Contemporary knowledge work is typically characterized by sedentary work habits, which in turn have an impact on workers' well-being and creativity. Persuasive technologies can be designed as a means for reducing the amount of sitting at work. Here, we discuss the results from our research to gain design knowledge and insights on persuasive technologies that encourage physically active ways of work. We introduce "Brainwolk", a walking meeting concept that is mediated with a mobile app. As a part of a broader design research process, we present the user experience (UX) findings based on a one-month field study (N=11) of Brainwolk. We utilize our findings in the design of an improved application concept (Brainwolk 2.0) to support and persuade walking meetings. We also confer insights for persuasive design to encourage physically active ways of work at knowledge work context, e.g., focusing on the discreet persuasion. Finally, we discuss the potential of combining digital and non-digital elements to form powerful persuasion techniques.
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.
People's sedentary lifestyle is connected with serious health threats. The goal of our research is to gain novel insights on ways in which movement during knowledge work can be increased. We propose and study mobile technology mediated walking meetings. In this paper we present the results of a design research project with a two-phase qualitative user study, in which we first explored users' expectations towards walking meetings (N=15) and designed the Walking metro mobile application concept. We then evaluated user experience of the concept in field tests (N=14). Based on the findings, we propose 10 design implications for mobile walking meetings in three categories: designing for acceptability, non-interrupting guidance, and discreet persuasion and stimulation.