48 research outputs found

    Design methods for ethical persuasive computing

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    Value Sensitive Design and Participatory Design are two methodological frameworks that account for ethical issues throughout the process of technology design. Through analysis and case studies, this paper argues that such methods should be applied to persuasive technology—computer systems that are intended to change behaviors and attitudes

    Applying persuasive design in a diabetes mellitus application

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    This paper describes persuasive design methods and compares this to an application currently under development for diabetes mellitus patients. Various elements of persuasion and a categorization of persuasion types are mentioned. Also discussed are principles of how successful persuasion should be designed, as well as the practical applications and ethics of persuasive design. This paper is not striving for completeness of theories on the topic, but uses the theories to compare it to an application intended for diabetes mellitus patients. The results of this comparison can be used for improvements of the application

    Apgaulingi šablonai įtaigioje kompiuterijoje

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    Apgaulingi šablonai (angl. dark patterns) – tai vartotojo sąsajos šablonai, kuriuose išnaudojant psichologinius dėmesio pritraukimo ir išlaikymo ypatumus vartotojai verčiami priimti paslaugų tiekėjams naudingus sprendimus, užtikrinančius verslo pelningumą. Šie šablonai yra vadinami apgaulingais, kadangi naudotojai dažnai nepastebi jų lūkesčius neatitinkančių manipuliacijų. Šiame tyrime identifikuojami apgaulingų šablonų atributai ir jų pagrindu sudaroma vartotojo sąsajos inspektavimo metodika, skirta įvertinti vartotojo sąsajos atitikimą etinio projektavimo gairėms ir identifikuoti manipuliatyvius elementus. Metodikoje siekiama nustatyti teisės į informaciją, panaudojamumo, saugumo, lankstumo, optimizavimo, žmogaus gerovės ir nuosavybės teisės principų pažeidimus

    A SET OF CRITICAL HEURISTICS FOR VALUE SENSITIVE DESIGNERS AND USERS OF PERSUASIVE SYSTEMS

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    This paper proposes a set of critical questions to guide reflections on persuasive systems. The questions are mainly based on value-based practical reasoning as suggested in argumentation research. Value based reasoning is involved in any persuasive design discourse to assess the purposiveness, goodness or rightness of system actions to be designed. In this approach, the critical questions are structured according to practical discourses suggested by Habermas (1993) in order to help focusing on, and guiding, pragmatic, ethical, and moral discourses of persuasive system design and use. This paper contributes to the current research by enriching reflective methods with a set of concrete questions which can in particular be employed for a value sensitive participatory design of persuasive systems. This article is conceptual-theoretical by its nature. It illustrates the applicability of the approach by employing it to analyze a commercial webbased persuasive system

    Envisioning scenarios in designs for Networked Learning: Unfolding value tensions between technology and social learning

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    This article presents an application of a design methodology to envision implicit value hierarchies in the design process of a digital learning platform meant to encompass learning processes and activities conducive to experiential collaborative learning (ECL). The authors argue that many technologies for the field of education fall short of their purposes and neglect intended underpinning pedagogy and didactics. Previous research efforts in networked learning have primarily focused on conceptual critiques of the implementation of EdTech and warned of technological euphoria undermining relevant caution. This means, that when a design team tries to conceptualize technological artefacts into a script the more ethical and value-oriented parts of the learning process tend to be ignored.  While we agree with the conceptual critiques, our approach has instead been to engage with the design process and implement appropriate methodologies in an attempt to highlight implicit value hierarchies in the underlying learning theory. When using technologies in Networked learning we thus emphasize that both designers and stakeholders should engage in a systematic discussion and reflection of values and related judgements while constructing a value hierarchy. Through a Value-based design methodology based on semantic zooming we thus present 7 interconnected envisioning scenarios developed in the UnFoLD project to demonstrate how it is possible to operationalize values into detailed design briefs or technological scripts. This article will through presented experiences from a design process, show how the methodology of envisioning scenarios can be applied to mitigate the risks of implementation technology in a learning situation. We argue that an awareness and mapping of values as a part of the design process is essential and that an increased focus on the ethical and moral responsibilities of designers and involved researchers are important as technologies should not be seen as isolated, value-neutral, or uncomplicated translations of analogue teaching activities. The purpose of the article is to inspire other researchers and designers to implement value hierarchies, envisioning scenarios, or other similar methods to ensure that pedagogical and didactic priorities are not lost in accommodating marketability, practicalities, or technological constraints

    Perceptions of the Ethics of Persuasive Technology

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    This thesis explores the perceptions of the ethics of persuasive technology as applied to the design of user interfaces. The intentions are to learn whether consumers of software see persuasion through technology as ethical, whether producers of software view the development of persuasive technology as ethical, and whether these opinions can be reconciled. This research consists of a review of relevant literature on the topic, a survey of software consumers, interviews with software producers, and an analysis of the data, resulting in conclusions intended to influence the responsible design of user interfaces in the future. The results suggest a number of findings, including that persuasive technology is effective, that software consumers do not necessarily recognize persuasion when it is applied to them, and that they do not generally wish to be persuaded, unless they view the motivation of the persuader as being morally admirable. Software producers, on the other hand, do not intentionally behave unethically, but they are open to the development of persuasive technology, and even deceptive technology under some conditions. Persuasive technology has been described and analyzed to some extent in the academic literature, but often the ethical considerations have been given only secondary importance, although in a few cases, authors have expressed strong opinions that ethics can and should be considered when designing and developing software. Recent discussions among software design professionals online have demonstrated that there are growing concerns about the use of persuasive technology, even if these concerns have not yet been extensively explored in academic study

    Towards a Context Oriented Approach to Ethical Evaluation of Interactive Technologies

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    Abstract. This paper explores and develops the notion of applying the ethical perspective of Danish philosopher and theologian K.E. Løgstrup, when designing and developing interactive technologies. The ethical reflections presented in this paper are currently considered in the development of Persuasive Learning Designs within the EU funded PLOT project, thus enabling this paper to support the argumentation with a practical example of integrating ethical considerations into the different stages of a design process

    Designing positive behavior change experiences: a systematic review and sentiment analysis based on online user reviews of fitness and nutrition mobile applications

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    While mobile devices have become ubiquitous, illnesses derived from poor lifestyle habits are on the rise. However, our understand ing of design mechanisms that induce healthier behavior change through mobile devices is still limited. Using the BCT Taxonomy, and online user reviews as an indicator of experience satisfaction, we make a three-folded contribution to designing interactive sys tems for behavior change: (i) a systematic review of applications for physical activity and healthier eating habits, coding BCTs; (ii) sentiment analysis performed on 20492 review sentences of these apps; and (iii) design implications regarding the implementation features for each BCT cluster, considering the highest-scored fea tures in terms of sentiment analysis. Positive expressions referred to the framing/reframing technique. Contrarily, negative expres sions were mostly related to reward and threat. Findings from this study can be used to benchmark interactions between users and behavior change interfaces, and provide design insights to support positive user experiences.info:eu-repo/semantics/publishedVersio
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