Xipei Ren

Xipei Ren
Beijing Institute of Technology | BIT · Industrial Design

PhD

About

38
Publications
7,919
Reads
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142
Citations
Additional affiliations
November 2020 - present
Eindhoven University of Technology
Position
  • Researcher
November 2020 - present
Beijing Institute of Technology
Position
  • Professor (Associate)
September 2018 - October 2020
Eindhoven University of Technology
Position
  • PostDoc Position
Education
September 2014 - August 2018
Eindhoven University of Technology
Field of study
  • Industrial Design

Publications

Publications (38)
Article
Full-text available
This research was motivated by a desire to help office workers change their sedentary behavior because a prolonged sedentary posture increases the risks of developing musculoskeletal injuries and chronic diseases, thus threatening their physical and psychological well-being. Regular breaks involving low-effort physical activities are effective in r...
Article
Full-text available
This paper presents a field study on using peer-based cooperative fitness tracking (PCFT) to promote workplace fitness. The social bonding achieved through a collective fitness goal and the sharing of fitness data between two co-workers has been explored as a motivational factor that can encourage physical activity. The study involved 10 dyads of c...
Article
Full-text available
Physical inactivity and chronic stress at work increase the risks of developing metabolic disorders, mental illnesses, and musculoskeletal injuries, threatening office workers’ physical and psychological well-being. Although several guidelines and interventions have been developed to prevent theses subhealth issues, their effectiveness and health b...
Thesis
Full-text available
The rapid penetration of labor-saving devices and task-oriented workplace norms have substantially reduced physical exercises while increasing sedentary behaviors in many office-based jobs. The prevalence of physical inactivity at work increases the risks of developing metabolic disorders, mental illnesses, and musculoskeletal injuries, threatening...
Article
Full-text available
This paper presents an exploratory study on using conversational interfaces (CIs) to support physicians in conducting occupational health consultations. The CI was achieved through a web-based information dashboard with a chatbot assistant for providing real-time suggestions through text messages. Two system designs were developed: the first using...
Article
Ageing populations are becoming a global issue. Against this background, the assessment and treatment of geriatric conditions have become increasingly important. This study draws on the multisensory integration of virtual reality (VR) devices in the field of rehabilitation to assess brain function in young and old people. The study is based on mult...
Chapter
In this scoping review, we aimed to summarize and analyze the latest research developments of persuasive design for healthy eating behavior and explore future design opportunities. This paper initially collected 1231 papers from 2011 to 2021 in three different databases: the Association for Computing Machinery (ACM) digital library, IEEE Xplore and...
Article
Full-text available
This paper presents a design study exploring the effects of a social robot in facilitating people to participate in light-intensity exercises after a long duration of sitting in a shared workspace. A smart system based on a trolley-like robot, called the Anti-Sedentary Robot, was developed to realize the health intervention as follows. To start, th...
Chapter
Full-text available
Eating healthier at work can substantially promote health and well-being among knowledge workers. However, little has been investigated on designing digital tools and interventions specialized in improving workday eating routines. This paper presents a user-centered contextual inquiry based on mixed-methods with an online questionnaire and a semi-s...
Article
Full-text available
Overweight, obesity and cardiometabolic diseases are major global health concerns. Lifestyle factors, including diet, have been acknowledged to play a key role in the solution of these health risks. However, as shown by numerous studies, and in clinical practice, it is extremely challenging to quantify dietary behaviors as well as influencing them...
Conference Paper
Full-text available
Burnout prevention has become increasingly crucial to sustaining office vitality. However, existing strategies mainly focus on the recovery phase of burnouts, and their preventive effect is minimal. This design study explores a digital solution utilizing a data-driven approach to prevent burnouts among office workers. We present Steadi – a personal...
Article
Full-text available
The constant increase in work pressure and the penetration of labor-saving technologies have significantly reduced physical activity in office-based work routines, threatening employees’ physical and mental well-being. Encouraging physical exercises at the office seems a potential solution. However, while there is a wealth of research into occupati...
Conference Paper
Full-text available
Sitting in front of computers has become a major part of our workaday routines, challenging us in maintaining active and healthy lifestyles. This challenge becomes even more salient during this worldwide work-from-home period due to COVID-19. While a wide variety of existing interactive systems have been developed to facilitate health tracking and...
Research Proposal
Full-text available
Sitting in front of computers has become a major part of our workaday routines, challenging us in maintaining active and healthy lifestyles. This challenge becomes even more salient during this worldwide work-from-home period due to COVID-19. While a wide variety of existing interactive systems have been developed to facilitate health tracking and...
Conference Paper
Full-text available
This paper presents a preliminary study for the hands-on creation of an intelligent decision support tool (IDST) for occupational health (OH) physicians. We addressed this challenge through an iterative design process consisting of three phases with different levels of stakeholder involvement, spanning from understanding the context to developing t...
Preprint
Full-text available
This paper presents a preliminary study for the hands-on creation of an intelligent decision support tool (IDST) for occupational health (OH) physicians. We addressed this challenge through an iterative design process consisting of three phases with different levels of stakeholder involvement, spanning from understanding the context to developing t...
Conference Paper
Full-text available
With the rapid advance of information communication technologies, unprecedented volumes of environmental and behavioral data have been generated and provided researchers with new pathways to develop strategies and interventions. In digital public health, there has been an emerging interest in promoting vitality based on multidisciplinary research....
Poster
Office vitality becomes increasingly crucial to improve individuals' quality of life [5]. Eating healthier at work can substantially promote health and vitality among office workers. Office environments and work routines offer good settings to apply healthy eating interventions [1]. In the meantime, many newly developed digital technologies, such a...
Conference Paper
Full-text available
This paper presents an exploratory study of a social exergame, called Step-by-Step, to help office workers initiate physical movements and social interactions in the work routine. In this project, we developed a mobile system for exploring a new mechanism of office vitality, through which the fitness task can be relayed from one to another co-worke...
Preprint
Full-text available
Designing for systemic change. What an ambitious, yet essential endeavor as societal challenges undeniably require a systemic approach towards change. While other fields put a focus on systems earlier on, systemic design is “a recent discipline developing without a canon or shared standards” (Jones & Kijima, 2018). The processes, methods, tools and...
Conference Paper
Full-text available
Designing for societal challenges requires not only traditional design competencies but also knowledge from other disciplines such as social science and engineering. In particular, designers should have the ability to take entrepreneurial action, demonstrate design leadership and create responsible designs. Design education has adopted the design s...
Conference Paper
Physical Education (PE) is beneficial for students' mental and physical health, however, teenagers are increasingly becoming less motivated to actively participate in the current form of PE. Motivational studies show that collective physical activity augmented by playful interactions could encourage more participation and social engagement in physi...
Article
As Europe is ageing, the healthcare system is experiencing dramatic strain. Increasing physical activities is important to promote independent living among seniors due to its impact in preventing chronic diseases and long-term care. Smart wearable technologies have been already developed to support citizens to be more physically active. However, th...
Conference Paper
This paper presents a design study of ShuttleKicker+, an interactive prototype that gives the sonic feedback in a specific physical leisure activity named shuttlecock- kick. This design is intended for a novel experience of collective shuttlecock-play by offering diverse gamified sound effects according to the progress of the activity. We conducted...
Conference Paper
In human-computer interaction (HCI), advances of information and communication technology have led to a wealth of Persuasive Technology (PT) researches to support people’s behaviors change. Many PT theories have been widely used for design analysis and are supposed to be useful for PT design. However, very limited effort has been taken to bridge th...
Conference Paper
Full-text available
This paper presents a within-subject field test (n=24) with Flow platform, a smart cushion that uses interactive music to motivate office workers to break excessive sedentary time. In this study, we compared continuous music and interactive music as reminders to inform sedentary time by every 15-min. After each treatment, a questionnaire adapted fr...
Conference Paper
In this paper, we present an exploratory study of the prototype of FLOW, a portable exercise platform that aims at aiding sedentary behavior among elderly people by offering them a more active sitting experience in their daily routines. We designed FLOW based on three iterations, revolving technology implementation, interaction design, and user exp...
Conference Paper
Full-text available
In this paper, we report our study on applying Experiential Design Landscapes as the basis of design process to support the design of exertion games. We approach this question by setting up an 8-day interaction design module with 7 groups of students. The methods of our module were developed based on the process model of Experiential Design Landsca...
Conference Paper
Full-text available
In the HCI domain, many researches have been carried out on how to apply Persuasive Technology (PT) to stimulate a more active lifestyle. Regarding collectivist cultures, social influence has been considered as one of the most impactful factors among others in PT. Within one societal context, however, different individuals may need different motiva...
Article
This paper analyses and discusses the possibility of integration of emotional design and sustainable design in the field of residential design through combining the principles of three dimensions of emotional design and three levels of sustainable residential design. Besides, proposing concept design to verify the value of this fusion. The study pr...

Projects

Projects (4)
Project
This project aims at preventing suboptimal health status caused by work-related sedentary behaviors and chronic stress, through creating a smart office. We investigate how a data-enabled, interactive environment can infuse healthful activities with established work routines and facilitate the habituation of healthy workstyles. Based on ubiquitous sensing, deep learning, and human-technology interaction, we will develop a smart office that can sense health states of workers and use that information to regulate short-term workflow and tailor long-term work routines for the prevention of subhealth. The sensing and data-generating system will be embedded into the working environments and office supplies of a real office setting. Using this smart office as a living lab, we will collect long-term databases and deploy health-behavior-change interventions to study and experiment with opportunities and challenges of adopting healthy behaviors into the workaday context for improved office vitality and stress resilience. This is a one-year project funded by NWO Creative Industries KIEM.
Project
The primary goals of the Vitality Data Centre (VDC) are twofold: 1 Data platform | 2 Vitality data analysis Data platform We aim to develop a (data) platform that can facilitate various vitality-related ‘living lab’ projects. This platform will be empowered with multiple functions, including data collection, data processing, data query, and data analysis. Based on the platform, we will be able to combine ad hoc and smaller scale vitality data (environmental and behavioural data) with available socio-demographic data to investigate models/correlations. The data platform will also facilitate us implementing tools/ technologies for promoting vitality and support the test of vitality interventions. Vitality data analysis We aim to develop an approach to analyzing vitality and correlating behavioral factors with environmental factors. As a determinant of vitality, in our case, physical activity (PA) will be studied. We will analyze various types of PA, such as biking, walking, running, and relevant sociocultural and physical environments. These studies and analyses will derive models for the correlations between environmental factors and PA behaviors, which will be validated at different geopolitical levels (municipal, regional or national) or socioecological levels (individual, interpersonal, or societal).
Project
REACH aims to develop a service system that will turn clinical and care environments into personalisable modular sensing, prevention, and intervention systems that encourage the elderly to become healthy via activity (physical, cognitive, mobility, personalized food, etc.). The project abbreviation stands for Responsive Engagement of the Elderly Promoting Activity and Customized Healthcare. The proposal for this project was developed in 2015 and submitted under pillar 3 of H2020 in societal challenge 1 Personalized Healthcare (PHC). In the European consortium with 17 partners from higher education institutions and industry, the four EuroTech Universities along with the industry partners (including leading European health care technology, rehabilitation, and care and hospital firms) build the core of this project. The total grant amounts around 6 Million Euros. The health expenditure in the EU is expected to rise by 350% by 2050 compared to an economic expansion of only 180% and The Directorate General for Economic and Financial Affairs notes that, in particular, the increase of chronic diseases and the provision of Long Term Care (LTC) will pose an increasing challenge to the sustainability of public finances in the EU, due to an ageing population. REACH therefore represents a solution that seeks to prevent older citizens from loss of function and decline as a major cause of physical inactivity. The REACH system turns clinical and care environments such as homes and everyday life, day care centres and other geriatric facilities into highly personalised and data-driven early intervention systems that engage older persons in preventative and rehabilitative activity (primarily physical activity but also with regard to cognitive, mobility, social and nutritional aspects). REACH achieves its objectives through an integrated sensing-monitoring-intervention chain that is exemplarily and iteratively adapted in the project to the ecosystems of a series of care settings for older persons (represented exemplarily through four different use case settings). REACH implements, demonstrates and tests through four “Touchpoints” (each tailored to a specific user group) several instances of this chain. The REACH Touchpoints and Engine concept and the REACH toolkit represent the REACH system architecture binding together individual developments around the Touchpoints. A unique feature of REACH is the integrated utilisation of personalised behaviour change and engagement techniques informing the development of the toolkit elements (sensors, interfaces, devices, etc.). REACH implements a combination of wearable and ambient sensors for each Touchpoint along with a set of co-adapted Machine Learning elements. Personalised Intelligent Interior Units (PI²Us) are used to seamlessly integrate the above described functional elements into daily life in the different target use case settings. REACH will create new market opportunities for European industry including SMEs to capitalise on European high-tech-knowhow, to make Europe a market leader in prevention technologies and at the same time tackle the ultimate cause of rising healthcare expenditures. REACH expressively engineers acceptability features (privacy, ethics, legal, accessibility dimensions) into its solutions that ensure viability (e.g. in the context of the GDPR), trust by end-users and society and a branding as being a European way. This project has received funding from European Union’s Horizon 2020 research and innovation programme under grant agreement No 690425. http://reach2020.eu/