful, helpful and enjoyable experience. For example, the entire project offers detailed and researched integrated information (useful) which then demonstrated through vibrations and buzz music to reminding and monitoring the user (effective). Next, users engage in interactive multiplayer campaigns (helpful and enjoyable) through the 'bomb games' provided by the project. This approach creates an emotional bond with the user to engage and compel them to continually use the product because the project includes fun and effective with the help, which users can better correct sedentary habits.
All of the above human values evidenced as a result of the user's user experience. With real reactions and feedback from users, there is greater assurance that not only can the project concept be accurately captured and understood, but also that the users can Feel free to operate it, even if the user stops using it for a while. Also, there were virtually no user errors and no mention of a process being problematic.
However, I have consolidated and analyzed user feedback. I found that some users felt uncomfortable or inappropriate with the functionality of the project. Users had many questions about portability and multiplayer interaction. Users wanted a single user mode rather than just a multi-person interaction, and they were also concerned about the portability of the device. If you forget to carry it, it is essentially a fatal drawback that does not help. For the portability and the interaction, these parts do not entirely match the desired outcome and inspiration of the project. These issues were beneficial and provide more different perspectives on the whole project, which I will redesign and fill in the future.