Changing digital habits

This paper presents research findings related to the human habits of using digital devices. Through theoretical research and empirical fieldwork, it’s clarified that there is a significant concern regarding how we use digital devices and there is health implication that follow. From this baseline th...

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Main Author: Johansson, Johannes
Format: Others
Language:English
Published: Malmö universitet, Fakulteten för kultur och samhälle (KS) 2018
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21208
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spelling ndltd-UPSALLA1-oai-DiVA.org-mau-212082020-10-28T05:38:15ZChanging digital habitsengJohansson, JohannesMalmö universitet, Fakulteten för kultur och samhälle (KS)Malmö universitet/Kultur och samhälle2018Engineering and TechnologyTeknik och teknologierThis paper presents research findings related to the human habits of using digital devices. Through theoretical research and empirical fieldwork, it’s clarified that there is a significant concern regarding how we use digital devices and there is health implication that follow. From this baseline this paper presents an application solution designed from the methods of gamification and persuasive computing, concepts where user motivation is a core for success. Therefore, we present a solution based on a social community because from the research and empirical work a community should be a good platform and the social interactions can provide a large amount of the motivation that has been deemed so relevant. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21208Local 26238application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Engineering and Technology
Teknik och teknologier
spellingShingle Engineering and Technology
Teknik och teknologier
Johansson, Johannes
Changing digital habits
description This paper presents research findings related to the human habits of using digital devices. Through theoretical research and empirical fieldwork, it’s clarified that there is a significant concern regarding how we use digital devices and there is health implication that follow. From this baseline this paper presents an application solution designed from the methods of gamification and persuasive computing, concepts where user motivation is a core for success. Therefore, we present a solution based on a social community because from the research and empirical work a community should be a good platform and the social interactions can provide a large amount of the motivation that has been deemed so relevant.
author Johansson, Johannes
author_facet Johansson, Johannes
author_sort Johansson, Johannes
title Changing digital habits
title_short Changing digital habits
title_full Changing digital habits
title_fullStr Changing digital habits
title_full_unstemmed Changing digital habits
title_sort changing digital habits
publisher Malmö universitet, Fakulteten för kultur och samhälle (KS)
publishDate 2018
url http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21208
work_keys_str_mv AT johanssonjohannes changingdigitalhabits
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