Customizable, motivating user interface for sustainable health-related behavioral changes
Objectives and approaches
The objective of this line of research is the development of mobile applications (apps), which support the development of health-conscious behavior and the learning of effective stress management methods within a defined period of use. In order to achieve this, effective relaxation techniques are combined with proven behavioral change techniques and gamification elements. The gamification elements serve the purpose of increasing the joy of use. Furthermore, some relaxation tasks will be combined with biofeedback realized via wearables (e.g., a portable EEG system or accelerometers). The development is accompanied by regular surveys, interviews, cross-sectional and longitudinal user studies, as well as experimental study designs. Here, the focus is on the evaluation of usability, user experience, technology acceptance and effectiveness.
Design, implementation and evaluation of the user interfaces are carried out in close cooperation between psychology, cognitive science, and computer science. The latter discipline, besides implementation in general, contributes in particular to the development and implementation of the gamification elements. Data processing based on wearables is also supported by mathematics. EEG research takes place in cooperation with the Center for Cognitive Science at the University of Kaiserslautern. Research questions concerning three-dimensional avatars are dealt with in collaboration with the RODOS AG at the Fraunhofer ITWM. The group's health app "Stress-Mentor" is further developed for chronic pain patients in cooperation with Uniklinikum Halle to "Schmerz-Mentor".