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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Malmö universitet, Fakulteten för kultur och samhälle (KS)
2018
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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 |
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English |
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Others
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Engineering and Technology Teknik och teknologier |
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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 |
_version_ |
1719353444048830464 |