1,512 research outputs found

    Native Mobile Applications For Personal Well-Being: A Persuasive Systems Design Evaluation

    Get PDF
    Smartphone applications have shown promise in supporting people to adopt healthy lifestyles. Hence, it is critical to understand persuasive design strategies incorporated in native mobile applications that facilitate behavior change. The aim of our study was to identify distinct persuasive software features assimilated in twelve selected applications using Persuasive Systems Design (PSD) model and provide a methodical framework for systems developers and IS researchers to extract and evaluate such features. Further, this study aimed to provide deeper comprehension of persuasive design and strategies by learning from practice. Exhaustive evaluations were performed by four researchers specializing in persuasive information systems simulating users walking through the applications step-by-step performing regular tasks. The results disclose the need for improvement in designing and incorporating persuasive techniques in personal well-being applications. While self-monitoring and personalization were moderately exploited, tailoring, a key persuasive feature, was not identified among the evaluated applications. In addition, evaluated applications lacked features that could augment human-computer dialogue as well as social support. The contribution of this paper is two-fold: while it exposes weakness in persuasive design of native mobile applications for personal well-being, it provides a methodical approach for enhancing general persuasiveness of such applications for instance, through enhanced dialogue support. We propose that designers and IS researchers perform rigorous evaluations of persuasive features incorporated in personal well-being applications

    The Attention Crisis of Digital Interfaces and How to Consume Media More Mindfully

    Get PDF
    Digital forms of media are monopolizing individuals\u27 attention spans, utilizing visual strategies that demand our interactions. Throughout the history of media technology, mediums have become increasingly immersive, presenting more information than ever before. The user interface designs of digital platforms can damage our ability to focus and distribute attention in meaningful ways. Through analysis of our digital media consumption, this capstone project ultimately proposes mindful practices that help us lead more balanced lives and thrive in the digital age. The second half of this capstone project is a digital zine with digital illustrations, animations, and editorial-style articles. The digital zine emphasizes and subverts the elements of digital platforms that are specifically damaging to users’ patterns of behavior

    Impacts of WeChat on Millennials’ Perceptions and Consumption Behaviors in the Hotel Industry

    Full text link
    Social media, known as interactive Web 2.0 Internet-based applications, has deeply changed and reformed interpersonal communication and business operation with the wide spread of Internet and the development of technology. In the past few years, since mobile apps are becoming more and more popular, the access of social media is not limited to tablet computers only, but is also available for almost all kinds of smart phone devices, such as iPhone, Android, Symbian and so on. The function of social media is not confined to real- time message transmission or information sharing any more. It has expanded to a widely range of features, such as online purchase and payment, e-commerce business, and service for different types of social events. Social media plays an increasingly important role in daily personal life as well as in business activities. People are not merely considered as social media users, but also the component of social media itself. As a result, it is very crucial for people to realize the importance and impacts of social media, especially for those business operators. WeChat (Weixin in Chinses, literally “micro message”) is a cross-platform instant text and voice messaging communication service for multiple mobile devices, developed by Tecent in China, first released in the January of 2011. It is claimed to provide “the new way to connect” and create “a way of life”. It is free to download, install and register, and support all kinds of smart phone platforms with multiple language versions, such as Chinese, English, Japanese, French, and Spanish. WeChat provides its users different ways to communicate and interact with friends innovatively through instant text messaging, hold-to-talk voice messaging, group messaging, lively video sharing, location sharing, money transferring, and contact information sharing. Among all the WeChat users, Millennials is the majority. With the growing-up of Millennials, they are becoming more and more powerful and important to the society and will be the next target segmentation for most of the industries in the very near future. Especially for the hotel industry, the industry that urges to attract Millennials patrons for further substantial development, how to attract Millennials is becoming a critical issue for those hotel operators

    AUGMENTED REALITY FOR NUDGING GREEN BEHAVIOR: DESIGN, EVALUATION AND IMPLEMENTATION

    Get PDF
    This article reports findings from a Design Science Research study that introduced an augmented reality (AR) artifact for nudging green behavior. The artifact illustrated the consequences of environmental problems through AR experiences and was evaluated through focus groups with end users. We found that the use of AR in environmental communication has great potential to motivate green behavior thanks to its information, social, and technical aspects. End users prefer to interact with AR through already familiar services (e.g., social networks) and believe that such content can lead to collective green movements. However, environmental communicators should not rely solely on AR to achieve long-term behavior change, as behavior also depends on many other internal and external factors. By applying rigorous guidelines for conducting qualitative research, this study has provided new theoretical, methodological, and practical contributions that may be applicable in the broader context of designing artifacts to digitally nudge behavior change

    Designing for user experience : analysing app store reviews for app feature identification

    Get PDF
    Abstract: South Africa's blood stock level is often categorised as alarmingly low, leaving blood donation organisations in constant need of voluntary, unpaid blood donations to ensure their ability to supply hospitals with safe blood. Globally, there are successful mobile blood donation apps facilitating blood donation by providing useful services to blood donors, however similar apps available in South Africa are new, and not popular when compared to global standards. An estimated 5.9 million South Africans download and use mobile applications (apps), and this paper explores the process and results from the first phase of a study, which employed a sequential mixed method research design, to identify userpreferred features for a mobile blood donation app. The findings of the study should serve as a roadmap to blood donation organisations in South Africa, regarding what users expect from a blood donation app, and which features may possibly stimulate a constant or increased frequency of blood donation instances. The two largest app stores, Google Play and Apple iOS, served as the sources of the eventual sample of blood donation apps, of which the user reviews were analysed. Commenting from a design science paradigm, this paper reports on the selection process that had been followed to sample the relevant apps, and further discusses the user insights gained from the analysis of these apps' reviews. The paper further reports on how the app review analysis findings informed the creation of an interview schedule, that was used to gain in-depth understanding of perceptions held by users of the blood donation apps, specifically regarding the users' preferred features in these types of apps

    Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development

    Get PDF
    This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting “International Development” with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the supply chain and their circumstances. We explore how both the nature of the research and the tool’s function became contested as work progressed. To tell this tale, we invoke the idea of boundary objects and the value of tacking back and forth between elastic meanings of the project’s artefacts and processes. We examine the project’s role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals

    WSAmacd handbook 2012-13 PDF edition

    Get PDF
    The story, syllabus and course information handbook for the MA in Communication Design at Winchester School of Art. www.facebook.com/WSAmac

    The Role of Upward Influence in Organizational Politics: A Discussion on the Effectiveness of Single and Combined Influence Tactics in an Upward Direction

    Get PDF
    As part of organizational politics, influence allows employees to impact the attitudes and behaviors of peers, supervisors, and subordinates. Even though there are a variety of influence tactics, this thesis examines the few tactics used individually and in combination in an upward direction. This thesis adds to upward influence literature by discussing not only effective upward tactics, but also strategies found in unsuccessful attempts, providing insights for employees. The individual influence tactics discussed to be most successful are rational persuasion, consultation, and ingratiation, while exchange tactics are likely to lead to a failed influence attempt. The combined influence tactics found to lead to a greater chance of success are soft and rational tactics, while combinations of hard as well as hard and soft tactics were shown to be less successful in upward influence attempts. Additionally, limitations and future research on upward influence are identified in the thesis

    Digital Rhetoric: Doing Things with Words Online

    Get PDF
    It is through rhetorical principles applied to digital writing that online writers can be heard above the din confronting weary online browsers. The synergy between classical rhetoric and new media practices leads to persuasive and memorable digital writing. Despite the hurried clip and the complex nature of technology, grounding writing in firm rhetorical concepts can produce compelling online content. The purpose of this capstone project is to teach specific audiences how to do things with words online through a series of three modules whose unifying themes include the broad topics of targeting niche audiences, persuasive writing, and using the digital medium of communications

    Unconsciously Influential. Understanding sociotechnical Influence on social media

    Get PDF
    Over the last two decades, the rise of social media platforms such as Instagram, YouTube, and TikTok has sparked a global shift in commercial practices worldwide. People are exposed to and influenced by massive amounts of commercial content carefully and strategically integrated into these platforms’ social content. In addition, due to network structures, people’s engagement in the form of likes, comments, and simply viewing content results in the influence of people within and outside their network. In this study, we adopt a sociotechnical perspective and study the interplay between social and technical components in how influence is exercised on social media. Specifically, we identify the actors involved in the influence of commercial content and analyse how they exercise their influence for commercial purposes. Based on our findings and analysis, we present three contributions to Information systems literature: (1) how people have become unconsciously influential in spreading commercial content, which is the premise for social media commercial success, (2) how people’s social and commercial lives and contents are increasingly intertwined and (3) how this interweaving effect removes peoples’ ability to reflect on the content they engage with critically. Our study draws attention to the societal outcomes caused by technologies in practice
    • 

    corecore