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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Living Lab for Designing Behavior A-Change</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mika Yasuoka</string-name>
          <email>mikaj@ruc.dk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Roskilde University</institution>
          ,
          <addr-line>Universitetsvej 1, 4000 Roskilde</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Changing behavior, from changing bad habits or forming good habits takes time. Last decades, many researches on behavior change and human habits have been conducted, and knowledge for forming and replacing habits and good behavior have been accumulated. By focusing two key aspects of behavior change supports, the article proposes to apply Living Lab as design approach for designing behavior A-Change. Based on two Living Lab cases, the article introduces potentials of supporting in-depth understanding of the target user and their motivations, needs and their transition over long-term period in order to design Behavior Change Support System by means of Living Lab.</p>
      </abstract>
      <kwd-group>
        <kwd>Behavior Change Support System</kwd>
        <kwd>Habits</kwd>
        <kwd>A-Change</kwd>
        <kwd>Living Lab</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Changing behavior, from changing bad habits or forming good habits, takes time.
Last decades, academic researches on bahavior change and human habit have drastic
progresses, which provide us in-depth understanding about the nature of human
behavior and habits. Now, we have known, to some extent, how human behavior and habits
are formed over time [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The importance of accessing neurological pattern that governs
any habits, and of utilizing spaced repetition for tapping into neurological pattern
should not be neglected. By repeating what you are trying to retain over several days
rather than 20 hours a day, a habit can be stabilized in human behavior. This habit
patterns [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ], the repetition over time, can help people to store conscious short-term
memory process to long-term memory, which could lead forming habits and possibly
lead to behavior changes. Similarly, Golden Rule [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] for behavior change, which
utilizes existing habits and its habit loop could be another key. The Golden Rule often
requires in-depth understanding of current behavior pattern as it is easier to replace
negative addictive habits with new ones, rather than erasing the negative habits.
      </p>
      <p>The above-mentioned researches on human behavior introduce two key critical
aspects for behavior change: (1) the importance of understanding existing individual
habits and behavior, and (2) the importance of long-term perspectives for forming and
replacing behavior. Naturally, the key aspects should be incorporated when persuasive
technology is designed. So, what kind of design methods could support understanding
individual behavior and long-term perspectives in the continuous process of design.
This paper tackles these aspects and introduces Living Lab as a design approach to
support designing Behavior Change Support System (BCSS).</p>
    </sec>
    <sec id="sec-2">
      <title>Two Keys for Behavior Change Support Systems</title>
      <p>Seeing human behavior as unique to each individual and continuous transition from one
stage to the other, we need to consider its individuality as well as transitional continuity
of behavior change in designing BCSS.
2.1</p>
      <sec id="sec-2-1">
        <title>Understanding individual behavior</title>
        <p>
          Typical persuasive technology is designed from system designers’ point of view rather
than the actual behavior change objectives of the users [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Due to the fact, typical
researches on persuasive technology often regard users as homogenous group rather than
individuals with diversity. However, when it comes to BCSS, individual unique
behavior and purpose of a use of the system have closely related to the design principle
of BCSS. Thus, it becomes of critical importance to understand individual human
behavior [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] or at least groups with varied user segments [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] and gender and age [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] in the
design process of BCSS.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Understanding transition and continuity of behavior change</title>
        <p>
          Another important aspect of design BCSS is to understand transition of behavior change
and support its transition continuously. Oinas-Kukkonen [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], categorizes its transition
into three change stages; an act of complying, a behavior change, and an attitude
change, which are named as C-Change, B-Change and A-Change respectively. Current
persuasive technology often targets at one-time behavior change (C-Change) or
repeated but not sustained behavior change on certain period (B-Change). Although
CChange focuses on instant reaction (it can be few seconds) of the targeted users through
persuasion, nudge, or coercion, some of B-Change and attitude change by acquiring
habits (A-Change) could span over longer time such as few weeks op few months. For
supporting behavior change and its system design, we should have long-term
perspective.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Living Lab as a design eco-system and a method</title>
      <p>To support the design process of BCSS with its individuality as well as transition and
continuity of behavior change perspectives, I would like to suggest applying Living
Lab as a design approach. In this context, Living Lab is defined as design eco-system
for long-term, interactive, end-user involvement design process, and a method for
understanding people in stake over time.</p>
      <p>
        Living Lab is a demonstration space in daily life context [fx.8,9]. In Scandinavia, it
is generally regarded as a part of participatory design, and co-creation (Co- Design)
approach for solving social problems with complex and high uncertainty. It can be used
as innovative test bed in organizational context of IT development [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], and as a social
innovation space [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Ultimate goal of Living Lab is to design socially embedded IT
systems in real life context with wider stakeholders. Thus, Living Lab often defines
with social and human centered perspective, as shown in Bergvall- Kåreborn and
colleagues definition; "a user-centric innovation milieu built on everyday practice and
research, with and approach that facilities user influence in open and distributed
innovation processes engaging all relevant partners in real-life contexts, aiming to create
sustainable values.”.
      </p>
      <p>In a conceptual model the author proposed (Fig 1), characteristics of Living Lab is
described as ten critical aspects; they are 1. Familiar Context 2. Activity with
multilayer 3. Co-Creation 4. Dialogue and Reflection 5. Evaluation 6. Discovery 7.
Longterm Engagement, 8. Purpose and Vision 9. Empowerment 10.Openness.</p>
      <p>The infographic in Fig1 utilizes a building metaphor with three floors, indicating
community structure and its user involvements. Three floors consist of activity floor,
observation floor and management floor. In this building metaphor, one user enters the
building (community) and views each floor step by step. This presentation indicates
importance of; 1) widening view to understand current activities and plan future
activities, and then acquire holistic view; 2) recognizing a progressive involvement process
to the community; 3) categorizing and organizing activities with certain perspectives.</p>
      <p>So how we can utilize Living Lab for designing BCSS? Considering environment
for BCSS, Living Lab have a potential to become a great contribution to provide
sustainable understanding of the fields and people, and continuous development aligned
with the behavior changes of individuals over time. To name a few, Long-term
engagement (Aspect 7) is needed to understand people’s behavior in-depth, while co-creation
(Aspect 3) is necessary for user-centered system design and accumulate better usability.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Cases: Behavior Change in Living Lab</title>
      <p>Cases introduced in this section intends to articulate potentials to utilize Living Lab for
designing BCSS and lead ultimate behavior change, A-Change. The cases are two; Case
1: REACH Project and Case 2: Family Communication Support project. The two
projects applied Living Lab approach for a few months in understanding and designing
digital tools which influence behaviors of the system users one way or the other. In both
cases, field investigations and individual user understandings were initiated, and
cocreation with end-users was conducted through participatory workshops. Later,
experiments with proposed system were carried out for a few weeks or six months, and
evaluations were made within Living Lab eco-system.
4.1</p>
      <sec id="sec-4-1">
        <title>Case 1: REACH Project</title>
        <p>
          The utilization of human activity data such as vital data for supporting behaviour
change has attracted attentions. By collecting and analyzing human behavior data from
wearable sensors, AI deep learning might identify outliers in human behavior and
improve quality of life through BCSS. The REACH project1 is a five-year EU Horizon
2020 project [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], conducted by a consortium consisting of academic institutions,
medical and healthcare organizations, healthcare IT companies, insurance companies,
municipalities, and citizens from Denmark, Switzerland, Netherlands and Germany. The
objective of the project is to develop REACH health eco system which supports senior
citizens behavior change. The BCSS for senior citizens aim at improving their quality
of life, through detecting outliers and intervening in daily activities through monitoring
and big data analysis of health conditions based on real data from installed and wearable
sensors. To achieve this goal, REACH applied Living Lab approach for co-design the
motivation support application and collecting the feedback from users in the
experiment.
        </p>
        <p>By developing the application together with stakeholders, the REACH experienced
various changes in data collection methods, data utilization, implementation of field
inputs to REACH eco system design in earlier system development stage. For example,
a good balance on adequacy of behavior advice and ethics towards implicit motivation
push (nudge) was a few challenge that have been negotiated along the way together
with the users. This project implies that interaction with users at stake in Living Lab
1 http://www.reach2020.eu/ REACH (Responsive Engagement of the elderly promoting Activity
and Customized Health care)
can clarify users’ motivations and reasons of the BCSS usage over time, and provide
better process of software design and development.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Case 2: Family Communication Support Project</title>
        <p>
          The possibility of supporting busy families in means of digital tools has been expanding
as different human relations require different granularity and sensibility of
communication. This Family Communication Support project with KDDI Research aims at
designing an application for better close-family communication with small children (up
to 12 years old). Starting with a field study and a qualitative data collection in 2017,
the project conducted a six-months Living Lab experiment with a preliminary family
communication support application, which aimed at motivate family members to share
quality time together. Together with target families, the project conducted a few
concept development workshops, using concept design workshop methods such as design
games [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. While the majority of proposed ideas at the workshop seemed to be novice
and creative, many ideas focused only on either convenience or efficiency in
communication. Interestingly, quantitative fields data from long-term Living Lab experiments
with the developed original apps, and interviews showed the importance of “role play”
among family members and interactive communication through represented family
role. All families with own roles (37% of all target families) tend to successfully utilize
the system for longer periods with higher satisfaction rate.
        </p>
        <p>This project implies that it is critical to understand values acquired in real-life
contexts to get design implications. Value of closed laboratory settings or innovation
workshops should not be neglected; however, they can only offer limited understanding of
real social relations, in comparison of potential findings through Living Lab approach.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Discussions and Implications</title>
        <p>
          Changing behavior and forming new habits take time. If persuasive applications ought
to change human behavior or attitudes through the power of software design, its design
sholud consider individual users’ unique needs and characteristics as well as archetypes
of behavior change, especially considering not only C-Change, and B-Change but also
A-Change [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. The design of BCSS ought to be improved over a long period of time
along the shift of behavior change archetypes, and through understandings of the
targeted community and people. Similarly, it is indispensable that design eco system can
provide a stage for those who are involved to show commitment, co-create, and develop
the support system for their own behavior change.
        </p>
        <p>Two cases introduced in this paper imply what Living Lab can do for designing
BCSS. Living Lab allowed us to comprehend the characteristics and habits of the user
for considering what kind of persuasion would be effective, valuable as well as ethical,
and to develop behavior support application continuously over time. In Case 1,
BChange was achieved over a long period of time, and in Case 2, the close interaction
with the targeted users provided new insights and influenced system design. It is still
unknown how to continuously develop BCSS to support A-Change through Living Lab,
and there are a lot of rooms left to consider.</p>
        <p>This article presented the preliminary idea that Living Lab approach might add value
in designing BCSS by introducing some thoughts and two cases the author conducted.
The cases intend to show potentials rather than validity of Living Lab as a method. Up
to now, the use of Living Labs to design BCSS and to promote A-Change has not been
practiced in real-world settings, and it is not yet clear how it can become an effective
method for designing BCSS. The author will continue working on how Living Lab can
be effectively utilized to support BCSS for A-Change in the future.</p>
      </sec>
    </sec>
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