This article introduces the theme issue on social interaction and reflection for behaviour change. A large body of research exists on systems designed to help users in changing their behaviours, for instance, to exercise more regularly or to reduce energy consumption. Increasingly, these systems focus on multiple users, often to encourage open-ended reflection rather than prescribing a particular course of action. As background for this theme issue, this article presents a literature review on behaviour change support systems that focus on social interaction and reflection. The review highlights five key approaches amongst these systems: social traces, social support, collective use, reflection-in-action, and reflection-on-action. Each approach offers unique benefits but also challenges for the design of behaviour change support systems. We highlight how the articles in this theme issue contribute to our current understanding of these five approaches, and beyond that, set out some broad directions for future work.
No doubt, user experience (UX) has become of high relevance within the HCI community. Within this paper, we present initial results from a qualitative study on UX in the factory context, more precisely in a semiconductor factory. We highlight the challenges of performing UX research in this particular context and the usefulness of probes for collecting feedback from operators in the factory context within in a limited timespan. The results provide an initial rich description of the operator's everyday experiences in a semiconductor factory. From a designer's point of view, this allows for a more empathic interaction design informed by a subjective operator perspective.
In this paper, we present an interactive mannequin for persuading bypassing customers to extend the perceived time they stay in front of a shop window. The mannequin was designed and prototyped to be seamlessly integrated into a real shop window, constituting an ambient persuasion interface. The design concept of our virtual mannequin is based on actual "real world" mannequins. Based on implicit input from the customers, the mannequin reacts on their presence by looking into their direction. We implemented a prototype of the persuasive interactive mannequin (PIM) as a 3D model, visualized on a large LCD screen and deployed it in a retail store within a shopping mall. The results from a three days field study of this deployment are presented and discussed. The study results give insights about the persuasive effect of the mannequin as well as implications for the user centered design of interactive agents in the context of shopping.
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