5,766 research outputs found

    Influencing interaction: Development of the design with intent method

    Get PDF
    Persuasive Technology has the potential to influence user behavior for social benefit, e.g. to reduce environmental impact, but designers are lacking guidance choosing among design techniques for influencing interaction. The Design with Intent Method, a ‘suggestion tool’ addressing this problem, is introduced in this paper, and applied to the briefs of reducing unnecessary household lighting use, and improving the efficiency of printing, primarily to evaluate the method’s usability and guide the direction of its development. The trial demonstrates that the DwI Method is quick to apply and leads to a range of relevant design concepts. With development, the DwI Method could be a useful tool for designers working on influencing user behavior

    KULLANICI EĞİLİMLERİNE YÖNELİK TASARIM: BANYO ORTAMINDA SU ETKİNLİĞİ İÇİN KİŞİSEL BAKIM VE HİJYEN PRATİKLERİNDE DAVRANIŞ DEĞİŞİKLİĞİNİ TEŞVİK ETMEK AMACIYLA ERKEN TASARIM AŞAMALARININ DESTEKLENMESİ

    Get PDF
    Across many regions of the world, the ever-increasing households water demand, mainly shaped through individuals’ unsustainable behaviors, is threatening the water supplies. It is widely acknowledged that design offers possibilities to mitigate the environmental impacts of use behaviors through structuring the ways individuals engage with their surroundings. Though, since behaviors are determined through a range of factors that are difficult to influence, design interventions aimed at reducing the harmful effects of use may not ensure behavior change. Advancing on this problem, this doctoral study aims to understand the behavioral reasons for intensive use of water, reveal the users’ diverse intentions to adopt sustainable behaviors, and identify design strategies for behavior change to support the development of ideas for influencing behaviors for the effective use of water through a study focusing on personal care and hygiene practices in the bathroom environment. To achieve this, it adopts a generative research approach to reveal the individuals’ existing behaviors, attitudes, and intentions concerning water consumption and a research through design approach to effectively communicate the acquired knowledge to inspire the development of diverse ideas for behavior change. Through cycles of designing, implementing, evaluating, and revising, this thesis offers a generative tool (inspiration cards) and a generative method (DUI workshops) and evaluates their implications on the ideation process through a series of design workshops. The proposed inspirations cards and the DUI workshop provide a valuable knowledge source and guidance for the design researchers and practitioners to influence behaviors towards sustainable directions through enabling them to explore the problem area and the user, generate diverse ideas, refine the developed ideas, reconsider the ideas for different user intentions and support their design decisions.Bireylerin sürdürülebilir olmayan davranışlarıyla şekillenerek sürekli artan evsel su talebi, dünyanın birçok bölgesinde su kaynaklarını tehdit etmektedir. Tasarımın, bireylerin çevreleriyle etkileşim kurma biçimlerini etkileyerek, kullanım davranışlarının çevresel etkilerini azaltmaya yönelik olanaklar sunduğu yaygın olarak kabul edilmektedir. Ancak, davranışlar etkilenmesi zor olan birtakım faktörler tarafından belirlendiğinden, kullanımın zararlı etkilerini azaltmayı amaçlayan tasarım müdahaleleri davranış değişikliğini sağlamayabilir. Bu doktora çalışması banyo ortamındaki kişisel bakım ve hijyen pratiklerine odaklanarak, yoğun su kullanımının davranışsal nedenlerinin anlaşılması, kullanıcıların sürdürülebilir davranışları benimsemeye yönelik farklı eğilimlerinin tanımlanması ve davranış değişikliği için tasarım stratejilerinin belirlenmesi aracılığıyla suyun verimli kullanımı için davranışların etkilenmesine yönelik fikir geliştirme sürecinin desteklenmesini hedeflemektedir. Araştırma, su tüketimiyle ilgili mevcut davranışları, tutumları ve niyetleri ortaya çıkarmak için yaratıcı araştırma yöntemlerini ve bu bilginin etkili bir şekilde paylaşılarak davranış değişikliği için çeşitli fikirlerin geliştirilmesine ilham vermek amacıyla tasarım yoluyla araştırma yaklaşımını benimser. Tasarlama, uygulama, değerlendirme ve düzenleme döngüleri aracılığıyla bu tez kapsamında bir yaratıcı araç (ilham kartları) ve yöntem (DUI çalıştayları) geliştirilmiş ve bunların fikir geliştirme süreçlerine yönelik etkileri tasarım çalıştayları aracılığıyla değerlendirilmiştir. İlham kartları ve DUI çalıştayı, problem alanının ve kullanıcının keşfedilmesini, çeşitli fikirlerin üretilmesini ve detaylandırılmasını, farklı kullanıcı eğilimleri için fikirlerin yeniden ele alınmasını ve tasarım kararlarının savunulmasını destekleyerek, davranışların sürdürülebilir yönlerde etkilenmesine yönelik tasarımcılar ve tasarım araştırmacıları için değerli bir bilgi kaynağı ve rehber niteliği taşır.Ph.D. - Doctoral Progra

    Towards a Context Oriented Approach to Ethical Evaluation of Interactive Technologies

    Get PDF
    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

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
    corecore