COMMONS: a board game for enhancing interdisciplinary collaboration when developing health and activity-related wearable devices

Dennis Arts, Len Kromkamp, Steven Vos

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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Abstract

Physical activity provides substantial health benefits yet physical inactivity is one of the most challenging problems of these days. Development in mHealth and eHealth applications, such as wearable technology, create vast opportunities but are still insufficiently used to promote sustainable physical activity. To enhance the development of such products, participation and cooperation of professionals with different knowledge and expertise is required. We developed a board game called COMMONS to enhance interdisciplinary collaboration in the design of health-related wearable technologies. In this paper we present the design process of COMMONS, results of the play sessions and discuss the future development of COMMONS and the possible implications within the field of Human-Computer Interaction.

Original languageEnglish
Title of host publicationHuman-Computer Interaction – INTERACT 2019 - 17th IFIP TC 13 International Conference, Proceedings
EditorsDavid Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris
Place of PublicationCham
PublisherSpringer
Pages461-470
Number of pages10
ISBN (Electronic)978-3-030-29390-1
ISBN (Print)978-3-030-29389-5
DOIs
Publication statusPublished - 2019
Event17th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2019 - Paphos, Cyprus
Duration: 2 Sep 20196 Sep 2019

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume11749 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference17th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2019
CountryCyprus
CityPaphos
Period2/09/196/09/19

Keywords

  • Board games
  • Communication
  • Human-Computer Interaction
  • Interdisciplinary teams
  • Physical activity

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