Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Session
SES B1: Health & wellbeing 1
Time:
Tuesday, 06/Sept/2022:
10:30am - 11:15am

Location: Room B


Room B is room S02 at the FME building (Faculty of Mathematics and Statistics). The address is: C. Pau Gargallo 14 08028 Barcelona https://goo.gl/maps/QDEwQGp995qWGftC9

Presentations

Kansei Engineering + User Experience Design Driving Innovation in Healthcare

Daniel Lewis Sloat, Sundar Ramaswamy

Fresenius Medical Care - NA, United States of America

In this presentation we will investigate how Kansei Engineering and User Experience Design come together to solve real problems in a large healthcare organization; transcending the boundaries between physical and digital solutions and contexts. We will investigate examples from industry and various methodology for driving collaboration and culture change. We will also discuss the value and, perhaps more importantly, the responsibilities that come with participating in the engineering of sticky and infectious experiences. Organizational structures and other enabling details will also be explored.



A Potential for Well-being in Peer-to-Peer Sharing Economy: A Systematic Review and Modeling

Meng-xun HO, Hideyoshi YANAGISAWA

Design Engineering Lab., Department of Mechanical Engineering, The University of Tokyo, Japan

Humans pursue well-being in their lives. Well-being encompasses positive emotions, life satisfaction, well-functioning, meaning of life, and self-growth (Andrews & Withey, 2012; Diener, 2000; Seligman, 2002). In ancient times, sharing is an intimate behavior which solidates strong community and lead to an ideal life (Price, 1975) which refers to well-being in the present. Sharing economy sheds light on a novel business model which people can develop well-being while sharing among strangers. However, prior research shows users participate sharing economy because of self-interest rather than social interaction or sustainability as we expected (Botsman & Rogers, 2010; Hamari, Sjoklint, & Ukkonen, 2016). Sustainable well-being is not only for ourselves, but for our communities, and our planet (Calvo & Peters, 2014). Thus, we investigate how the well-being components can be built in sharing economy and foster users to pursue it in the long run. This study reviews and synthesizes prior studies to (1) elucidate the well-being components in the P2P sharing economy, (2) model the sharing ecosystem with well-being components in a global view, and (3) propose the technological solutions of a P2P sharing platform to facilitate well-being. Furthermore, we provide examples of practice to illustrate the proposed model. We believe this study not only motivates platformers to take users’ well-being into account but promotes the sharing ecosystem to function sustainably and prosperously.



The Relationship between Leisure Activities and Subjective Wellbeing Among Middle-aged Chinese People

Zhe ZHANG1, Ryoichi TAMURA2

1Kyushu University, Japan; 2Kyushu University, 4-9-1 Shiobaru Minami-ku, Fukuoka-shi, Fukuoka 815-8540, Japan

This study investigated and analyzed the relationship between leisure activities and subjective wellbeing among middle-aged people in China. Specifically, we conducted a web-based questionnaire survey of men living in Shanghai, one of the cities directly under the jurisdiction of the Chinese government, which did not show any significant change in the frequency of participation in leisure activities before and during COVID-19. Based on the survey results, we used SEM(Structural Equation Modeling) to analyze the relationship between the three categories of leisure activities and subjective wellbeing. The results showed that the disciplines classified as hobbies and sports sectors had a significant positive impact on positive emotions, one of the elements of subjective wellbeing.



Relationship Between Behaviors for Purchasing OTC Medicines and Literacy of Consumers: Exploring the Digital Experience Based on a Tablet System

Guyue Tang1, Megumi Izumisawa2, Shinichi Koyama3

1Degree Program in Design, University of Tsukuba, Japan; 2Department of Pharmacy, Nihon University, Japan; 3Faculty of Art and Design, University of Tsukuba, Japan

The rapid development of e-commerce and impact of the pandemic may affect consumers' healthy behavior in purchasing OTC medicines. This study aimed to examine the relationship between Japanese consumers’ current behaviors of purchasing OTC medicines and literacy through exploring the digital experience of purchasing based on tablets. An online questionnaire was conducted in the Kanto region of Japan, which included questions on purchasing behaviors and medication literacy, and the Japanese version of the eHealth Literacy Scale. Of the participants who had experience in purchasing OTC medicines, 89.47% preferred to buy them at pharmacies or stores, whereas 9.47% tended to purchase them online ( χ2(2) = 271.50, p < .01); 64.24% accepted choosing medicines through a digital screen ( χ2(3) = 102.36, p < .01) and 85.26% obtained information through smartphones while purchasing OTC medicines at pharmacies or stores. Young consumers aged 20-29 years used smartphones significantly more frequently than those aged 30-49 years (p <. 01). There was a positive correlation between eHealth literacy and smartphone use (r = .24, p < .01). The results suggest that Japanese consumers prefer to visit a pharmacy or drug store to purchase OTC medicines. They also prefer to search for information about OTC medicines on-site with a digital device, such as a smartphone, rather than buying OTC medicines from online stores. The digital experience of a tablet-based purchasing system would be useful and acceptable for young consumers and those with high eHealth literacy.