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Designing for Sustainable HCI : Location-Based Mobile Application for Encouraging Environmental Friendly Ways of TransportationGharibpour, Sohrab, Madzinova, Veronika January 2016 (has links)
This thesis aims to explore what are the main factors for designers to consider, when they design persuasive technologies for improving environmentally sustainable behavior. This paper starts out with a definition of sustainability as such, while also describing the most pressing issues within ecological sustainability. The biggest part of related research is dedicated to the persuasive technologies and three main factors of ability, trigger and motivation. We also talk about a fourth, additional factor of an emotional relationship. Besides persuasive technologies, this part describes sustainable Human-Computer Interaction, location-based services, and ethical issues are mentioned as well. The first part of the next section is dedicated to the description of a High Fidelity prototype of persuasive mobile application. The second part talks about quantitative and qualitative methods used while collecting data. After that, the reader is presented with the study results, which are then also analyzed. The following part discuss these results in a more depth. In the end, we summarize obtained results and the whole study.
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CHALLENGING PERSUASIVE PRINCIPLES IN MOBILE APPLICATIONSLarsson, Emma January 2015 (has links)
This thesis focuses on persuasion and how principles of persuasion embedded within mobile health applications are there to promote attitude and behavioral change. It includes a background in rhetoric; beginning with the Aristotelian method for persuasion, then stretching on to psychological rhetoric, and finally how the Aristotelian methods have worked its way into everyday society, especially in marketing and games. The thesis then benefits from the rhetoric background as it explores Dr. BJ Fogg’s model of behavior as well as his principles of persuasion. An analysis of the mobile health application “My Fitness Pal” is made. After which the principles are transferred into a mockup designed to fit another context, namely education. This to challenge the authors hypothesis, that the same principles of persuasion used to promote and persuade the user to do a physical activity, can also be used to persuade a user to study.
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Embodied Quantification of Self : Motivating and Informing Action in Self-TrackingPhilippi, Andreas, Nihlwing, Victor January 2017 (has links)
Technical advancements allow for increasingly sophisticated methods of self-tracking. Despite this, the ways in which we interact with our numerical representations seem not to have progressed equally, making it challenging to use the data in meaningful ways. This prevents us from making the most of self-tracking in order to facilitate a healthier lifestyle and self-improvement. In this study, we show how Dourish’s Embodied Interaction can motivate acting based on self-tracked data, with the example of walking. We conducted evaluations with experts and users of a software prototype that is built on the notion of embodiment. Based on the results, we draw a number of conclusions about the usefulness of Embodied Interaction in this area: That digital applications can support physical activity through providing context, motivation and feedback; that self-tracking applications should focus on goals rather than data; that motivation might be increased by placing the users efforts in a context that transcends them as individuals; and that Embodied Interaction offers a rich field of possibilities which are yet to be discovered.
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Investigating the Effect of a Digital Doctor on PersuasionDai, Zhengyan 10 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / The treatment of chronic diseases requires patient adherence to medical advice.
Nonadherence worsens health outcomes and increases healthcare costs. Consultations
with a virtual physician could increase adherence, given the shortage of healthcare
professionals. However, if the virtual physician is a computer animation, acceptance of
its advice may be hampered by the uncanny valley effect, a negative affective reaction to
human simulations.
Two experiments were conducted to investigate the impact of the virtual
physician on patients’ adherence. The first study, a 2 ´ 2 ´ 2 between-groups posttestonly
experiment, involved 738 participants playing the role of a patient in a hypothetical
virtual consultation with a doctor. The consultation varied in the doctor’s Character,
Outcome, and Depiction. Character, Outcome, and Depiction were designed to
manipulate the doctor’s level of warmth, competence, and realism. The second study, a 2
´ 5 between-groups experiment, involved 441 participants assuming a patient’s role in a
similar hypothetical virtual consultation with a doctor. The experiment varied the
doctor’s Character and Depiction. These independent variables were designed to
manipulate the doctor’s level of warmth and eeriness. The first study found that warmth
and competence increased adherence intention and consultation enjoyment, but realism
did not. On the contrary, the computer-animated doctor increased adherence intention and
consultation enjoyment significantly more than the doctor portrayed by a human actor.
The enjoyment of the animated consultation caused the doctor to appear warmer and
more real, compensating for his realism inconsistency. In the second study, Depiction had
a nonsignificant effect on adherence intention, even though the computer animated doctor
was perceived as eerier than the real human. The low-warmth, high-eeriness doctor
prompted heuristic processing of information, while the high-warmth doctor prompted
systematic processing. This pattern runs counter to the literature on persuasion. The
doctor’s eeriness, measured in a pretest, had no significant effect on adherence intention
via the heuristic-systematic model.
Although virtual characters can elicit the uncanny valley effect, they were
comparable to a real person in increasing adherence intention, adherence and health
behavior. This finding should encourage the development and acceptance of virtual
consultation to address the shortage of healthcare professionals. / 2023-11-03
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Persuasive features in online health coaching: A case study of coaching provider Lifted / Persuasiva funktioner i online hälsocoaching: En fallstudie av hälsocoaching företag LiftedPiuhola, Petriina January 2017 (has links)
Human-Computer Interaction (HCI) research typically studies behavior change by measuring behavior outcomes, but this is not always feasible nor the only way to study persuasive technologies. Understanding how users interact with and integrate persuasive systems into their daily lives can also guide the evaluation of such systems. Often times, theories about behavior change in persuasive systems lack contextual specificity, which is why this study explores the online courses of Lifted to understand behavior change within the context of online health coaching. Four coaches and eight users were interviewed about their interactions and perceptions of Lifted’s online health coaching platform to help understand which features of the course platform support user retention. Key features identified as persuasive were those that supported personalization, sense of community or users’ commitment to the course. In the future the identified themes and features can tentatively guide the development and design of online health coaching platforms. / Forskning inom människa-dator interaktion (MDI) brukar fokusera på beteendeförändring genom att mäta utfallet av ett beteende. Detta är inte alltid möjligt att tillämpa eller det enda sättet att studera persuasiva teknologier. Att förstå hur användaren interagerar med persuasiva system och integrerar dem i sina vardagliga liv kan också styra utvärdering av sådana system. De flesta beteendeteorier är inte kontextspecifika, vilket är ett skäl till varför den här studien utforskar onlinekurser av Lifted för att förstå beteendeförändring i kontexten av online hälsocoaching. Fyra tränade och åtta användare intervjuades om deras interaktioner och uppfattning av Lifteds hälsocoaching för att förstå vad de är på plattformen som gör att användarna återvänder. Nyckelfunktioner som identifierades som persuasiva var sådana som stödde personifiering, gemenskapen eller användarnas engagemang i kursen. De identifierade funktionerna kan komma till användning vid utvecklingen av hälsocoachingplattformar.
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Persuasive technologies and digital wellness : Positive effects on end users' time management skills and overall productivitySalutari, Alessandro January 2021 (has links)
The consistent growth in smartphone adoption together with the easy accessibility to internet usage on such devices, led to a shift in the development of personal technologies. The main change concerns devices that seek to capture user attention to those that aim to improve user well-being. Digital wellness, which entails all preventative measures aimed at regulating and improving the healthy use of technology, has therefore become of crucial importance in the development of such technologies, since their primary metric of success is influencing user behaviour. This paper answers the research question “Can persuasive technologies, especially digital wellness technologies, positively affect end users' time management skills and overall productivity?”. The theoretical background of this research investigates different definitions of persuasive technologies. McGregor’s Theory X and Theory Y is subsequently analysed to give the research a corporate background. Eventually, the analysis of Maslow's hierarchy of needs, allows to identify two of the main variables of the study, end users' time management skills and overall productivity, as growth needs (B-needs) for individuals. Based on the research strategy, an online survey has been designed to get information via a questionnaire and investigate correlation between the main variables of the study, persuasive technologies and their positive effect on the users' time management skills and overall productivity level. Amongst the 108 respondents, 45% (n=49) uses its smartphones for an average of 4+ hours per day, and 68% (n=73) has not set any time limit for apps on their smartphones. However, 76% of the sample (n=82) is aware of the impact smartphones/wearable technologies have on their overall level of wellbeing, and 57% (n=61) believes Smartphones/wearable technologies help them to achieve their goals. This study provides empirical evidence that persuasive technologies can improve time management skills and overall productivity levels amongst its end users. Moreover, around 60% of the sample (n=62) would rely on a behaviour-effecting platform to achieve personal growth and improve their overall level of well-being. / I takt med den konstant tillväxten av smarta telefoner som gett direkt tillgång till internet, utvecklades även personliga verktyg i form av applikationer (appar) på sådana telefoner och andra digitala verktyg som kan användas i kombination med smarta telefoner. Den största förändringen gäller appar och digital verktyg som försöker förbättra användarnas hälsa, även kallat digital hälsa. Digital hälsa, vilket inkluderar alla appar med mål att reglera och uppmuntra ett hälsosammare användande och andra verktyg, har kommit att spela en stor roll i utvecklingen av digital hälsa. Apparna och verktygens primära målsättning är således att påverka användarnas beteenden till att bli mer hälsosamma genom preventiva metoder. Denna studie ämnar besvara frågeställningen: ”Kan appar och andra verktyg av preventiv natur, i synnerhet appar och verktyg med fokus på̊ digital hälsa, ha en positiv inverkan och således påverka användarens tidsplanering och samlade produktivitet?” Tidigare forskning undersöker olika definitioner av influerande appar och verktyg. McGregor’s teori X och Y är senare använt och analyserat för att ge studien en bakgrund i hur det på verkar ens arbete. Vidare analyseras resultatet utefter Maslow’s behovstrappa. Utifrån Maslow’s behovstrappa identifieras två huvudvariabler vilket studien fokuserar på , användarens tidsplanering och samlade produktivitet. Studien genomförd en enkätundersökning för att samla information och utforska korrelationen mellan användarens tidsplanering och samlade produktivitet i kombination med preventiva appar och verktyg och deras effekter på användarens tidsplanering och samlade produktivitet. Av enkätens 108 respondenter, använde 45 % (n=49) sina smarta telefoner i genomsnitt 4+ timmar per dag och 68 % (n=73) har inte satt några tidsbegränsningar för deras användning. Dock visar studien att 76 % (n=82) av de tillfrågade är medvetna om apparna och andra digital verktygs på verkan på deras hälsa och 57% (n=61) tror att appar och andra digitala verktyg kan hjälpa dem att nå deras mål. Denna studie på visar empiriska bevis att preventiva appar kan förbättra respondenternas tidsplanering och samlade produktivitet. Sedermera, nära 60 % (n=62) litar på att appar och verktyg som har effekt på beteenden, kan hjälpa deras allmänna välmående
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Aspects graphiques de la persuasion technologique : étude des messages persuasifs sur internet pour le recyclage des déchets électroniques / Graphic design of electronic persuasion : study of persuasive messages on the web promoting e-waste recyclingNaczaj, Dimitri 20 December 2018 (has links)
Cette thèse comprend trois expériences et deux prétests (N = 1135) dans lesquelles sont étudiés trois aspects fondamentaux du design statique des messages sur internet : son format (infographie, audio ou texte), sa couleur et sa typographie, sur la thématique du recyclage des déchets électroniques (études 1 et 2) puis à propos de la migration humaine (étude 3).L’étude des aspects graphiques est pertinente si l’on veut augmenter la force persuasive d’un message. Le format joue un rôle prépondérant (étude 1a), permettant à la fois de changer les attitudes, mais aussi d’ancrer ce changement dans le temps. Les couleurs, par contre, ne semblent pas faire varier la force persuasive du message ou amener les lecteurs à agir en faveur du recyclage (étude 1b). La typographie ne semble pas non plus jouer de rôle dans la dynamique persuasive, qu’elle soit jugée lisible ou peu lisible (étude 2). Des pistes théoriques concernant la personnalité des typographies et leur cohérence avec le contexte sont développées.L’analyse des composantes de l’ELM a révélé, dans chaque étude, le fort lien entre l’attitude des individus et leur sentiment de responsabilité personnelle envers la thématique abordée ainsi que leurs connaissances a priori. Nous avons également vu que les leviers de persuasion ne sont pas systématiquement les mêmes selon le besoin de cognition.Globalement, nous suggérons que les messages persuasifs doivent adopter un format permettant une analyse centrale à faible coût cognitif, utilisant une couleur principale et une typographie toutes deux lisibles et cohérentes avec la thématique développée, avec un argumentaire qui renforce le sentiment de responsabilité des lecteurs. / This thesis includes three experiments and two pre-tests (N = 1135) in which three fundamental aspects of static message design on the Internet are studied: its format (infographics, audio or text), its colour and typography, on the theme of electronic waste recycling (studies 1 and 2) and then on human migration (study 3).The study of graphic aspects is relevant if we want to increase the persuasive power of a message. The format plays a major role (study 1a), making it possible to change attitudes and to anchor this change over time. Colours, on the other hand, do not seem to vary the persuasive force of the message or to lead readers to act in favour of recycling (study 1b). Nor does typography seem to play a role in the persuasive dynamic, whether it is considered legible or difficult to read (study 2). Theoretical approaches regarding the personality of typographies and their coherence with the context are developed.The analysis of the components of the ELM revealed, in each study, the strong link between the attitude of individuals and their sense of personal responsibility towards the theme addressed as well as their a priori knowledge. We have also seen that the levers of persuasion are not systematically the same according to the need for cognition.We suggest that persuasive messages should adopt a format that allows for central analysis at low cognitive cost, using a main colour and typography that are both readable and consistent with the theme developed, with arguments that reinforce readers' sense of responsibility.
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Designförslag för hur övertygande designprinciper kan motivera till hållbara köpval vid e-handelMujasevic, Amela, Helmersson, Alexander January 2021 (has links)
Med klimatförändringar som hotar människor, djur och natur, är frågan om ekologiskhållbarhet växande, speciellt inom konsumtion. Konsumtion lämnar idag ett stort miljö avtryck från produktion, konsumtion och leveranser, och i takt med att samhället blir mer digitaliserat, är det allt fler köp som sker via e-handeln. Detta medför att ekologisk hållbarhet blir allt viktigare inom e-handel och det ställs ett stort ansvar på konsumenter att följa hållbara beteenden. Trots att ekologisk hållbarhet blir viktigare, misslyckas många människor att följa hållbara vanor, vilket medför större efterfrågan om ökat ansvar och uppmärksamhet om hållbarhet. Övertygande design kan övertyga konsumenter till att följa hållbara beteenden och ändra på vanor som är ohållbara. Studien har utförts med hjälp av en designorienterad forskningsansats, där en prototyp har skapats utifrån fyra designprinciper från ramverket Persuasive systems design (PSD). Dessa designprinciper har applicerats i en e-handelskontextmed ett urval av städ- och hygienprodukter, i syfte att övertyga användaren till att köpa hållbara produkter över icke-hållbara produkter. Som resultat presenteras fyra designförslagför hur designprinciperna: självövervakning, trovärdighet, socialt lärande och förslag kan designas för att motivera användare. Självövervakning kan designas med progressiva mål och betydelsefulla belöningar. Trovärdighet kan använda tredjepartscertifierade märkningar och konkret information om hållbarhetsapekter. Socialt lärande kan presentera hållbara produkter som populära när de köpts med hög frekvens av andra konsumenter. Slutligen kan förslag på hållbara produkter riktas till användare med hållbarhetsintresse. / With climate change that threatens humans, animals, and nature, the question of ecological sustainability is growing, especially in consumption. Consumption today leaves a large environmental footprint from production, consumption, and deliveries, and as society becomes more digital, more and more purchases are made via e-commerce. This means that ecological sustainability is becoming increasingly important in e-commerce and a great responsibility is placed on consumers to follow sustainable behaviors. Although ecological sustainability is becoming more important, many people fail to follow sustainable habits, which leads to greater demand for increased responsibility and attention to sustainability. Persuasive design can persuade consumers to follow sustainable behaviors and change their unsustainable habits. The study was carried out with the use of a design-oriented research approach, and a prototype was created based on four design principles from the framework Persuasive systems design (PSD). These design principles have been applied in an e-commerce context with a selection of cleaning and hygiene products, to persuade the user to buy sustainable products over non-sustainable products. As a result, four design proposals are presented for how the design principles: self-monitoring, credibility, social learning, and suggestion, can be designed to motivate users. Self-monitoring can be designed with progressive goals and significant rewards. Credibility can use third-party certificates and concrete information about aspects of sustainability. Social learning can present sustainable products when they are frequently purchased by other consumers. Finally, suggestions on sustainable products can be presented to users that have an interest in sustainability.
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