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Get moving with the Oura ring : Re-designing the interaction with the Oura ring through co-creation to motivate older adults to increase physical activity

Hengeveld, S. (2022) Get moving with the Oura ring : Re-designing the interaction with the Oura ring through co-creation to motivate older adults to increase physical activity.

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Abstract:Physical activity can play a crucial role in the process of healthy ageing. It can be a preventive factor against noncommunicable diseases such as cardiovascular disease, stroke, diabetes, types of cancer and neurodegenerative diseases. Yet only half of the Dutch population complies to the prescribed guidelines. Smart wearables, like the Oura ring, can play an important role in the motivation of physical activity. However, the interaction with these smart wearables lack inducement as adoption among older adults seems to stay behind. This study aims to re-design the interaction with a smart ring to motivate older adults to increase physical activity. The co-creative technique of contextmapping as described by Sleeswijk- Visser and colleagues (2005) is used to conduct generative sessions with seven older adults to gather insight about their attitude and opinion towards interaction with digital technologies and physical activity. Analysis resulted in five themes that affect the older adults’ interaction with digital technology: intrusiveness, individuality, autonomy, utility, and usability. Together with relevant literature regarding design suggestions for older adults, these form the bases for the development of an interactive wall clock was that shows the progress of a predefined goal of steps in a circular way using a LED-strip. Evaluation with six older adults indicates that the double function of clock and motivator encompasses utility and makes it non-intrusive. The straightforward but undemanding insight of a user-defined goal allows the user to maintain its individuality and acknowledges autonomy, and the clear and colourful visuals mitigate misunderstanding and therefore can be experienced as highly usable. While improvements and recommendations are indicated, the prototype is experienced as clear, potentially motivating and excellently usable with a SUS-score of 87,1. Therefore, it is suggested that by using the co-creative method of contextmapping, an effective and motivating interaction with the Oura ring can be designed.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:02 science and culture in general
Programme:Creative Technology BSc (50447)
Link to this item:https://purl.utwente.nl/essays/89523
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