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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

Verktygslåda för Persuasive design inom eHälsa

Hatschek, Jonas, Isaksson, Frej January 2017 (has links)
The fast technical development enables new application areas within health care, and theimportance of eHealth increases. Meanwhile, conscious behavioral change throughpersuasive technology has shown to be a functional and effective method. This studyaimed at producing a design model, customized for persuasive design within eHealth. Themodel took the shape of a toolbox, containing tools which aim to respond to key aspectsassociated with the field, and was qualitatively evaluated through interviews with expertswho assessed the quality. The interview recordings were abductively analyzed, and themodel revised by the analysis’ results. The findings contributed to a widenedcomprehension of the area and resulted in a new version of the model, and other valuableinsights about the aspect of context within persuasive design and eHealth. / Den snabba tekniska utvecklingen möjliggör nya användningsområden inom hälsoområdet,och vikten av eHälsa ökar. Samtidigt har medveten beteendeförändring genom persuasivedesign visat sig vara en funktionell och effektiv metod. I den här studien var målet attproducera en modell, anpassad för design inom eHälsa. Modellen tog formen av enverktygslåda, innehållande verktyg avsedda att besvara nyckelfaktorer inom fältet, ochevaluerades kvalitativt genom intervjuer med experter för att öka dess kvalité.Intervjuinspelningarna analyserades abduktivt, och modellen reviderades efter analysensresultat. Resultaten bidrar till en utvidgad förståelse inom fältet, en ny version av modellenoch andra värdefulla insikter angående kontext som en aspekt inom persuasive design ocheHälsa.
12

Interprofessional Shared Decision Making in NICU: A Mixed Methods Study

Dunn, Sandra I. January 2011 (has links)
Background: The process of shared decision making (SDM), a key component of interprofessional (IP) practice, provides an opportunity for the separate and shared knowledge and skills of care providers to synergistically influence the client / patient care provided. The aim of this study was to understand how different professional groups perceive IPSDM, their role as effective participants in the process and how they ensure their voices are heard. Methods: A sequential explanatory mixed methods design was used consisting of a realist review of the literature about IPSDM in intensive care, a survey of the IP team (n=96; RR-81.4%) about collaboration and satisfaction with the decision making process in NICU, semi-structured interviews with a sample of team members (n=22) working in NICU, and observation of team decision making interactions during morning rounds over a two week period. A tertiary care NICU in Canada was the study setting. Findings: The study revealed a number of key findings that are important to our increased understanding of IPSDM. Healthcare professionals’ (HCP) views differ about what constitutes IPSDM. The nature of the decision (triage, chronic condition, values sensitive) is an important influencing factor for IPSDM. Four key roles were identified as essential to the IPSDM process: professional expert, leader, synthesizer and parent. IPSDM involves collaboration, sharing, weighing and building consensus to overcome diversity. HCPs use persuasive knowledge exchange strategies to ensure their voices are heard during IPSDM. Buffering power differentials and increasing agreement about best options lead to well-informed decisions. A model was developed to illustrate the relationships among these concepts. Conclusions: Findings from this study improve understanding of how different members of the team participate in the IPSDM process, and highlight effective strategies to ensure professional voices are heard, understood and considered during deliberations.
13

The effects of inoculation, distraction and sensory deprivation on attitude change and counterarguing

Tetlock, Philip Eyrikson January 1976 (has links)
There is impressively consistent empirical support for the hypotheses that distraction and sensory deprivation increase responsiveness to persuasive inputs. The primary purpose of the two experiments reported here was to investigate whether distraction and sensory deprivation also increase the persuasive impact of attacks on cultural truisms, and the manner in which prior provision of counterarguments in the form of a refutational inoculation message interacts with these treatments. The effects of the independent variables were assessed by dependent measures of four theoretically distinct but related aspects of the attitude change process: comprehension, message belief acceptance, attitude change and cognitive reactions r— to the persuasive message. A total of one hundred subjects served in the two experiments. In the first experiment, the effects of three levels of distraction (no distraction, low effort distraction, high effort distraction) and of the presence or absence of refutational inoculation were examined. Contrary to previous research, distraction had no effect on any of the dependent measures; refutational inoculation, consistent with previous research, reduced message belief acceptance, increased pro-truism attitudes and increased counterarguments against the message. In the second experiment, the effects of three levels of sensory deprivation (0, 1 hour, 23 hours) and of the presence or absence of refutational inoculation were examined. Again contrary to previous research, sensory deprivation had no effect on any of the dependent measures; consistent with previous research, refutational inoculation reduced message belief acceptance, increased pro-truism attitudes and increased counterargument production. The implications of these results for competing explanations of distraction and sensory deprivation effects were discussed. The cognitive dissonance interpretation of the effects of distraction and the information need interpretation of the effects of sensory deprivation appear unable to account for the failure of these manipulations to increase persuasion. These findings are more in accord with the counterargument disruption interpretation. In addition, the counterarguing process appears to represent an important aspect of the general effects of the refutational inoculation message. Further research, using the same procedures of the present study, but a non-cultural truism as the attitude topic, is required to test the counterargument disruption interpretation more rigorously. / Arts, Faculty of / Psychology, Department of / Graduate
14

Politics, Policy, and Some Emotion

Lisko, Chelsie Lee 17 December 2010 (has links)
No description available.
15

An Examination of the Effectiveness of Sanction Based Tax Compliance Persuasive Messages over Repeated Periods

Adams, Mollie 26 March 2010 (has links)
Prior tax compliance literature has examined the use of persuasive messages that emphasize audit and sanctions as a way to increase compliance. This work has been done in single period experiments using either survey or field study methodologies. Results from the prior studies are mixed. The theory of reasoned action is a theory of social behavior that promotes emphasizing direct consequences of actions to motivate specific behavior. Persuasive messages based on this theory have been found to be effective in a number of different disciplines. The theory of reasoned action has been used in the field of tax compliance to explain compliance behavior and examine the behavioral beliefs related to compliant reporting, but has not been used to design persuasive messages aimed at increasing compliance. In this dissertation, I conduct a laboratory experiment that examines the effects of two types of messages - a traditional message consisting of a simple reminder of audit risk and a message designed based on the theory of reasoned action. Consistent with prior research on tax compliance, I test the messages in an initial single period but I extend prior research by also examining the effects of the messages over repeated periods. Neither the traditional message nor the message based on the theory of reasoned action have a significant effect on initial period compliance. The interaction effect of the traditional message and time on tax compliance is positive and significant and the interaction effect of the theory of reasoned action message and time on tax compliance is positive and marginally significant. These results provide evidence that the messages may be effective in increasing an individual's tax compliance over time. In the repeated period data, the theory of reasoned action message exhibits a positive and significant impact on the amount of income reported when an individual reports less than 100% of their earned income, providing evidence that messages designed based on the theory of reasoned action may be an effective tool in reducing the tax gap. / Ph. D.
16

Conception de systèmes interactifs persuasifs : application au domaine de l'énergie / Designing Persuasive Interactive Systems : Energy as case study

Nguyen, Van Bao 03 July 2019 (has links)
Cette thèse aborde la conception des systèmes interactifs persuasifs (SIP). Ces systèmes sont conçus pour induire et accompagner un changement de comportement au travers de l’interaction homme-machine, sans coercition et avec une utilisation volontaire. Ces systèmes s’inscrivent dans la mouvance des technologies persuasives et leur conception repose sur des principes de persuasion et d’autres approches issues de la psychologie.Dans cette thèse, nous nous concentrons sur le domaine de l’énergie et le changement de comportement pour adopter des modes de consommation plus vertueux. En effet, un des grand défis sociétaux en lien avec la question du changement climatique, la consommation énergétique domestique représente actuellement environ un tiers de l'énergie totale mondiale consommée et ne cesse d’augmenter. Outre l’amélioration technique des appareils, il est incontournable de changer nos habitudes. Cependant, changer un processus long et difficile.Le défi est donc de concevoir une interaction homme-machine prévue pour accompagner le processus de changement et, par conséquent, pour une interaction long-terme. Pour cela, à partir d’une étude de classifications, espaces de conception et framework des systèmes persuasifs, nous proposons le framework UP+, notre contribution conceptuelle. Ce framework propose un cadre pour la conception des systèmes interactifs persuasifs structuré selon trois dimensions : deux relatives au processus de changement de comportement au niveau micro (cause-effet-causalité) et macro (long terme)) ; l’autre relative à la dimension psychologique de la motivation. Nous identifions quatre classes de fonctions de persuasion (comprendre, décider, agir et protéger) déclinées en douze sous-classes de fonctions de persuasion.En nous appuyant sur UP+, l’état de l’art des systèmes persuasifs pour l’énergie montre qu’ils se concentrent principalement que sur quelques fonctions de persuasion seulement (ex. auto-surveillance). Dans cette thèse, nous nous concentrons tout particulièrement sur l’aspect décision et causalité du comportement. Une autre contribution est l'Interface utilisateur Mondrian, une preuve-de-concept proposant un cadre d’interface qui traite de l’implication long-terme des utilisateurs. Elle doit répondre à plusieurs objectifs : capter l’attention de l’utilisateur ; offrir plusieurs niveaux d’interaction selon le contexte s’usage ; permettre l’intégration de plusieurs briques interactionnelles support de la persuasion. En particulier, nous proposons deux briques, Sliders4DM et Plan4Actions. Sliders4DM est un nouveau widget d’aide à la décision conçu pour permettre à des utilisateurs novices d’explorer et trouver un compromis satisfaisant entre plusieurs critères potentiellement incompatibles. Il s’appuie sur une approche what-if. Nous avons évalué Sliders4DM par une expérimentation qualitative (16 participants) et une comparative et quantitative (177 participants). Plan4Actions est un nouveau concept d’interface d’aide à la décision et la compréhension des effets d’un comportement à l’aide d’explications : il permet à des utilisateurs de planifier une séquence d’actions pour à la fois réduire leur consommation énergétique tout en maintenant un niveau de confort satisfaisant. Une expérimentation qualitative menée avec 13 participants montre son utilisabilité et son utilité. Nous mettons également en évidence les limites de ce travail et la nécessité de mener une évaluation à long terme dans un environnement domestique réel pour valider entièrement leur efficacité persuasive. / This thesis is about persuasive interactive systems, a subclass of interactive systems aiming at supporting sustainable behaviors. Persuasive technology is a very recent and emerging topic, which relies on persuasion to support human behavior change voluntarily without coercion and deception.In this research, we focus the design of persuasive system for promoting behaviors change with energy as application domain. In the interest of preserving the planet, reducing domestic energy use is necessary for fighting against global warming and climate change issues. The approach to save energy by introducing more efficient appliances only tackles partially the current issues. An urgent need is to motivate sustainable behaviors in energy usage. However, changing people behaviors involves a complex and difficult process.The challenge is to design interactive systems that take into account this process dimension and that keep users involved over time in the process of behavior change. Consequently, based on a review of classifications, design spaces and frameworks targeting the design of persuasive systems, we propose the UP+ framework, our first and conceptual contribution. It considers three dimensions: two related to the process aspect of behavior change, at two levels: micro (cause-effect-causality) and macro (long term)); one related to the psychological aspects of motivation.Based on the UP+ framework, we conduct a state of the art of existing persuasive systems for energy. It reveals that most of these systems covers a few persuasive functions only (e.g., self-surveillance or eco-feedback). In this work, we particularly focus on decision and causality of behavior. A second contribution is the Mondrian User Interface, a proof-of-concept of UI designed to sustain daily use and to keep inhabitants motivated in the long run. We consider thrre goals: to catch user’s attention; to offer multiple levels of user interaction depending on the context of use; to allow the integration of interactional bricks supporting persuasion. Particularly, we propose two bricks, Sliders4DM and Plan4Actions.In order to assist inhabitants in preparing a change (decision), Sliders4DM is a novel widget allowing non-specialists to find an appropriate trade-off between (possibly) conflicting criteria in the home via what-if approach. Sliders4DM is evaluated with two experiments: a qualitative one (16 participants) and a quantitative comparative one (177 participants). Plan4Actions is a novel concept of user interface for planning daily actions. The concept is empowered by the co-decision between inhabitants and the home management system. It provides inhabitants with flexibility in planning their daily actions in order to satisfy their objectives in terms of comfort and sobriety. A twofold evaluation presented a favorable assessment from 13 participants about Plan4actions’ comprehension, its usability and potential utility in the domestic context.We also discuss the limitations related to persuasive interaction covered by current works and the needs for a long-term evaluation to mesure the behavior changes. The thesis opens new perspectives for extending current research of PIS for energy. To conclude, we define our future works, which involves short-term improvements for current prototype and its deployment in real domestic context.
17

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 Paths

Fenicio, 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.
18

Overview of knowledge in Personal Informatics and Persuasive Design: A literature study

Persson, 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.
19

Designförslag för hur övertygande designprinciper kan motivera till hållbara köpval vid e-handel

Mujasevic, 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.
20

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.

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