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.
Exoskeletons are increasingly used for rehabilitation. To support the design of new and engaging ways of interacting with an exoskeleton, we have developed a low-cost toolkit that interfaces a LEGO Technic arm exoskeleton with serious gaming. The toolkit enables easy modifications and options for the integration of a range of sensors. Additionally, it can be applied for use in gaming via a screen display or virtual reality (VR) systems. The toolkit provides real-time data streaming valuable for researchers and clinicians to analyze how the exoskeleton is being used. We present two case studies with the exoskeleton being used as an input and output interface for serious gaming. CCS CONCEPTS• Human-centered computing → Human computer interaction (HCI).
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