Grant: Alliance Grants
Université de Moncton
$42,809.00
A Quantitative Evaluation of User Benefits When Using a Sit-and-Stand Desk With a Gamified Auto-Elevate Feature
EF 2021-22
Résumé
With the technological development and increasing ubiquitous use of computers, the amount of time people in developed economies spend in sedentary workplaces has increased dramatically (Matthews et al., 2008). Sedentary behavior is characterized by an energy expenditure =1.5 metabolic equivalents (METs) while awake (Tremblay et al., 2017), and has been associated with health risks including increased cardiovascular-specific and overall mortality (Young Deborah Rohm et al., 2016). Effects of prolonged sitting have been associated with metabolic syndrome, cardiovascular disease, hypertension, Type 2 diabetes, Venous thrombosis, Lower Back pain and Muscle fatigue (Young Deborah Rohm et al., 2016). A committee of experts has suggested that at least 25% and as much as 50% of the work day should be spent standing with those periods being spaced over the workday, based on epidemiological evidence (Buckley et al., 2015). When considering use of sit-stand desks, the amount of standing which is most beneficial and number of sit-stand changes has been understudied (Chambers et al., 2019). Research in this field continues (Bao & Lin, 2018; Black et al., 2015, 2019) with a need to ensure such studies are applicable users in their regular work environment. One of the challenges is to motivate people to recognize the need to change their posture before discomfort occurs. Reminders may be presented on a computer screen are helpful (Barbieri et al., 2017; Sharma et al., 2019) but can be ignored. Gamification of these reminders may be increase user motivation and be more effective at making users enjoy the most beneficial frequent postural changes. This project will study the role of a gamified regular postural changes between sitting and standing degree of changes and improvements in employee well-being and performance when using a gamified Auto-Elevate feature created by Ergonomyx for use with various sit-stand height adjustable workstations.
Programme
Alliance Grants
Bénéficiaire
Emplacement
New Brunswick, Canada
Type de bénéficiaire
Academia
Type
Grant
Source
NSERC's Awards Data
Tel que publié
Application id
561353-2020
Name nom
Black, Nancy
Department département
Génie mécanique
Organization id
73
Institution établissement
Université de Moncton
Province en
New Brunswick
Province fr
Nouveau-Brunswick
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2021
Competition year année de concours
2020
Award amount
42809
Program id
ALLRP
Program name en
Alliance Grants
Program name fr
Subventions Alliance
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
96
Committee name en
RPP Internal Decision Cttee
Committee name fr
Cté de décision interne - PPR
Area of application code
1101
Area of application group en
Health, education and social services
Area of application group fr
Santé publique, éducation et services sociaux
Area of application en
Human health (including medically-related psychological research)
Area of application fr
Santé publique (y compris recherche psychologique liée à la médecine)
Research subject code
1605
Research subject group en
Industrial engineering
Research subject group fr
Génie industriel
Research subject en
Human factors engineering
Research subject fr
Génie des facteurs humains
Installment
inst:1
Partie
1
Nb partie
1
Application title
A Quantitative Evaluation of User Benefits When Using a Sit-and-Stand Desk With a Gamified Auto-Elevate Feature
Keyword
NSERC
Application summary
With the technological development and increasing ubiquitous use of computers, the amount of time people in developed economies spend in sedentary workplaces has increased dramatically (Matthews et al., 2008). Sedentary behavior is characterized by an energy expenditure =1.5 metabolic equivalents (METs) while awake (Tremblay et al., 2017), and has been associated with health risks including increased cardiovascular-specific and overall mortality (Young Deborah Rohm et al., 2016). Effects of prolonged sitting have been associated with metabolic syndrome, cardiovascular disease, hypertension, Type 2 diabetes, Venous thrombosis, Lower Back pain and Muscle fatigue (Young Deborah Rohm et al., 2016). A committee of experts has suggested that at least 25% and as much as 50% of the work day should be spent standing with those periods being spaced over the workday, based on epidemiological evidence (Buckley et al., 2015). When considering use of sit-stand desks, the amount of standing which is most beneficial and number of sit-stand changes has been understudied (Chambers et al., 2019). Research in this field continues (Bao & Lin, 2018; Black et al., 2015, 2019) with a need to ensure such studies are applicable users in their regular work environment. One of the challenges is to motivate people to recognize the need to change their posture before discomfort occurs. Reminders may be presented on a computer screen are helpful (Barbieri et al., 2017; Sharma et al., 2019) but can be ignored. Gamification of these reminders may be increase user motivation and be more effective at making users enjoy the most beneficial frequent postural changes. This project will study the role of a gamified regular postural changes between sitting and standing degree of changes and improvements in employee well-being and performance when using a gamified Auto-Elevate feature created by Ergonomyx for use with various sit-stand height adjustable workstations.