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Brainwolk: a mobile technology mediated walking meeting concept for wellbeing and creativity at work

Published: 12 December 2016 Publication History

Abstract

We present Brainwolk, a walking meeting concept that is mediated with the means of mobile technology. Brainwolk was developed to encourage physical activity in mostly sedentary knowledge work. It is meant for different work tasks, especially for creative work such as ideation and getting inspiration, reflecting on one's thoughts and discussing about work-related topics in relaxed atmosphere. Brainwolk enables knowledge workers to work while walking, thus bringing in several benefits for health and wellbeing, as well as creativity and social interaction. Here we present the Brainwolk concept and a summary of a series of the user experience studies where we have evaluated it during the years 2015--2016. The concept and findings contribute on HCI by bringing in design relevant knowledge and insights on the growing field of technology mediated, physically active ways of work, which belong to the blossoming area of persuasive wellness technologies.

References

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Aino Ahtinen, Eeva Andrejeff, Maiju Vuolle and Kaisa Väänänen. 2016. Walk as You Work - User Study and Design Implications for Mobile Walking Meetings. In Proceedings of NordiCHI 2016, to be published in October 2016.
[2]
Josephine Y. Chau, Hidde P. van der Ploeg, Jannique G.Z. van Uffelen et al. 2010. Are workplace interventions to reduce sitting effective? A systematic review. Preventive medicine 51, 5: 352--356.
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Marielle P. Jans, Karin I. Proper and Vincent H. Hildebrandt. 2007. Sedentary behavior in Dutch workers: differences between occupations and business sectors. American journal of preventive medicine 33, 6: 450--454.
[4]
Marily Oppezzo and Daniel L. Schwartz. 2014. Give Your Ideas Some Legs: The Positive Effect of Walking on Creative Thinking. Journal of Experimental Psychology: Learning, Memory and Cognition 40, 4: 1142--1152.
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Andrew J. Oswald, Eugenio Proto, and Daniel Sgroi. 2015. Happiness and Productivity. Journal of Labor Economics 33, 4: 789--822.
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Brandy Parker and Lodge McCammon. 2015. Walking Meetings: The Research on Why We should "Walk and Talk". Retrieved September 16, 2016 from http://flipthemeeting.com/wp-content/uploads/2015/04/WalkTalk-Research.pdf
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Feng Wang, Heather M. Orpana, Howard Morrison et al. 2012. Long-term association between leisure-time physical activity and changes in happiness: analysis of the Prospective National Population Health Survey. American journal of epidemiology 176, 12: 1095--1100.
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Fern Wickson, Roger Strand and Kamilla L. Kjølberg. 2015. The walkshop approach to science and technology ethics. Science and engineering ethics 21, 1: 241--264.

Cited By

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  • (2024)Exploring Augmented Reality Interface Designs for Virtual Meetings in Real-world Walking ContextsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661538(391-408)Online publication date: 1-Jul-2024
  • (2024)Office Wellbeing by Design: Don’t Stand for Anything LessExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3636284(1-7)Online publication date: 11-May-2024
  • (2024)The Effects of Rhythmic Footstep and Sound Interactions on Creativity: A Design and Evaluation StudyInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2378253(1-18)Online publication date: 31-Jul-2024
  • Show More Cited By

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    Published In

    cover image ACM Other conferences
    MUM '16: Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia
    December 2016
    366 pages
    ISBN:9781450348607
    DOI:10.1145/3012709
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 December 2016

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    Author Tags

    1. creativity
    2. knowledge work
    3. mobile technology
    4. physical activity
    5. user experience
    6. user-centered design
    7. walking meeting
    8. well-being

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    MUM '16 Paper Acceptance Rate 35 of 77 submissions, 45%;
    Overall Acceptance Rate 190 of 465 submissions, 41%

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    Cited By

    View all
    • (2024)Exploring Augmented Reality Interface Designs for Virtual Meetings in Real-world Walking ContextsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661538(391-408)Online publication date: 1-Jul-2024
    • (2024)Office Wellbeing by Design: Don’t Stand for Anything LessExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3636284(1-7)Online publication date: 11-May-2024
    • (2024)The Effects of Rhythmic Footstep and Sound Interactions on Creativity: A Design and Evaluation StudyInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2378253(1-18)Online publication date: 31-Jul-2024
    • (2024)SmileApp: The Design and Evaluation of an mHealth App for Stress Reduction Through Artificial Intelligence and Persuasive TechnologyPersuasive Technology10.1007/978-3-031-58226-4_18(237-251)Online publication date: 10-Apr-2024
    • (2023)VR-Hiking: Physical Exertion Benefits Mindfulness and Positive Emotions in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36042637:MHCI(1-17)Online publication date: 13-Sep-2023
    • (2023)Exploring Smart Standing Desks to Foster a Healthier WorkplaceProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/35962607:2(1-22)Online publication date: 12-Jun-2023
    • (2023)Bringing Movement to Digital Tasks at the Office: Designing an Acceptably Active Interface Interaction for Sending EmailsProceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3569009.3573113(1-8)Online publication date: 26-Feb-2023
    • (2023)Exploring the Embodied Experience of Walking Meetings through Bodystorming – Implications for DesignProceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3569009.3572795(1-14)Online publication date: 26-Feb-2023
    • (2023)The Walking Talking Stick: Understanding Automated Note-Taking in Walking MeetingsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580986(1-16)Online publication date: 19-Apr-2023
    • (2021)Charting the Path: Requirements and Constraints for Technology-Supported Walking MeetingsProceedings of the ACM on Human-Computer Interaction10.1145/34760885:CSCW2(1-31)Online publication date: 18-Oct-2021
    • Show More Cited By

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