Uppsats

Upp och stå : Ett påminnelsesystem för att få användare med höj och sänkbara skrivbord att stå upp

Yrkesexamen på grundnivå

Luleå tekniska universitet/Institutionen för ekonomi, teknik, konst och samhälle

Publicerad: 2026

Språk: Svenska

Sammanfattning

This thesis explores how a reminder system can motivate users with height-adjustable desks tostand more frequently during the workday. Although such desks are common in Sweden, thestanding function is rarely used, increasing the risk of health issues such as back pain, type 2 diabetes, and cardiometabolic diseases. The aim of this project is to develop a concept thatreminds users in a discreet and appealing way, without being perceived as intrusive, with thehope of introducing new habits. This inspired the project’s research question: How can a solutionbe designed to motivate users with height-adjustable desks to stand more often in a considerate manner? The project used a combination of the Double Diamond process and IDEO’s Design Thinkingto create a user centered approach that incorporates both divergent and convergent thinking.The initial research phase aimed to build a deeper understanding of the problem using methodssuch as benchmarking, which analysed existing solutions and identified shortcomings, primarilythat most solutions are limited to simple timer-based apps. A literature review then established atheoretical foundation on ergonomics, behaviour change, nudging, and gamification. To gaininsight into user needs and preferences, interviews were conducted. Based on this information,the development phase began, using brainstorming, moodboards, and sketches to generateconcepts and ideas. These were refined through surveys and user feedback, leading to a finalconcept. Prototyping was carried out using CAD and additive manufacturing, resulting in aphysical prototype that underwent user testing to ensure the design addressed the identifiedproblems. The outcome is a concept consisting of a physical device and a digital interface. The physicaldesign conveys a modern aesthetic through its form and material choices, while the digitalinterface leverages nudging and gamification through features such as reminders, statistics,challenges, and social elements to motivate users to stand. The conclusion is that the combination of visual cues, nudging, and game elements can helpestablish new healthy habits. Future work should focus on technical development, long-termtesting, and adaptation for a broader range of users.

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