Measuring quality of work life through wearable experience sampling
Author
Gaardbo, Jens Jakup Egholm
Term
4. term
Education
Publication year
2021
Submitted on
2021-05-28
Pages
78
Abstract
Arbejdspladser måler ofte trivsel via periodiske tilfredshedsundersøgelser, som ikke opfanger medarbejderes daglige oplevelser. Med afsæt i litteratur om lykke, flow, motivation og kvaliteten af arbejdsliv (QWL) foreslår denne afhandling en ramme for at måle QWL gennem en Samsung-smartwatch-baseret Experience Sampling Method (ESM), der løbende registrerer flow og motivation i arbejdstiden. En prototypeapplikation til Galaxy Watch 3 blev designet for at muliggøre gentagne in-situ målinger på tværs af arbejdspladser. Rammen og prototypen blev afprøvet i et to ugers ESM-pilotstudie med fire medarbejdere i Nykredit. De indsamlede data viser indikationer på identificerbare flow-oplevelser, men datagrundlaget er begrænset, og yderligere test og iteration er nødvendige, før der kan drages sikre konklusioner. Projektet udsprang af et fokus på gamification, men skiftede til generel QWL-måling uanset om gamification er implementeret. Afhandlingen skitserer designkrav, implementering af bærbar ESM og praktiske overvejelser for fremtidige studier.
Workplaces often rely on periodic satisfaction surveys that miss day-to-day experiences. Building on literature about happiness, flow, motivation, and quality of work life (QWL), this thesis proposes a framework to assess QWL using a Samsung smartwatch-based Experience Sampling Method (ESM) that captures momentary flow and motivation during work. A prototype application for the Galaxy Watch 3 was designed to enable repeated in-situ prompts and data collection across workplaces. The framework and prototype were piloted in a two-week ESM study with four employees at Nykredit. The collected data show indications of identifiable flow episodes, but the sample is small and further testing and iteration are needed before drawing firm conclusions. Originating in an interest in gamification, the study shifts to general QWL measurement regardless of whether gamification is present. The thesis outlines design requirements, a wearable ESM implementation, and practical considerations for future studies.
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