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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.
11

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.
12

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.
13

Efterfrågeflexibilitet hos kunder : De nya funktionskraven på elmätare och deras inverkan på efterfrågeflexibilitet

Högström, Emil, Falkenberg, Oskar January 2019 (has links)
The electricity system will go through massive changes in the coming years. Smartgrids are becoming more popular. The phasing out of fossil fuels in electricity production in favour of renewable power sources will entail challenges. To handle these challenges, the Swedish Energy Markets Inspectorate (Ei) has identified demand side flexibility as a partial solution. Ei has presented new functionality demands on electricity meters, which aim at working for an increase of demand side flexibility. The aim of this report is to investigate how smart meters and the new functionality demands contribute in making customers become more active, along with how customers can be motivated to change their behaviour. The findings from this report show that the new demands do not directly lead to more demand side flexibility. Instead they enable other actors to develop services that could lead to customers contributing with demand side flexibility. In the energy sector, it is assumed that customers need to see an economic benefit in order to contribute with flexibility. This report finds that this is not entirely the case. Customers can be motivated by other things, such as protecting the environment. Important factors for customers are that they experience the same comfort as before, along with simplicity. Therefore, automatic steering is the preferable option which might entail the need for economic subsidies since investing in automatic systems will be economically notable. Once a considerable amount of customers are contributing with flexibility, social pressure might motivate remaining customers to do the same.
14

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.
15

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.
16

Musical hand shaker toward sustainable behavioral changes : Designing of persuasive interaction through emotion arousing

Bae, Eunjin January 2012 (has links)
Context. This paper aims to investigate the potential of sustainable interaction system by employing persuasive design process. Sustainable Human Computer Interaction community (HCI) strives to find effective ways to change human behavior toward pro-environment. The sustainable HCI community seems to propose ambient display interface as one of its major interaction methods, which have an impact in quiet and static surroundings. However, when it comes to crowded public places where public resources are heavily wasted, ambient interfaces hardly get people’s attention and provide timely information to people. Goals. The author proposes an embodied sound interface as an alternative in the crowded places. The embodied sound interface serves to alert people at the right moment in a fun and pleasant way to induce people to engage in an intended behavior spontaneously. A sensor system prototype embedding an embodied sound interface, musical hand shaker (MHS), was developed aiming at reducing the use of paper towels. The MHS is placed near the water tap in a restroom and it respond with a music to the hand shaking of the user in front of the MHS. The system encourages people to experience how easy it is to save paper towel and do a green activity in their daily life. Methods. This study is grounded on three HCI fields: ambient information systems, affective interaction, and persuasive technology. The MHS prototype went through the persuasive design process which includes iterative steps of prototype implementation and evaluation. This design process centered on the eight steps of design process and Fogg behavior model. The persuasive qualities of embodied sound interface such as understandability, recognition of the system goal, and persistency of raised awareness of sustainability were examined. Results. The final outdoor evaluation in the restroom of a mall confirmed the impact of the MHS on people’s habit of using paper towels as well as its effectiveness of persuasion. Since it is a pilot study, there remain some unresolved issues and open questions for researcher in HCI and psychology fields.
17

Manning the Empire: The Pedagogical Function of Sherlock Holmes and Phileas Fogg in the Late Victorian Period

Eberly, Naomi 05 December 2014 (has links)
No description available.

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