TY - JOUR
T1 - Sustaining behaviour change through immersive technologies
T2 - 23rd International Conference on Engineering Design, ICED 2021
AU - Wittmann, Maximilian
AU - Cash, Philip
AU - Mariani, Milton
AU - Maier, Anja
AU - Hansen, John Paulin
N1 - Funding information: This work has received funding from the Horizon 2020 research and innovation programme of the European Union under grant agreement no. 871767 of the project ReHyb: Rehabilitation based on hybrid neuroprosthesis.
PY - 2021/8/31
Y1 - 2021/8/31
N2 - Long-term behaviour changes are critical to answering societal and individual challenges surrounding areas such as sustainability and health. Current understanding of how to bring about sustained behaviour is focused on the identification of Behaviour Change Techniques (BCTs) without explicit guidance on how these should be matched with technological solutions. Based on this gap we set out to answer the research question: What is the relationship between BCTs and interactive immersive technologies with respect to long-term, sustainable behaviour? To this end, we report a literature review on technology trends in the fields of human computer interaction, human robot interaction, and game design. Based on this review we develop three main contributions with implications for design theory and practice. First, we propose a number of characteristics and mechanisms in emerging immersive technologies. Second, we highlight technological pathways connected to specific BCT clusters likely to be disrupted: technology as a conveyor of information, an augmenter of feedback, and as an embodiment of empathy. Third, we explore these connections between BCT clusters and the actual technological interventions.
AB - Long-term behaviour changes are critical to answering societal and individual challenges surrounding areas such as sustainability and health. Current understanding of how to bring about sustained behaviour is focused on the identification of Behaviour Change Techniques (BCTs) without explicit guidance on how these should be matched with technological solutions. Based on this gap we set out to answer the research question: What is the relationship between BCTs and interactive immersive technologies with respect to long-term, sustainable behaviour? To this end, we report a literature review on technology trends in the fields of human computer interaction, human robot interaction, and game design. Based on this review we develop three main contributions with implications for design theory and practice. First, we propose a number of characteristics and mechanisms in emerging immersive technologies. Second, we highlight technological pathways connected to specific BCT clusters likely to be disrupted: technology as a conveyor of information, an augmenter of feedback, and as an embodiment of empathy. Third, we explore these connections between BCT clusters and the actual technological interventions.
KW - Design for interfaces
KW - Healthcare Technology
KW - Human behaviour in design
KW - Long-term Adherence
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85117795442&partnerID=8YFLogxK
U2 - 10.1017/pds.2021.550
DO - 10.1017/pds.2021.550
M3 - Conference article
AN - SCOPUS:85117795442
SN - 2732-527X
VL - 1
SP - 2891
EP - 2900
JO - Proceedings of the Design Society
JF - Proceedings of the Design Society
Y2 - 16 August 2021 through 20 August 2021
ER -