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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Exploring parenting self-efficacy among parents of children In residential treatment: evaluating a combined online psychoeducational intervention

Robinson, Winslow S. 30 June 2018 (has links)
When children return home from residential treatment for behavioral challenges, continuity of care is clinically advised and empirically supported. If parents lack the skills to support this transition, a child’s treatment gains may be at risk. Parenting difficulties can initiate oppositional and avoidant behaviors in children, and if sustained, damage the parent-child relationship, leading to poor child outcomes. Offering parent training during a child’s residential treatment may increase parent self-efficacy and use of the training in support of a child’s transition home. A Northeastern US Residential Treatment Program (RTP) annually provides short-term residential treatment for children (ages 6-18), and therapeutic supports to the parents of these children during their milieu care. RTP’s new online parenting program was evaluated across three separate but related studies, exploring in Phase 1) perceived barriers to online program usability, Phase 2) how video dosage was associated with changes in parenting self-efficacy and parenting stress, and Phase 3) through the lens of family routines, what were the longer-term effects of the online program. Results from Phase 1 suggested that parents with lower technology familiarity may need ongoing support to successfully complete online training; adding digital prompts helped parents to autonomously navigate the online program. Phase 2 results indicated that parenting self-efficacy increased minimally while children were away, and decreased when children returned home; an inverse effect was found for parenting stress. Phase 3 revealed limited application of the online parent training in post-residential family routines; parent training was shared internationally within parenting social networks, though virtually no videos were watched once children had transitioned home. Similar parenting programs using the Fogg Behavior Model may consider nudging parents during natural surges in parent motivation to prolong recently initiated therapeutic benefits during post-residential home aftercare.
2

Länge leve nyheterna : En kvalitativ studie om äldres känslor inför användning av digitala nyhetsmedier / Long Live the News : A qualitative study of older individuals' feelings about using digital news media

Hjelm, Maria, Lagumdzija, Irma January 2022 (has links)
Studien har för avsikt att undersöka äldres känslor inför användning av digitala nyhetsmedier samt hur en interaktionsdesigner kan arbeta proaktivt för delaktighet i samhällsdebatten, när fysisk nyhetsdistribution fasas ut och digital distribution är det som kvarstår. En utgångspunkt i studien är att äldre individer ofta besitter förmågan att använda digitala medier, men har låg motivation. För att utforska mer kring detta används Foggs beteendemodell (2009) och dess tre beståndsdelar för förändring av ett beteende - förmåga, motivation och triggers. Modellen är utformad för att ringa in mönster, attityder och beteenden i digitala miljöer. Datainsamling i studien sker genom strukturerade dagböcker, vilka genomförs som en kvalitativ metod under en längre tidsperiod. Dagböckerna bygger på uppgifter som ska genomföras i den digitala nyhetsaggregatorn Omni (2022). Respondenterna för dagböckerna är sex till antalet och är individer i 60-årsåldern som har en smartphone och tar del av nyheter regelbundet. Resultat från dagböckerna visar att alla tre beståndsdelar i Foggs beteendemodell (2009) är betydande, men att det främst är triggers som är avgörande för en beteendeförändring. Det framkommer även att tidigare erfarenheter, förväntningar samt pragmatiska och hedoniska aspekter har betydelse. Avslutningsvis presenterar studien förslag på hur en interaktionsdesigner kan arbeta för att involvera äldre individer i en digital nyhetsdistribution, för att i en förlängning minska klyftor mellan generationer samt bevara medborgarnas rättigheter att ta del av samhällsinformation. / This study aims to examine older people's feelings about using digital news media and how an interaction designer can work proactively for older people’s participation in the public debate, when physical news distribution is phased out and digital distribution is what remains. A starting point of the study is that older individuals often possess the ability to use digital media, but have low motivation. To explore more about this, the study uses Fogg's behavior model (2009), which contains three components of changing a behavior - ability, motivation and triggers. The model is designed to capture patterns, attitudes and behaviors in digital environments. Data collection in the study takes place through structured user diaries, which are implemented as a qualitative method through a longer period of time. The user diaries are based on tasks to be performed in the digital news aggregator Omni (2022). The number of respondents for the diary is six and they are individuals in their 60s who have a smartphone and receive news regularly. Results from the diaries show that all three components of Fogg's behavior model (2009) are significant, but it is primarily triggers that are crucial for a behavioral change. It also appears that previous experiences, expectations and pragmatic and hedonic aspects are of importance. Finally, the study presents suggestions on how an interaction designer can work to involve older individuals in digital news distribution, in order to reduce gaps between generations and protect citizens' rights to access civic information.
3

Sustainable behavior change at Kansas State University: applying the Fogg Behavior Model as a community-based social marketing approach among faculty and staff

Stephens, Maggie January 1900 (has links)
Master of Science / Department of Landscape Architecture and Regional & Community Planning / Huston Gibson / Communities are currently faced with the issue of integrating sustainable practices into citizen lifestyles, a problem that can be addressed through behavior changes strategies. Higher education institutions can provide a testing ground for different behavior change strategies, specifically the Fogg Behavior Model (FBM) and its application to the social structures that are important in community-based social marketing (CBSM). This research proposes to examine FBM among Kansas State University faculty and staff as a viable CBSM approach for sustainable behavior change. A targeted behavior and trigger for the targeted behavior were selected. The trigger was implemented among select university departments with both pre- and post-experiment surveys distributed to assess trigger effectiveness and limiting factors to ability and motivation. The research showed an increase to the targeted behavior due to trigger implementation and described ability and motivation limiting factors within those select departments. With further investigation into these limiting factors and a widespread trigger effectiveness study, FBM could serve as an effective model that addresses social behavior change within a CBSM framework. FBM’s potential success in a university setting bodes well for its success in communities and a community-based social marketing approach to create sustainable behavior change.
4

En knuff i rätt riktning- en studie om att förändra individers miljömässiga beteenden genom triggers och Fogg behavior model.

Necksten, Lisa January 2016 (has links)
För att förstå vad som får en individ att förändra beteenden till mer miljövänliga har studien utgått ifrån Fogg behavior model som menar att faktorerna motivation, förmåga och triggers behövs för att ett beteende ska förändras. Studien har undersökt i hur stor grad individer som har motivation och förmåga, samt fått triggers, uppnått sina miljömässiga beteendeförändringsmål. Det har även undersökts hur stor skillnad triggern gör för att ett beteende ska uppnås. Jag höll fyra, för allmänheten öppna, föreläsningar om kemikalier i vardagen varpå deltagarna satte fem beteendeförändringsmål att uppnå. Hälften fick under två månaders tid kontinuerliga triggers varpå samtliga respondenter fyllde i en uppföljning där de rankade i vilken grad de upplevde att deras beteendemål var uppfyllt. Resultatet visar att gruppen med både motivation, förmåga och triggers i genomsnitt nådde sina mål med 82,6 % och att gruppen med motivation och förmåga, men utan triggers, uppnådde sina mål i genomsnitt med 59,9%. Fishers exakta test visar en signifikansnivå på p < 0,01 vilket innebär en hög signifikant. Detta tyder på att Fogg behavior model är tillförlitlig samt att faktorn trigger är viktig för att en beteendeförändring ska ske. / To understand what makes individuals change their behaviors towards more environmentally friendly, this study started with Fogg behavior model which says that the factors needed to change a behavior is motivation, ability and triggers. This study investigated in which scale individuals who has motivation, ability and triggers achieved their goals of changing behaviors to more environmentally friendly, and how much effect the trigger had. I had four lectures, all opened for the general public, about chemicals in the every day life and afterwords the participants chose five ”behavior-goals” they wanted to achieve. Half of the respondents got triggers every week and after two months everybody made a follow-up where they rated in which scale they experienced that their goals were achieved. The result shows that the group with both motivation, ability and triggers reached their goals in average with 82,6% and the group with motivation and ability but without triggers reached their goals in average with 59,9 %. Fisher ́s Exact Test shows a significance level of p < 0,01 which is the same as a highly significant. This indicates that Fogg behavior model might be reliable and that the trigger is important for a behavior to occur.
5

"I had to become my own hero" : En utvärderande studie av träningsapplikationen RunKeeper / "I had to become my own hero" : An evaluating study of the training application RunKeeper

Skripcevska, Kristina January 2013 (has links)
Being physically active plays an essential role in ensuring good health and well-being. Motivation is a key factor for maintaining a healthy lifestyle and together with the help of today’s modern technology, facilitating new innovative approaches has made it easier to motivate people towards regular physical activity. This study aims to examine how a training application can increase motivation and how behavioral change occurs when using a training application. Qualitative data collection methods such as interviews and observations have been used in this study. The results show that the training applications ability to motivate varies, and there is a vast interest in taking part of the statistical results and having control over personal developments. / Fysisk aktivitet är en viktig roll för att kunna säkerställa god hälsa och välmående. Motivation är en nyckel faktor för att upprätthålla en hälsosamlivsstil. Tillsammans med dagens moderna teknik har det utvecklats nya innovativa tillvägagångssätt för att motivera människan till regelbunden fysisk aktivitet. Denna studie undersöker hur en träningsapplikation kan bidra till ökad motivation och hur beteendeförändring förekommer vid användning av en träningsapplikation. Kvalitativa datainsamlingsmetoder såsom intervjuer och observationer har använts i denna studie. Resultatet visar att träningsapplikationens förmåga att motivera varierar beroende på användare. Det finns även ett stort intresse att kunna ta del av slutresultat och ha kontroll över den personliga utvecklingen.
6

Motivation to donation

Steneberg, Nellie, Ibarbachane, Sara January 2020 (has links)
Today, the world contains a large number of important non-profit organizations (NPOs) that seek to maintain the welfare of people and animals and to preserve the natural world. NPOs are extremely dependent on funds from the public which has resulted in severe competition between these organizations. This has also come as a result of the cut down of government support and a shortage of donations. Their lack of financial resources indicates that NPOs around the world face major challenges and are therefore in need of customized tools to increase their revenue and ensure their survival. With the purpose of increasing donations towards NPOs, this study aims to research how a media object can be developed and marketed in Bali to motivate tourists into donating money to the Bali Animal Welfare Association (BAWA) which is located in Canguu, Bali. By doing this, NPOs can use this research as tool for application within their own organization to increase their revenues.The media object that was chosen for this research was a poster, placed in the streets of Canggu, Bali and was selected because it has been shown that visual communication is a powerful tool for encouraging prosocial human behavior. The aim was to document how the media object affected levels of tourist engagement and ultimately their motivation to donate money to an NPO. A number of theories of motivation and behavior were used to form the foundation for this research. The methodology used included qualitative data collection by way of interviews, observations of local conditions pertinent to tourist interaction with media objects, as well as information gathered through a focus group involving local tourists. Research Through Design (RTD) was the framework that was used to structure the process for the creation and the testing of the prototype (the media object). The RTD included four phases, two of which were not completed due to complications involving the COVID-19 pandemic. The research concluded that the environment, attitudes towards legitimacy and emotional engagement all played a crucial role for the effectiveness and ultimately the success of a media object. Furthermore, it was concluded that there is a need for extended research on tourists’ behavior as well as consumer behavior, in relation to donors, in order to fully understand how a media object should be developed to motivate a tourist to donate money to an NPO.
7

Santa's little helper : En kvalitativ intervjustudie om persuasive technology inom ekologisk hållbarhet.

Rynefors, Sara, Woodcock, Anna January 2022 (has links)
The climate change that has been noted since industrialism and that we see today are widespread, rapid and increasingly clear. In order to keep the earth within its planetary boundaries, research is focusing on different solutions, where technological development is a leading component. One area that has developed dramatically in the last decade is persuasive technology. The technology is extremely popular, and within ecological sustainability countless ICT-applications have been developed with the aim of supporting users' transition to sustainable living. Despite its popularity and potential, the challenges that exist for the technology are not reflected in the research within the field. This study aims to identify challenges for persuasive technology within ecological sustainability, as well as, based on The Fogg Behavior Model, investigate how these challenges affect the efficiency of ICT-applications that apply the technology. To answer the study's research questions, qualitative semi-structured interviews with four researchers within the field were conducted. The results were then analyzed with the help of previous research and Fogg's Behavior Model for Persuasive Design, which is the theory of the thesis. In summary, it can be stated that the study identified seven challenges with persuasive technology in ecological sustainability, and that these affect the efficiency of ICT applications in various ways.
8

Träningsapplikationer och deras förmåga att motivera vid träning : en kvalitativ studie om hur mobilteknik hjälper till att motivera användaren vid träning / Training applications and their ability to motivate during exercise : a qualitative study of how mobile technology helps to motivate the user during exercise

Olsson Johansson, Kim, Solbrand, Emilie January 2013 (has links)
Smartmobilens användande har successivt ökat och blivit en central del i vår vardag. I och med detta har antalet olika applikationer ökat och numera finns det en mängd olika typer av applikationer som tillfredsställer användarens behov. I den här studien har vi därför försökt ta reda på om träningsapplikationer har förmågan att motivera användaren vid träning. Vi har observerat fem kvinnor och tre män, med varierande erfarenheter av träningsapplikationer, som har deltagit i en fyra veckor lång studie bestående av två faser. Under Fas 1 har respondenterna laddat ned två valfria träningsapplikationer som de testat och under Fas 2 har de använt en specifik applikation. Under användandet har varje respondent antecknat sina tankar och erfarenheter, som senare använts vid en kombinerad observation och intervju. Resultatet visar att träningsapplikationers förmåga att motivera varierar beroende på användare och att det finns ett intresse för att ta del av statistik och förbättringar. / The smart phone’s (mobile) usage has gradually increased and is now an important part of our daily life. Due to this, the amount of applications that can be downloaded keeps on growing. This includes features that will satisfy your every need. In this study, we have tried to find out if training applications have the ability to motivate the user during exercise. Our study contained five women and three men, with varying experiences of training applications. The participants completed a four-week study consisting of two phases. During Phase 1 they got to choose two different training applications they wanted to try while in Phase 2 the participants were given one specific application. While using the applications, every participant took notes of their thoughts and experiences. These notes were later used in a combined observation and interview session. The result showed that the applications ability to motivate varies by user and that there is an interest in taking part of the statistical analysis and improvements.
9

Persuasive design i praktiken : Hur fyra SNS tillåter, motiverar samt triggar användare att nå målbeteenden / Persuasive design in practice : How four SNS allows, motivates and trigger users to perform target behaviors

Franzén, Johanna, Swenson, Johannes January 2015 (has links)
Social networking sites and their functions are in constant change and with every new innovation different user behaviors are encouraged or prevented. Persuasive design is one way of designing a system to encourage a certain behavior. In this study we conducted four surveys of Sweden’s four most popular Social networking sites and how they are used. We followed up with ten interviews to gain understanding of why the users use these sites in a certain way. We identified four different target behaviors on Facebook, Instagram, Twitter and LinkedIn with help from the results we gathered from our surveys and our interviews. We then used a behavior model for persuasive design (FBM) to identify the different factors of the model in Facebook, Instagram, Twitter and LinkedIn’s design. The three factors of the behavior model are: motivation, ability and triggers. To gain further understanding of how Facebook, Instagram, Twitter and LinkedIn motivates, allows and triggers users to perform target behaviors we analyzed our findings using theories from research already done on persuasive design. We found that persuasive design was a powerful tool when it comes to making users perform a certain target behavior. Where the target behavior was not being performed we identified where the design did not correspond with the behavior model. Our goal was to expand on the behavior model by providing it with real world examples. By doing so we hope to help designers gain further understanding about how persuasive design works and how to put it into practice.
10

Applying persuasive design to increase engagement in sustainability-related projects : A case study of a climate change adaptation project’s website / Tillämpning av persuasive design för att öka engagemanget i hållbarhetsrelaterade projekt : En fallstudie av en webbplats för ett klimatanpassningsprojekt

Zamanian, Arian, Yang, Huihong January 2022 (has links)
A website’s foundation should be its usability and its user engagement. Designers can go further and persuade users. The design practice of persuasive design revolves around affecting people indirectly by changing attitudes or behaviors through product features or service characteristics. This has been utilized in various fields with great success. The field of sustainability has become a new theme of study with the goal of influencing user behavior toward more sustainable actions. Researchers have claimed that persuasive design is an effective way to change behaviors and could be utilized to reach different sustainability goals with websites being a viable medium for this. Frameworks for the entirety of the design process have been suggested but there seems to be a lack of literature on guidelines for existing sustainability website designs. This thesis aims to provide guidelines for websites of sustainability-related projects by researching the involvement of similar projects through people’s experiences, motivations, and intentions along with identifying persuasive design characteristics that can increase engagement. The resulting guidelines will be useful for existing designs of websites for sustainability-related projects to increase its persuasive power. A literature review was conducted along with empirical methods of data collection such as a survey, semi-structured interviews, and competition analysis. Theory of planned behavior (TPB), Fogg Behavior Model (FBM), and the Persuasive Systems Design model (PSD) were utilized as theoretical frameworks for collecting data. The empirical methods results were analyzed through a table connecting the theoretical frameworks to understand the results. The findings suggested that people have strong motivations and positive attitudes toward sustainability-related projects but the involvement in such projects is affected by limited ability caused by different barriers. By optimizing the interactive system and applying the persuasive design characteristics, the barriers can be reduced, and the websites’ persuasive power can be increased. Five guidelines were suggested based on the empirical results. An evaluation of the guidelines was not conducted which is proposed as the next step for further research. / Grunden av en webbplats bör vara dess användbarhet och användarengagemang. Utifrån denna grund kan designers gå längre och övertala användare via webbplatsen. Persuasive design är ett tillvägagångssätt inom design vilket kretsar kring att indirekt påverka människors attityder eller beteenden genom produkt- eller tjänsteegenskaper. Detta tillvägagångssätt har använts framgångsrikt inom varierande områden. Hållbarhet har blivit ett nytt studietema med målet att påverka användarnas beteende mot mer hållbara åtgärder. Forskare har hävdat att persuasive design är ett effektivt sätt att förändra beteenden och skulle kunna användas för att nå olika hållbarhetsmål med webbplatser som ett möjligt medium för detta. Ramverk för hela designprocessen har föreslagits men det förefaller vara brist på litteratur om riktlinjer för befintlig design av hållbarhetsrelaterade webbplatser. Denna studie syftar till att ge riktlinjer åt webbplatser för hållbarhetsrelaterade projekt genom att undersöka involveringen av liknande projekt genom människors erfarenheter, motivationer och avsikter samt att identifiera övertalande egenskaper hos persuasive design som kan öka engagemang. De resulterande riktlinjerna kommer att vara användbara för befintliga designer av webbplatser för hållbarhetsrelaterade projekt för att öka dess övertalande kraft. En litteraturgenomgång utfördes tillsammans med empiriska metoder för datainsamling som semistrukturerade intervjuer, en enkät, samt en konkurrentanalys. Teorin om planerat beteende (TPB), Foggs beteendemodell (FBM), samt modellen för Persuasive Systems Design (PSD) användes som teoretiska ramverk för att samla in data. De empiriska metodernas resultat analyserades genom en tabell som kopplade samman de teoretiska ramarna för att förstå resultaten. Studiens slutresultat tyder på att människor har starka motivationer och positiva attityder till hållbarhetsrelaterade projekt men engagemanget i sådana projekt påverkas av begränsad förmåga orsakad av olika hinder. Genom att optimera det interaktiva systemet och tillämpa de övertalande designegenskaperna från persuasive design kan hindren minskas och webbplatsernas övertalande kraft kan ökas. Fem riktlinjer föreslogs baserat på de empiriska resultaten. En utvärdering av riktlinjerna har inte genomförts vilket föreslås som nästa steg för vidare forskning.

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