Spelling suggestions: "subject:"persuasive 1echnology"" "subject:"persuasive 1technology""
11 |
How to encourage stretching and breaks at work : Understanding long term usage of a behaviour change support systemBrändström, Magnus, Dueso Tejero, Albert January 2014 (has links)
We are spending more and more time seated at work, which increases the risk for health problems. Behaviour change support systems that encourage breaks and stretching at work have been used as interventions to try to reduce these problems. No previous studies had looked at how these systems were used for long periods of time. In this qualitative study based on ten interviews, we aimed for expanding our understanding of long-term usage of such systems by studying one called ‘Efons’. The results indicate that the main factors influencing long-term usage are timely reminders, the impact that the stretching exercises has on the users’ health and the education of the user about health recommendations. We also found elements we argue have the ability to influence long-term usage and currently do not exist in the system studied or its context of use, such as adapt the system to the needs of the user or provide education about why these systems are useful.
|
12 |
Ingénierie de l'Interaction Homme-Machine et Persuasion Technologique : étude du concept de Chemin Persuasif / Engineering Human Computer Interaction and Persuasive Technology : study of Persuasive PathsFenicio, Alessandro 23 September 2019 (has links)
Les défis sociétaux sont une préoccupation internationale, avec des incantations quotidiennes au changement : “Fumer tue”, “Boire ou conduire, il faut choisir”, “Manger cinq fruits et légumes par jour”, etc. Toutefois, ces campagnes publicitaires restent à effet limité.Les technologies persuasives sont explorées depuis une quinzaine d’années pour mobiliser le numérique sur ces difficultés de changement de comportement. Les dispositifs et applications de monitoring se multiplient avec des succès commerciaux comme les bracelets ou les montres d’activités physiques. Toutefois l’incitation au changement reste limitée malgré le potentiel du numérique pour des stratégies personnalisées. La difficulté tient à l'interdisciplinarité inhérente au domaine : concevoir des systèmes interactifs persuasifs requiert de maîtriser les fondamentaux et les avancées en psychologie cognitive et sociale, ce qui rend l’exercice extrêmement ambitieux.Cette thèse contribue à l’ingénierie des systèmes interactifs persuasifs. Elle traite du processus de changement de comportement. Elle propose le concept de chemin persuasif pour stimuler l’utilisateur dans son changement de comportement. Le chemin persuasif est une succession d’événements incitant l’utilisateur à cheminer d’une certaine façon dans son ensemble de comportements possibles. Cet ensemble est modélisé en une machine à états explicitant l’ensemble des comportements et des transitions possibles entre comportements. Les transitions sont déclenchées en contexte, lorsque les déterminants des comportements correspondants sont satisfaits dans le contexte courant de l’utilisateur. Une architecture persuasive est proposée pour opérer les machines à état et chemins persuasifs. Le formalisme des machines à état permet aussi la caractérisation et la comparaison des processus de changement de la littérature.Une méthode de conception est proposée pour concevoir, étape par étape, la machine à états et le chemin persuasif. Les étapes procèdent, pas à pas, à des choix de conception rendant le système petit à petit réalité dépendant, problème dépendant, domaine dépendant, tâche dépendant et contexte dépendant. Cette conception progressive est structurante et permet une révision des choix de conception selon la performance observée de la persuasion.Les contributions conceptuelles (concepts et méthode de conception) sont illustrées sur deux cas d’étude complémentaires : d’une part, CRegrette, une application visant à stopper un comportement (fumer) ; d’autre part, Mhikes, une application visant à renforcer un comportement (marcher). Une implémentation complète de Mhikes (concepts et architecture) est détaillée pour démontrer la faisabilité technique des propositions. Sa maturité technologique a permis un déploiement de l’application en grandeur réelle et une évaluation expérimentale des contributions.Les résultats d’évaluation confirment la pertinence des modèles et de l’architecture pour placer des sondes logicielles permettant (1) d’identifier les rôles joués par les utilisateurs, 2) d’en suivre les éventuels changements et 3) d’émettre des notifications personnalisées. Les notifications s’avèrent plus performantes que les campagnes de communication aujourd’hui pratiquées par l’entreprise Mhikes. Toutefois le changement de rôle reste difficile, avec des transitions extra-rôles plus difficiles à franchir que les transitions intra-rôle.In fine, la thèse livre un ensemble complet de méthode, modèles et outils pour l’ingénierie des systèmes interactifs persuasifs. Plus largement, cet ensemble peut servir à d’autres communautés pour progresser dans la compression de l’humain en situation d’interaction. / Societal challenges are an international concern. Daily advertising campaigns rise attention of people to make them change: "Smoking kills", "Drinking or driving, choose", "Eating five fruits and vegetables a day", etc. However, these campaigns have limited effect.Persuasive technologies have been explored for fifteen years to orient technology on the difficulty of changing behavior. Monitoring devices such as bracelets or watches of physical activities and applications are multiplying obtaining commercial successes. However, despite the potential capabilities of technology of delivering personalized strategies, the incentive to change remains limited. The difficulty lies in the multidisciplinarity of the field: designing persuasive interactive systems requires mastering the fundamental concepts and the advances in cognitive and social psychology, which makes the persuasive practice extremely ambitious.This thesis contributes to the engineering of persuasive interactive systems. It deals with the process of behavior change and proposes the concept of persuasive path to stimulate users in their behavior change. The persuasive path is a succession of events designed to pave the progression of the user toward the change among the set of possible behaviors. This set is modeled with state machines describing all the possible transitions between behaviors. Transitions between behaviors are triggered when the determinants of the corresponding behaviors are satisfied in the current user's context. A persuasive architecture is proposed to orchestrate the state machines and the persuasive paths. The formalism of state machines also allows the characterization and comparison of change processes in the literature.An incremental design method is proposed to design, step by step, the state machine and the persuasive path. The steps proceed in order to actuate design choices that make the system little by little more dependent: problem dependent, domain dependent, task dependent and context dependent. This structuring progressive conception allows a revision of the design choices according to the observed performance of the persuasion.The conceptual contributions (concepts and design method): CRegrette, an application aimed at stopping behavior (smoking); on the other hand, Mhikes, an application aimed at reinforcing behavior (walking). A complete implementation of Mhikes (concepts and architecture) is made available to show the technical feasibility of the approach. The technological maturity of this approach allow the deployment of the application at real scale and an experimental evaluation of the contributions.The evaluation results confirms the relevance of the models and of the architecture, allowing the introduction of software probes (1) to identify the roles endorsed by users, 2) to follow the possible changes and 3) to produce personalized notifications. The notifications resulted more efficient than the communication campaigns operated by Mhikes. However, the role changes remains complex, with extra-transitions that are more difficult to actuate than intra-transitions.In conclusion, the thesis delivers a complete set of methods, models and tools for the engineering of persuasive interactive systems. More broadly, this set can be used by other communities to progress in the compression of human interaction.
|
13 |
The observing self as a catalyst for behaviour change and wellbeing: Effective personal informatics system design to promote behaviour change in the changing health paradigmDe Villiers, Stephanie January 2017 (has links)
The current study is a user-centred enquiry into how wellness-related personal informatics (PI) systems can be more effectively designed to better promote lasting behaviour change and sustained wellbeing in the context of the changing health paradigm. Until recently, the Western biomedical model with its disease focus has been effective in delivering health care; however, this paradigm does not efficiently support a system in crises - the contemporary health care system which is confronted with complex challenges of modern lifestyle diseases and behavioural disorders. Enabled by the technological revolution, a Systems Medicine model - a preventative, personalised, predictive and participatory (P4) approach - is emerging and PI systems play a significant role in realising this pre-clinical, patient-centric, behaviour-focussed shift in health care. This viewpoint paper argues that design strategies applied in PI systems to promote behaviour change play a vital role in supporting health outcomes, specifically, persuasive and mindful user experience (UX) strategies. By applying a phenomenographic research methodology, a user-centred approach is taken to understand qualitatively different ways in which PI systems (and their inherent design strategies) are experienced by users, to inform more intuitive design of PI systems that balance behaviour change strategies to support more lasting shifts and sustainable states of wellbeing. Drawing together ideas from systems medicine, complexity theory, persuasive and mindful design approaches in conjunction with phenomenography, this study aims to understand experiential nuances to offer implications for the future design of health care through PI systems. The theory built through the research process is applied in a prototype design, which is presented as an example of a PI system design that balances persuasive and mindful strategies and aims to promote lasting behaviour change and enduring states of wellbeing more effectively.
|
14 |
Influencing everyday decision-making by having digital systems introducing subtle cues - an initial viability studyDalvig, Sara Kristina, Wasslöv, Lisa January 2020 (has links)
I denna studie undersökte vi hypotesen att visuella subtila ledtrådar kan användas i augmented reality-glasögon för att påverka människors beslutsfattande. Det var baserat på den konceptuella visionen om att AR-glasögon en dag kan vara en del av vårt dagliga liv, och då kan påverka hur beslut fattas. För att undersöka detta genomfördes en litteraturstudie och ett valbaserat videoexperiment. 39 deltagare i olika åldrar deltog i experimentet. Deltagarna delades slumpmässigt upp i tre grupper med olika förutsättningar; en kontrollgrupp, en grupp som exponerades för subtila “priming”-villkor och en grupp som exponerades för subtila “point-of-decision”-villkor. Resultaten påvisade samband mellan subtil priming och beslutsfattande, men inga samband kunde styrkas mellan subtila “point-of-decision”-villkor och beslutsfattande. / In this study we investigated the hypothesis that visual subtle cues can be used in Augmented Reality glasses to affect human decision making. This was based on the conceptual vision that AR-glasses might one day be a part of our daily life, and could then affect the way decisions are made. In order to investigate, a literature study and a video-based choice experiment was conducted. 39 participants of varied ages took part in the experiment. Participants were randomly assigned to a control condition, subtle priming cues condition, or a subtle point-of-decision cues condition. The subtle priming cue was in the form of action words and smiley faces, and the subtle point-of-decision cues were in the form of flashing lights. The results showed evidence of a relation between subtle priming cues and the choices made by the participants, but no evidence of such relations were found between subtle point-of-decision cues and the choices made.
|
15 |
HamkeRun: Mobile infoVis app towards sustainable motivation in a context of runningMoon, Sung Pil 05 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / According to the US Centers for Disease Control and Prevention, less than half of all adults in the US meet basic physical activity guidelines. Physical activity can help not just improve physical and mental health but also reduce the risk of heart disease and some cancers. Researchers and companies have tried to investigate the use of modern technologies to motivate people to increase and maintain physical activities. However, in spite of these efforts, there are criticisms. Those include low dietary effectiveness of the tools, lack of sustainable effects in the long-term, and proof of effectiveness only shown in laboratory settings.
To overcome these limitations, first, the author developed a framework of overarching motivation theories and HCI factors and contextualized it within the running domain. Second, the author has developed a mobile application called HamkeRun within this framework, using the concepts of information visualization, gamification, and social grouping to increase a user’s motivation to run more frequently. Third, the HamkeRun application was empirically tested through a two-month-long longitudinal experiment and follow-up interviews. The results showed that the single runner type showed significant increases in the levels of their external motivation (motivational effect of the HamkeRun application), internal motivation and satisfaction, while the team runner type showed significant increases only in internal motivation. In addition, motivational effects were also different depending on the runners’ behavior change stage. Runners at the maintenance stage showed significant increases in external motivation, internal motivation, satisfaction, and total number of running activities performed during the study. Although action stage runners showed significant increase in internal motivation, female runners at the action stage showed significant decrease in their external motivation. Gamification greatly influenced increases of external motivation, internal motivation and total number of actual activities. Although both male and female runners showed increased internal motivation, significant increase in external motivation was only found in male runners. The dissertation closes with a series of design guidelines for application developers and designers which may help develop motivational tools in other health-related domains.
|
16 |
Quality performance by deploying instant feedback technologies to automotive manufacturingShawhan, Jason 30 April 2021 (has links) (PDF)
There are many contributing factors that influence the development, deployment, and use of lean manufacturing techniques. This study will focus on an automotive factory production system but will gather data across many areas. The concepts presented in the available research will then be related to lean manufacturing techniques at a union-based automotive factory. Several factors to focus on during this study are the Industry 4.0 movement, production systems, deployment and implementation strategies, lean manufacturing, persuasive technology, and manufacturing culture. These factors play a significant role in developing and implementing core techniques, which would lead to best in class metrics. The study will also experiment with different technologies and apply these finding to an assembly line. Two contributions that this research will add to the body of knowledge: 1. An action research deployment of instant feedback stations at operators’ workstations with results and analysis of quality outputs. 2. An action research deployment of instant feedback production check sheets from operators to management with results and analysis of quality outputs.
|
17 |
Gaming at work to save energy - Supporting behavioural change of occupants through cooperative gamesLuo, Yi January 2018 (has links)
Commercial buildings are one of the main contributors to energy consumption while both energy management and occupants’ consumption behaviour play crucial roles in how energy is consumed. This study explored the energy awareness of occupants in a commercial building with the goal to investigate how increased awareness could support behaviour change. For this purpose, a cooperative gamified visualization of energy consumption data, “EnerSpace”, is designed, implemented and evaluated. 8 occupants participated in this study who experienced a one-week baseline period and a one-week “EnerSpace” game period. In EnerSpace, the participants were divided into two teams and powered a spaceship with their energy saving respectively on a resource exploitation trip to Mars. Each participant had an avatar in the spaceship who introduced the participant’s personal consumption data. The energy conservation of the participants affects the moving speed of the spaceship and the living condition of their avatars. Participants were rewarded by a postcard sent by the avatars when reaching a destination. The results showed that the participants 1) decreased their energy consumption, 2) reported a fun and engaging experience with EnerSpace, and 3) felt motivated for energy conservation by different motives. This study indicated a potential for energy saving in a commercial building using a cooperative game. / Kommersiella byggnader är en av de främsta bidragsgivarna till energiförbrukningen, medan både energihantering och passagerarnas konsumtionsbeteende spelar en viktig roll i hur energi förbrukas. Denna studie undersökte medvetenheten om passagerare i en kommersiell byggnad med målet att undersöka hur ökad medvetenhet kunde stödja beteendets förändring. I detta syfte utformas, implementeras och utvärderas en kooperativ gammal visualisering av energiförbrukningsdata, "EnerSpace". 8 personer deltog i den här studien som upplevde en veckors baslinjeperiod och en veckas "EnerSpace" spelperiod. I EnerSpace delades deltagarna i två lag och drev ett rymdskepp med respektive energibesparing på en resursutnyttjandesresa till Mars. Varje deltagare hade en avatar i rymdskeppet som introducerade deltagarens personliga konsumtionsdata. Deltagarnas energibesparande påverkar rymdskeppens rörelsehastighet och deras avatars levnadsförhållande. Deltagarna belönades med ett vykort skickat av avatarer när de kom till en destination. Resultaten visade att deltagarna 1) minskade sin energiförbrukning, 2) rapporterade en rolig och engagerande erfarenhet av EnerSpace, och 3) kände sig motiverade för energibesparing med olika motiv. Denna studie indikerade en potential för energibesparing i en kommersiell byggnad med hjälp av en kooperativ gammal visualisering.
|
18 |
Budgets for a sustainable future : Monthly budgets as a tool for reflection and goal- setting of carbon emissionsGrönborg, Lucas January 2019 (has links)
Climate persuasive services, a type of persuasive technology, could benefit significantly from having a well designed goal-setting feature to actually get users to reduce their carbon emissions. This study explored monthly carbon budgets as a tool for goal-setting to motivate carbon emission reductions. The study focused on how self-efficacy and reflections from budgeting carbon affected motivation. A prototype for a carbon budget planner was developed for the study and was designed to only motivate users intrinsically so external rewards or prompts were avoided in the design. Participants in the study got to use the prototype and were interviewed around the themes of reflection, self-efficacy and motivation. The results proved it difficult for the participants to plan the monthly carbon budget as there were different ways to think about it. Though most of the participants were aware of their climate impact, the carbon budget planner gave them new perspectives on their carbon emissions and lifestyle. Different calculation methods between the climate calculator and the prototype made it uncertain if participants actually felt they could keep a budget which reduced their emissions. In the end almost all participants felt more motivated to reduce their carbon emissions after the study. / Climate persuasive services, en typ av persuasive technology, skulle kunna dra nytta av att ha en väl utformad målsättningsfunktion för att få användarna att faktiskt minska sina koldioxidutsläpp. Den här studien utforskade månatliga koldioxidbudgetar som ett verktyg för målsättning för att motivera koldioxidutsläppsminskningar. Studien fokuserade på hur upplevd självförmåga och reflektioner från budgetering av koldioxid påverkade motivation. En prototyp för en koldioxidbudgetplanerare utvecklades för studien och utformades för att endast ge inre motivation till användarna så externa belöningar eller prompter undveks i designen. Deltagarna i studien fick använda prototypen och intervjuades kring teman av reflektion, upplevd självförmåga och motivation. Resultaten visade att det var svårt för deltagarna att planera den månatliga koldioxidbudgeten, eftersom det fanns olika sätt att tänka på det. Även om de flesta deltagarna var medvetna om deras klimatpåverkan gav koldioxidbudgetplaneraren deltagarna nya perspektiv på sina koldioxidutsläpp och sin livsstil. Olika beräkningsmetoder mellan klimatkalkylatorn och prototypen gjorde det osäkert om deltagarna faktiskt kände att de kunde hålla en budget som minskade utsläppen. I slutändan kände nästan alla deltagare sig mer motiverade för att minska sina koldioxidutsläpp efter studien.
|
19 |
Visualization of Quantified Self with movement and transport data / Visualisering av Quantified Self med rörelse- och transportdataWestin, Emil January 2017 (has links)
Transport systems account for a large part of the worlds CO2 emissions. In order to reach goals, set to lower emissions, we need to travel less by car and increase the use of sustainable means of transportation. Through the use of self-tracking devices and by visualizing the data collected, individuals can learn about, and discover, habits, patterns and practices amongst themselves. In this thesis, the question of how much individuals know about their own CO2 emissions created from the modes of transportation they use on an everyday basis, is explored. The paper examines how a visualization of personal movement and transport data affects individuals' understanding of their own CO2 emission as well as their motivation towards using more sustainable modes of transportation. A two-week user-study was conducted with 15 participants. The participants tracked their movements and transports using a mobile application on a smart phone, and their data was presented in a web-application. Prior and post to the user-study, a self-evaluation questionnaire based on the COM-B model was handed out. Results showed that participants' understanding increased regarding putting their emission amounts in relation to what is low and what is high between transportation modes. An increased awareness of personal transportation patterns and what the environmental impact the choice of transport mode has, was indicated. Further, participants' motivation towards using more sustainable modes of transportation seems to be dependent on realizing if they have low or high emissions but also if there exist available alternative transport options to switch to. / Transportsystem står för en stor del av världens koldioxidutsläpp. För att nå utsatta utsläppsmål måste färre resor göras med bil och användandet av hållbara transportmedel öka hos individer. Genom att börja spåra sig själv inom olika områden, och genom att bli presenterad sin insamlade data, kan individer upptäcka och lära sig om vanor, mönster och praxis bland dem själva. I denna avhandling undersöks hur mycket individer vet om sina egna koldioxidutsläpp som skapas av de transportmedel som de använder dagligen. I studien undersöks hur en visualisering av personlig rörelse- och transportdata påverkar individens förståelse av sitt eget koldioxidavtryck samt dennes motivation till att använda mer hållbara transportmedel. En användarstudie genomfördes med 15 deltagare över två veckor. Under denna period fick deltagarna spåra sina förflyttningar och vilka transportmedel som användes med hjälp av en applikation på en smart telefon. Det insamlade transportdata presenterades därefter i en webb- applikation med avseende på deltagarnas koldioxidutsläpp. Innan och efter användarstudien fick deltagarna svara på ett självutvärderingsformulär baserat på beteendemodellen COM-B. Resultaten visade att deltagarnas förståelse ökade när det gäller att sätta sina utsläppsmängder i förhållande till vad som är lågt respektive högt mellan olika transportmedel. En ökad medvetenhet om personliga transportmönster och hur stor miljöpåverkan valet av transportläge har, indikerades. Vidare verkar deltagarnas motivation att använda mer hållbara transportmedel vara beroende utav om de inser att de har låga eller höga utsläpp, men också om det finns tillgängliga, alternativa, transportmedel att byta till.
|
20 |
Overview of knowledge in Personal Informatics and Persuasive Design: A literature studyPersson, Henrik, Larsson, Tobias January 2015 (has links)
Vi lever i ett datadrivet samhälle där individer och tjänster ständigt loggar, spårar och behandlar information om sina egna eller andras beteenden. Informationsteknologi för datadriven beteendeförändring är centralt inom områdena Personal Informatics, en klass verktyg som hjälper individer att samla och undersöka personligt relevant information i självreflekterande syfte, samt Persuasive Design, som handlar om att känna till de bakomliggande orsakerna om vad som motiverar användare att agera och designa för att uppnå detta. Trots denna gemensamma huvudfokus bedrivs forskning kring områdena delvis separat. På grund av det stora överlappet mellan de två områdena behövs en översikt över vad som anses särskilt viktigt inom både Personal Informatics och Persuasive Design. Därför har vi genomfört en litteraturstudie för att på ett samlat sätt presentera den forskning som finns samt vilka generella lärdomar som belyses av forskare inom området. Resultatet visar mönster och skillnader i den gemensamma basen av litteratur, vilket möjliggör för djupare insikt i området. Vi diskuterar dessa mönster och möjligheter för vidare forskning av de resultat vi fått in samt vilka aspekter som anses särskilt viktiga. / We live in a world where products and services constantly try to affect our behavior. Data driven information technology for achieving behavior change is a central concept in Personal Informatics, a class of tools for assisting individuals in collecting and reviewing personally relevant information in self-reflective purposes, as well as Persuasive Design, which concerns the underlying factors behind motivating users into action and designing to achieve this. Despite these similarities in focus, these areas are partly researched as different fields. Because of the common grounds between the research areas, we believe an overview of the research literature concerning both Personal Informatics and Persuasive Design is important. For this reason we have performed a literature study so that we, in an organized manner, can present the aspects which are studied as well as insights highlighted by scientists in the area. We discuss patterns and possibilities for future research by the results we have collected as well as which aspects are considered especially important.
|
Page generated in 0.045 seconds