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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.
31

Beteendeförändring av miljöbeteende : En kvalitativ studie om motivation

Karlsson, Gustav January 2020 (has links)
Människans beteende sätter sina spår i miljön. För att minska den accelererade klimatförändringen som sker krävs en förändring i hur vi utför våra vardagssysslor. Denna studie genomfördes i samarbete med Linköpings universitet och företaget Indentive med syftet att ta reda på vad som motiverar användaren av en tänkt mobilapplikation till att ändra ett beteende genom beteendeförändrande utmaningar med tillhörande belöningar. Studien undersöker frågan med hjälp av tre stycken frågeställningar, - 1) Vad motiverar användaren av prototypen till att utföra en utmaning som gynnar miljön? 2) Hur viktig är belöningen för att utmaningen skall utföras? samt 3) Vad är inte motiverande vid utförande av en utmaning? För att svara på frågeställningen skapades en prototyp och 15 deltagare i åldrarna 20 – 56 år (m = 29.6, SD = 10.6) anlitades till ett användartest. Användartestet nyttjade dels en kvalitativ och strukturerad intervjumetod där resultatet sedan analyserades genom en tematisk analys. För nyansera det kvalitativa resultatet användes även ett kvantitativt mått i form av en ranking för att ge en mer övergripande bild av vilka utmaningar och belöningar som tilltalade deltagarna mest. Resultatet visar att deltagaren värderar utmaningen över belöningen på grund av det faktum att det går att utläsa belöningar i utmaningens formulering. Användarens motivation grundas i hur väl utmaningen tilltalar användaren, det vill säga, hur utmaningen är formulerad samt genom en kombination av inre och yttre belöningar. En utmaning som är för enkel väcker inget engagemang och är den för svår blir tröskeln för hög att utmaningen inte genomförs.
32

Committed to Exercise : A qualitative study on the persuasive effect and potential of a gym’s online booking system / Schemalagd träning : En kvalitativ studie av ett gyms digitala bokningssystem och dess effekt på användares träningsvanor och motivation

Löthman, Anna, Liljeblad, Malin January 2021 (has links)
While physical activity has many important benefits on our health and well-being, many people find it hard to establish and maintain long-lasting exercise routines. Technology can be an effective tool to combat this issue by increasing users’ motivation to exercise and encouraging them to make healthier choices. In this qualitative study, we explored the persuasive effect and potential of an online booking system (OBS) implemented in a gym in the South West of United Kingdom to limit the amount of people in the facilities during the Covid-19 pandemic. The purpose of our research was to examine gym members’ experiences of the system, how it had impacted their motivation to exercise, and to explore how their experiences could be used in a digital system aiming to promote regular gym-use and long-lasting exercise routines. Data was collected through semi-structured interviews, carried out with five gym members. The results demonstrate that all informants had ambivalent feelings towards the OBS, with both positive and negative attitudes towards the system. Three key findings were identified. First, the system forced the users to adapt their exercise routines and daily activities in general to its new constraints which, in some instances, reduced their motivation to exercise. Second, the activity of booking and scheduling gym sessions gave the users a sense of commitment and determination, which increased their motivation to adhere to their planned exercise regime. Third, the users experienced the increased familiarity in the gym as a positive outcome of the OBS. Based on the empirical findings, we proposed a set of recommended features and three key components which can be beneficial to include in a digital system aiming to increase gym user’s motivation to exercise, and that could come of use to designers developing interactive systems for gym settings.
33

Usability Engineering Framework for Persuasive Mobile Health Apps to Effectively Influence Dietary Decisions of Older Adults

Wen-yu Chao (9739448) 15 December 2020 (has links)
<p><b><u>Introduction</u></b>: Mobile health applications (mHealth apps) have the potential to assist patients in adhering to their physician’s advice in chronic disease management through the use of persuasive nudge. However, systematically developing the persuasive features of a mHealth app for the major user demographic of older adults is challenging. The current usability engineering framework could ensure the user-friendliness of the app but not the persuasiveness. It is necessary to extend the current framework with appropriate measures to better understand the effectiveness of persuasive design elements in an iterative design process.</p><p> </p><p><b><u>Methods:</u></b> A pilot design project was run, a persuasive mHealth app for dietary management was developed using the user-centered design approach (persona, use scenario, task analysis, and cognitive walkthrough), the pilot testing result showed high potential of technology acceptance of older adults. To further evaluate persuasiveness, a food choice experimental protocol and human decision performance metrics based on Signal Detection Theory (SDT) were proposed. A mixed-methods, full factorial user testing study was conducted with twenty older adults aged over 60 and twenty students age 18-35. Critical persuasive User Interface (UI) design variables included decision paradigm (digital nudge), nutrition information format (information nudge), and the system default pre-selection (default nudge). The proposed SDT metrics to evaluate persuasiveness were then compared with confusion matrix metrics which are frequently used to validate system decision-making performance. The relationship between the human performance, subjective workload, and perceived usability of the proposed mHealth app was also investigated.</p><p> </p><p><b><u>Results:</u></b> The ‘Two Alternative Forced Choice’ layout significantly increased the d-prime and accuracy (persuasiveness), the system default pre-selection decreased persuasiveness. The interpretative FSA Nutri-scores label reduced time of response and workload, and increased perceived ease of use, perceived ease of learning, and satisfaction. Among older adults, results differed by age, computer proficiency, and health literacy.</p><p><b><u> </u></b></p><b><u>Conclusion:</u></b> The findings of this study imply the proposed framework is a valid persuasive design research approach. And digital nudge is an effective persuasive design for mHealth app, while default nudge may give rise to negative effects. A generalized human-centered digital nudge design framework along with ageing-centered guidelines were suggested for the similar research and design projects for persuasive technology performed in the future.
34

EXPLORING THE INFLUENCE OF DIFFERENT FACTORS IN DESIGNING A GAMIFIED ONLINE COMMUNITY FOR GIRLS

2016 January 1900 (has links)
In this thesis, an improved framework is proposed for categorizing existing gamified systems. Related works and real world examples of gamification are discussed and some areas where insufficient research exists. In order to address the identified research problems, an experimental gamified system was designed and implemented for sharing articles related to different aspects of life. The participants of the study were recruited among the users of an existing Iranian lifestyle site for female users. Therefore, the gender of the users was considered in the design. A wide range of gamification elements were implemented in the system to test the effectiveness of specific design features and gamification elements’ parameters in increasing user motivation, for example, the contingency of rewards and the use of sound and animation in badges. A detailed questionnaire was used to answer the research questions. The results suggest specific combinations of gamification elements and their parameters that can be successfully applied by designers of social sites for similar audience.
35

Designing for Behavior Change: Identifying design components that encourage and empower individuals to act in environmentally responsible ways

Shirey, Jennifer 01 May 2011 (has links)
Many designers today are creating communication materials that encourage individuals to change their behavior related to environmental issues. The problem is that people are often unaware of existing research on effective methods for these communications. For example, environmental psychologists have studied best practices for creating persuasive communications for several decades. During this yearlong master’s thesis project, I conducted my own research studies, exploring how the emotional tone and medium of a communication piece affect a person’s decision to change his or her behavior. My second goal was to connect designers to existing research in the fields of psychology, decision sciences, and persuasive technology. In the end, I created a roadmap to behavior change: a compilation of research from my own studies and existing literature. The roadmap includes observations and practical tips people can use when designing for environmental issues, as well as a set of ethical principles that should be followed when designing for behavior change. I believe that my work will help designers use communication to empower individuals with knowledge, encouraging them to begin and sustain a journey toward positive behavior change.
36

DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES

2014 June 1900 (has links)
People generally want to engage in a healthy lifestyle, to live in harmony with the environment, to contribute to social causes, and to avoid behaviours that are harmful for themselves and others. However, people often find it difficult to motivate themselves to engage in these beneficial behaviours. Even adopting a healthy lifestyle, such as healthy eating, physical activity, or smoking cessation, is hard despite being aware of the benefits. The increasing adoption and integration of technologies into our daily lives present unique opportunities to assist individuals to adopt healthy behaviours using technology. As a result, research on how to use technology to motivate health behaviour change has attracted the attention of both researchers and health practitioners. Technology designed for the purpose of bringing about desirable behaviour and attitude changes is referred to as Persuasive Technology (PT). Over the past decade, several PTs have been developed to motivate healthy behaviour, including helping people with addictive behaviour such as substance abuse, assisting individuals to achieve personal wellness, helping people manage diseases, and engaging people in preventive behaviours. Most of these PTs take a one-size-fits-all design approach. However, people differ in their motivation and beliefs about health and what constitutes a healthy life. A technology that motivates one type of person to change her behaviour may actually deter behaviour change for another type of person. As a result, existing PTs that are based on the one-size-fits-all approach may not be effective for promoting healthy behaviour change for most people. Because of the motivational pull that games offer, many PTs deliver their intervention in the form of games. This type of game-based PTs are referred to as persuasive games. Considering the increasing interest in delivering PT as a game, this dissertation uses persuasive games as a case study to illustrate the danger of applying the one-size-fits-all approach, the value and importance of tailoring PT, and to propose an approach for tailoring PTs to increase their efficacy. To address the problem that most existing PTs employ the one-size-fits-all design approach, I developed the Model-driven Persuasive Technology (MPT) design approach for tailoring PTs to various user types. The MPT is based on studying and modelling user’s behaviour with respect to their motivations. I developed the MPT approach in two preliminary studies (N = 221, N = 554) that model the determinants of healthy eating for people from different cultures, of different ages, and of both genders. I then applied the MPT approach in two large-scale studies to develop models for tailoring persuasive games to various gamer types. In the first study (N = 642), I examine eating behaviours and associated determinants, using the Health Belief Model. Using data from the study, I modelled the determinants of healthy eating behaviour for various gamer types. In the second study (N = 1108), I examined the persuasiveness of PT design strategies and developed models for tailoring the strategies to various gamer types. Behavioural determinants and PT design strategies are the two fundamental building blocks that drive PT interventions. The models revealed that some strategies were more effective for particular gamer types, thus, providing guidelines for tailoring persuasive games to various gamer types. To show the feasibility of the MPT design approach, I applied the model to design and develop two versions of a Model-driven Persuasive Game (MPG) targeting two distinct gamer types. To demonstrate the importance of tailoring persuasive games using the MPG approach, I conducted a large-scale evaluation (N = 802) of the two versions of the game and compared the efficacy of the tailored, contra-tailored, and the one-size-fits-all persuasive games condition with respect to their ability to promote positive changes in attitude, self-efficacy, and intention. To also demonstrate that the tailored MPG games inspire better play experience than the one-size-fits-all and the contra-tailored persuasive games, I measure the gamers’ perceived enjoyment and competence under the different game conditions. The results of the evaluation showed that while PTs can be effective for promoting healthy behaviour in terms of attitude, self-efficacy, and intention, the effectiveness of persuasion depends on using the right choice of persuasive strategy for each gamer type. The results showed that one size does not fit all and answered my overarching research question of whether there is a value in tailoring PT to an individual or group. The answer is that persuasive health interventions are more effective if they are tailored to the user types under consideration and that not tailoring PTs could be detrimental to behaviour change.
37

Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour : An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden

Bremer, Christina January 2018 (has links)
As waste is separated at the source, the success of the Swedish recycling system largely depends on an active participation of households. However, especially young people were found to not consistently follow their local recycling schemes. A recent and promising approach to tackle such suboptimal household recycling behaviour (HRB) is the use of persuasive technology. To understand and further its context-specific potential, this research aims to explore the key elements of persuasive technology which aspires to promote sustainable household recycling behaviour among adults in Sweden. The chosen methodology is research through design. Based on the results of a literature review and online survey among target users (N=50), a mobile phone application was designed in an iterative manner. Through these activities, the following key elements were established: (1) easy access to information about optimal household recycling behaviour, (2) employment of several motivational strategies, (3) recognition of differences between local recycling schemes, (4) regard of users as equals and (5) use of a readily accessible technology channel. The impact of these elements depends on the users’ ability to carry out the target behaviour and therefore on a well-functioning recycling system. The technological format of persuasive technology interventions was found to spark the target users’ curiosity. Using this as a ‘carrot’, a well-designed content is argued to encourage repeated use and a reflection process to help break unsustainable household recycling habits. / Eftersom avfall separeras vid dess källa, beror Sveriges återvinningssystems framgång i stor utsträckning på aktivt deltagande hushåll. Studier har visat att särskilt unga inte följer lokala återvinningsrutiner på ett konsekvent sätt. Ett nytt och lovande tillvägagångssätt för att hantera detta suboptimala hushållsåtervinningsbeteende (English: household recycling behaviour (HRB)) är användningen av övertygande teknik. Syftet med denna studie är att utforska de viktigaste delarna av övertygande teknik som strävar till att främja ett hållbart hushållsåtervinningsbeteende hos vuxna i Sverige. Den valda metodiken är forskningsdriven design. Baserat på resultat från en litteraturstudie samt en online enkätundersökning fokuserad på målgruppen unga (N=50), designades en mobilapplikation genom ett iterativt tillvägagångssätt. Studien identifierade följande nyckelelement för en övertygande design i domänen: (1) Lättillgänglig information angående optimalt hushållsåtervinningsbeteende, (2) Användning av flera motivationsstrategier, (3) Identifiering av skillnader mellan lokala återvinningsrutiner, (4) Betrakta användare som jämställda och (5) Användning av lättillgänglig teknikkanal. Effekterna av dessa element är beroende av att användarna även har möjlighet att utföra den önskade sopsorteringen, och därför på ett välfungerande återvinningssystem. Designlösningen att använda sig av övertygande teknik i form av en app visade sig väcka målanvändarnas nyfikenhet. Studien visar att en väldesignad app kan fungera som en 'morot' för att uppmuntra användning över en längre tid, och skapa en reflektionsprocess som kan bryta ohållbara återvinningsvanor.
38

Persuasive design ikontexten e-handel : Persuasive Systems Design-modellen som verktyg för utvärdering av Persuasive design-element inom området e-handel / Persuasive design in the context of e-commerce : The Persuasive Systems Design model as a tool for the evaluation of Persuasive design elements within the domain of e-commerce

Sydow, André, Wicklén, Gustav January 2015 (has links)
In this paper, we examine the persuasive design in e-commerce. This is an area with a strong representation of the design elements that can be classified as persuasive (Alhammand &amp; Gulliver, 2014). Despite this, the spread of studies investigating persuasive design elements in e-commerce basically non-existent. We use the PSD model (Oinas-Kukkonen &amp; Harjumaa, 2009) to identify the presence of persuasive design element on four e-commerce sites through quantitative mapping. The quantitative mapping allows us to carry out a qualitative study of the PSD model as a tool for the identification of these elements in the context of e-commerce sites. We could see that a majority of the design principles were found on the investigated e-commerce sites, the presence was highest among the design principles that is about the system's credibility, as well as those that guide the user to the intended target behavior. In the evaluation of PSD model, we identified direct dependencies between individual design principles and the need for user evaluations. We found some problems with interpreting the design principles to be applied to them in the context of e-commerce, which suggests that a clarification of designprincipera would be desirable. / I den här uppsatsen undersöker vi persuasive design inom e-handel. Detta är ett område som uppvisar en kraftig representation av design-element som kan klassificeras som persuasive (Alhammand &amp; Gulliver, 2014). Trots detta så är utbredningen av studier som undersöker persuasive design-element inom e-handel i princip obefintlig. Vi använder oss av PSD-modellen (Oinas-Kukkonen &amp; Harjumaa, 2009) för att identifiera förekomsten av persuasive design-element på fyra stycken e-handelsplatser genom en kvantitativ kartläggning. Den kvantitativa kartläggningen gör vi för att kunna genomföra en kvalitativ undersökning av PSD-modellen som verktyg för identifiering av dessa element i kontexten e-handelsplatser. Vi kunde se att en majoritet av designprinciperna återfanns på de undersökta e-handelsplatserna, förekomsten var högst hos de designprinciper som handlar om systemets kredibilitet samt de som guidar användaren till det tänkta målbeteendet. I utvärderingen av PSD-modellen identifierade vi direkta beroenden mellan enskilda designprinciper och ett behov av användarutvärderingar. Vi fann vissa problem med att tolka designprinciperna för att kunna appliceras dem på kontexten e-handelsplats, vilket talar för att ett förtydligande av designprincipera skulle kunna vara eftersträvansvärt.
39

Visualizing Financial Futures

Heyman, Susanna January 2017 (has links)
Research on financial decision aids, systems designed to help people make financial decisions, is sparse. Previous research has often focused on the theoretical soundness of the advice that the systems provide.The original contribution of this doctoral thesis is a set of empirical studies of how non-expert people understand the advice provided by financial decision aids. Since every piece of advice must be interpreted by a receiver, the accuracy of the advice can be corrupted along the way if the receiver does not understand complicated terminology, probabilistic reasoning, or abstract concepts.The design concept resulting from the studies visualizes a unique combination of short-term and long-term variables that are usually treated as separate and not interacting with each other; loans and amortizations, insurance, retirement saving, and consumption. The aim is to visualize the consequences of different decisions and possible adverse events in terms of their effect on the user’s future consumption, rather than abstract numbers detached from the user’s lived experience.The design concept was tested and evaluated by personal finance experts and professional financial advisors, as well as students and people without financial education, who represented the target users of the system. Results indicate that the system has a learning curve, but that once users understand how to read the graph, they find it more informative than conventional financial planning tools. / <p>QC 20170809</p>
40

A Conceptual Model of Behavior Change Progress for the Application within Coaching Systems to Support Sustainable Lifestyle Changes

Weck, Saskia January 2021 (has links)
Cardiovascular diseases and diabetes are increasing worldwide due to unhealthy lifestyle habits. Behavior change support systems (BCSS) are a new means of promoting a sustainable lifestyle change. These systems are more effective when behavior change theories are applied. The aim of this thesis to integrate well-known behavior change theories into a conceptual model of behavior change progress to form the basis for the BCSS. The research question of this thesis is: what parameters of behavior change should be included in a conceptual model of behavior change progress? The model was created by integrating concepts and their relationships from existing behavior change theories. Next, the model was the validated by experts in behavior change. The outcome is a conceptual framework that can be function as a tool for understanding causal relationship between behavior change concepts, for presenting feedback, and building automated assessments. Furthermore, the model extends already existing knowledge networks.

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