Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290607.3312901
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Designing for Wellbeing-as-Interaction

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Cited by 7 publications
(3 citation statements)
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“…• E2) Poor well-being (CA=487, SSI=11). According to the literature, well-being is an umbrella term that refers to an individual's life satisfaction, positive emotions, and lack of stress or physical tension [18,33,97,126]. In the context of this definition, our emergent second theme focuses on the negative impacts of gamification misuse on user well-being.…”
Section: User Experience and Perceptions (Rq1)mentioning
confidence: 99%
“…• E2) Poor well-being (CA=487, SSI=11). According to the literature, well-being is an umbrella term that refers to an individual's life satisfaction, positive emotions, and lack of stress or physical tension [18,33,97,126]. In the context of this definition, our emergent second theme focuses on the negative impacts of gamification misuse on user well-being.…”
Section: User Experience and Perceptions (Rq1)mentioning
confidence: 99%
“…Our investigation of homesickness contributes to the HCI literature on technology use by students for wellbeing and mental health. Prior work has investigated the design of technology to support the wellbeing of students, focusing on topics such as social interaction during mealtimes [73], collaborative expressions of mood [50], improving sleep quality [49] or enhancing stress management capabilities [34]. Other studies have explored the design of tailored solutions including mobile games to address frustration and anxiety [35] and virtual reality systems to encourage exercise [48].…”
Section: Supporting Student Wellbeingmentioning
confidence: 99%
“…Hold [43], Forest [38], StayFocusd [86], Cold Turkey [90])aiming to help users be more focused on their time in the physical world, such as for work or spending quality time with friends. Most recently, these rising concerns have sparked a new field of exploring 'digital wellbeing' in HCI research aiming for more positive experiences with technology [10,13,79].…”
Section: Introductionmentioning
confidence: 99%