Sustaining Behaviour Change Through Immersive Technologies: Trends, Perspectives, and Approaches

Maximilian Wittmann, Philip Cash, Milton Edgardo Mariani, Anja Maier, John Paulin Hansen

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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Abstract

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.
Original languageEnglish
Title of host publicationProceedings of the Design Society
Publication date2021
Pages2891-2900
DOIs
Publication statusPublished - 2021
Event23rd International Conference on Engineering Design (ICED21) - Chalmers University of Technology, Gothenburg, Sweden
Duration: 16 Aug 202120 Aug 2021

Conference

Conference23rd International Conference on Engineering Design (ICED21)
LocationChalmers University of Technology
Country/TerritorySweden
CityGothenburg
Period16/08/202120/08/2021

Keywords

  • Design for interfaces
  • Human behaviour in design
  • Virtual reality
  • Long-term Adherence
  • Healthcare Technology

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