13 research outputs found

    Exploring personality-targeted UI design in online social participation systems

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    We present a theoretical foundation and empirical findings demonstrating the effectiveness of personality-targeted design. Much like a medical treatment applied to a person based on his specific genetic profile, we argue that theory-driven, personality-targeted UI design can be more effective than design applied to the entire population. The empirical exploration focused on two settings, two populations and two personality traits: Study 1 shows that users' extroversion level moderates the relationship between the UI cue of audience size and users' contribution. Study 2 demonstrates that the effectiveness of social anchors in encouraging online contributions depends on users' level of emotional stability. Taken together, the findings demonstrate the potential and robustness of the interactionist approach to UI design. The findings contribute to the HCI community, and in particular to designers of social systems, by providing guidelines to targeted design that can increase online participation. Copyright ยฉ 2013 ACM

    PERSUASIVE MESSAGES: THE EFFECT OF PROFILING

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    In the present study, we investigate to which degree persuasion profiling can increase the effectiveness of adaptive persuasive systems. For this purpose, an experiment was conducted in which subjects were exposed to persuasive SMS messages under three experimental conditions. One group received messages that fit to their personality traits, a second group obtained messages that do not fit, and a third group was exposed to a random selection of messages. Comparing the degree to which the three experimental groups responded to the messages, we could show that well-fitting messages and randomly selected messages perform significantly better than non-fitting messages, whereas the difference between well-fitting and randomly selected messages was not significant

    Physical strength as a determinant of persuasion

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    This master work project focuses on the different roles that physical strength might play in persuasion. While the research stream of embodied persuasion points to an influence of various bodily variables on persuasion, the present study is the first to examine the effects of physical strength on the formation of attitude. The Elaboration Likelihood Model of persuasion and the Persuasion Knowledge model served as theoretical foundation. The variables argument strength, salience of manipulative intent and sense of power were hypothesized to impact the influence of physical strength on attitudes and tested in an experimental design. The study obtained no significant results in relation to an influence of physical strength on persuasion. This might be due to the unsuccessful manipulation of the salience of manipulative intent in the presented persuasion message

    Precision Medicine in Lifestyle Medicine: The Way of the Future?

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    Precision medicine has captured the imagination of the medical community with visions of therapies precisely targeted to the specific individualโ€™s genetic, biological, social, and environmental profile. However, in practice it has become synonymous with genomic medicine. As such its successes have been limited, with poor predictive or clinical value for the majority of people. It adds little to lifestyle medicine, other than in establishing why a healthy lifestyle is effective in combatting chronic disease. The challenge of lifestyle medicine remains getting people to actually adopt, sustain, and naturalize a healthy lifestyle, and this will require an approach that treats the patient as a person with individual needs and providing them with suitable types of support. The future of lifestyle medicine is holistic and person-centered rather than technological

    Explore the relations between personality and gamification

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    Indiana University-Purdue University Indianapolis (IUPUI)Successful gamification motivates users to engage in systems using game-like experiences. However, a one-size-fits-all approach to gamification is often unsuccessful; prior studies suggest that personality serves as a key differentiator in the effectiveness of the approach. To advance the understanding of personality differences and their influence on usersโ€™ behavior and motivation in gamification, this dissertation is comprised of three studies that: 1) explore the relationships among individualsโ€™ personality traits and preferences for different gamification features through an online survey; 2) investigate how people with different personality traits respond to the motivational affordances in a gamified application over a period of time through a diary study; and 3) reveal how individuals respond differentially to different kinds of leaderboard experiences based on their leaderboard rankings, the application domain, and the individualsโ€™ personality traits through their responses to 9 dynamic leaderboards. The results from the first study show that extraversion and emotional stability are the two primary personality traits that differentiate usersโ€™ preferences for gamification. Among the 10 types of motivational affordances, extraverts are more likely to be motivated by Points, Levels, and Leaderboards. However, the results from the second (diary) study indicate that, after the first week, extravertsโ€™ preferences for Points decreased. The motivation effects of Points and Leaderboards changed over the course of using the gamified application. The results from the third study confirm the findings from the first two studies about extraversion and revealed that ranking and domain differences are also effective factors in usersโ€™ experiences of Leaderboards in gamification. Design guidelines for gamification are presented based on the results of each of the three studies. Based on a synthesis of the results from these three studies, this dissertation proposes a conceptual model for gamification design. The model describes not only the impact of personality traits, domain differences, and usersโ€™ experience over time, but also illustrates the importance of considering individual differences, application context, and the potential significance of user persistence in gamification design. This research contributes to the HCI and gamification communities by uncovering factors that will affect the way that people respond to gamification systems, considered holistically

    ํ–‰๋™์˜ ๋‚ด์™ธ๋ถ€ ๋™๊ธฐ๋ถ€์—ฌ ์š”์†Œ์ธ ๋Šฅ๋ ฅ๊ณผ ๊ณผ์ œ์˜ ๊ท ํ˜•๊ณผ ์„ฑ์žฅ์„ ์ค‘์‹ฌ์œผ๋กœ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๋ฏธ์ˆ ๋Œ€ํ•™ ๋””์ž์ธํ•™๋ถ€ ๋””์ž์ธ์ „๊ณต, 2022.2. ์ •์˜์ฒ .Recently, studies are being conducted on the application of behavioral intervention strategies in public policies for solving environmental, health, economic, and educational issues. In the design field, user experience (UX) designers actively apply these intervention strategies studied in other fields such as behavioral economics (i.e., the nudge), persuasive technology, and gamification to persuade users indirectly to engage with a product or service. This study started by examining the Zero U (0U) Cup service design project and applications of behavioral intervention strategies that changed only the user's external environment, such as the "default option." These are limited in effect if presented without an internal transformation of the userโ€™s perception for behavioral change. Therefore, the complementary relationship between intrinsic and external behavioral factors is found to be key to designing behavioral intervention strategies to promote continuous behavioral change in users. The purpose of the study is to develop a systematically integrated, step-by-step matrix that can be referenced when designing behavior intervention strategies throughout the entire design process. This matrix is based on the complementary relationship between the intrinsic and external behavioral factors. It includes detailed behavioral intervention strategies that can be applied based on the design purpose and principles on each behavioral level. This study uses literature review and case studies. In the first chapter, the research problem was defined, and its direction was set. In the second chapter, previous studies were reviewed and analyzed to define structural elements of the matrix based on Skinnerโ€™s antecedent-behavior-consequence (ABC) model and Neisserโ€™s perceptual cycle model (PCM). Based on Csikszentmihalyiโ€™s flow theory, systematized matrix structure states that balance and growth between intrinsic (skill) and external (challenge) behavioral factors result from engaging challenges at a level appropriate to one's ability. To propose engaging behavioral intervention design principles, studies on motivational intervention strategies were reviewed. In the third chapter, each stage of action showed different a design purpose based on the user's psychological functional state based on the Dreyfus skill acquisition model and detailed behavioral intervention strategies proposed in previous studies. In the fourth chapter, the matrix was applied to cases, evaluating them according to seven levels of engagement of behavioral intervention strategies for continuous behavioral practices. The following three cases were selected for the study: โ€œAdidas Runtasticโ€ for personal goals of users, โ€œDanggeun Marketโ€ for personal goals of users within the community, and โ€œBottle Factoryโ€ for creating a zero-waste lifestyle community through personal goals of users. The case service features were analyzed to discover their practicability by actual users. Our findings indicate that first, the matrix clearly visualized service features designs based on the behavioral intervention strategies of each level. Second, the matrix functioned as a roadmap for designers based on the balance and growth between skill and challenge, which are conditions of designing continuously engaging behavior. The comparison matrix provided guidance for designers for future design improvements. Third, the service features of each case were analyzed to discover the extent to which the designed behavioral intervention strategies fit the user's motivation. Fourth, it was discovered that the matrix lacked objective criteria, to choose and define features of case studies. It will be necessary to provide these when analyzing cases using the matrix so designers can easily access the tool. Finally, some of the detailed behavioral intervention strategies proposed by the matrix were too abstract (i.e., โ€œprovide feedback and increase participationโ€ or โ€œfacilitationโ€) to directly apply to design projects. To compensate for this limitation, more practical strategies, for example, a โ€œdesign reward system and leaderboard for accomplishmentโ€ were included in the matrix. However, it was discovered that a mixture of conceptual and practical strategies without providing hierarchy confuses designers, highlighting a direction for further research.์ตœ๊ทผ ํ™˜๊ฒฝ๊ณผ ๋ณด๊ฑด, ๊ฒฝ์ œ, ๊ต์œก ๋“ฑ์˜ ๋‹ค์–‘ํ•œ ๋ถ„์•ผ์˜ ๋ฌธ์ œ ํ•ด๊ฒฐ์— ์‚ฌ์šฉ์ž์˜ ์ž๋ฐœ์ ์ธ ์ฐธ์—ฌ๋ฅผ ์œ ๋„ํ•˜๋Š” ํ–‰๋™๊ฐœ์ž…์ „๋žต(behavioral intervention) ์ ์šฉ ๋ฐฉ๋ฒ•์— ๋Œ€ํ•œ ์—ฐ๊ตฌ์™€ ์‹คํ—˜์ด ํ™œ๋ฐœํžˆ ์ง„ํ–‰๋˜๊ณ  ์žˆ๋‹ค. ๋””์ž์ธ ๋ถ„์•ผ๋Š” 2000๋…„๋Œ€๋ถ€ํ„ฐ ๋„›์ง€ ์ „๋žต๊ณผ ์„ค๋“์  ๊ธฐ์ˆ  ๋ฐ ๋””์ž์ธ(Persuasive Technology & Design), ๊ฒŒ์ด๋ฏธํ”ผ์ผ€์ด์…˜ ๋“ฑ์˜ ํƒ€ ๋ถ„์•ผ์—์„œ ์—ฐ๊ตฌํ•ด ์˜จ ํ–‰๋™๊ฐœ์ž…์ „๋žต์„ ์„œ๋น„์Šค ๋””์ž์ธ์ด๋‚˜ ๋ชจ๋ฐ”์ผ ์• ํ”Œ๋ฆฌ์ผ€์ด์…˜์˜ ์‚ฌ์šฉ์ž ๊ฒฝํ—˜ ๋””์ž์ธ(User Experience: ์ดํ•˜ UX ๋””์ž์ธ)์— ํ™œ๋ฐœํ•˜๊ฒŒ ์ ์šฉํ•˜๊ธฐ ์‹œ์ž‘ํ•˜์˜€๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” โ€˜๋””ํดํŠธ ์˜ต์…˜(default option)โ€™ ์กฐ๊ฑด์— ๋ณ€ํ™”๋ฅผ ์ค€ ์„œ๋น„์Šค ๋””์ž์ธ ํ”„๋กœ์ ํŠธ ์ œ๋กœ ์œ  ๊ณต์œ ์ปต(0U Cup)์„ ํ†ตํ•ด ์‚ฌ์šฉ์ž์˜ ์ธ์‹ ๋ณ€ํ™”๋ฅผ ์ˆ˜๋ฐ˜ํ•˜์ง€ ์•Š๋Š” ์™ธ๋ถ€ ์กฐ๊ฑด๋งŒ์˜ ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ์˜ ํ•œ๊ณ„์ ์—์„œ ์ถœ๋ฐœํ•˜์˜€๋‹ค. ์ด ํ”„๋กœ์ ํŠธ๋ฅผ ํ†ตํ•ด ์‚ฌ์šฉ์ž์˜ ์ง€์†์ ์ธ ํ–‰๋™ ์‹ค์ฒœ์„ ์œ„ํ•ด์„œ ํ–‰๋™์˜ ๋‚ด์žฌ์  ์š”์ธ๊ณผ ์™ธ๋ถ€ ์š”์†Œ์˜ ์ƒํ˜ธ๋ณด์™„์  ๊ด€๊ณ„๋ฅผ ํ† ๋Œ€๋กœ ํ•œ ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ์ด ํ•„์š”ํ•˜๋‹ค๋Š” ๊ฒƒ์„ ์ธ์‹ํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ์—ฐ๊ตฌ์˜ ๋ชฉ์ ์€ UX ๋””์ž์ธ ๊ณผ์ •์—์„œ ํ–‰๋™๊ฐœ์ž…์ „๋žต ์„ค๊ณ„ ์‹œ ์ฐธ๊ณ ํ•  ์ˆ˜ ์žˆ๋Š” ์ฒด๊ณ„์ ์œผ๋กœ ํ†ตํ•ฉ๋œ ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ๋งคํŠธ๋ฆญ์Šค๋ฅผ ๊ฐœ๋ฐœํ•˜๋Š” ๊ฒƒ์ด๋‹ค. ์ด ๋งคํŠธ๋ฆญ์Šค๋Š” ๋‚ด์™ธ๋ถ€ ๋™๊ธฐ๋ถ€์—ฌ ์š”์†Œ์˜ ์ƒํ˜ธ๊ด€๊ณ„์„ฑ์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ–‰๋™ ๋ชฐ์ž…์˜ ๋‹จ๊ณ„๋ณ„ ๋””์ž์ธ ๋ชฉ์ ๊ณผ ๋””์ž์ธ ์›์น™์„ ์ œ์•ˆํ•ด ์ค€๋‹ค. ์—ฐ๊ตฌ์˜ ๋ฐฉ๋ฒ•์œผ๋กœ ์„ ํ–‰ ์—ฐ๊ตฌ ๊ณ ์ฐฐ๊ณผ ์‚ฌ๋ก€ ๋ถ„์„์„ ์ฑ„ํƒํ•˜์˜€๋‹ค. 1์žฅ์—์„œ ์„ ํ–‰ ์—ฐ๊ตฌ๋ฅผ ๊ณ ์ฐฐํ•˜์—ฌ ์—ฐ๊ตฌ ๋ฌธ์ œ๋ฅผ ์ •์˜ํ•˜๊ณ  ๋ฐฉํ–ฅ์„ ์„ค์ •ํ•˜์˜€๋‹ค. 2์žฅ์—์„œ ํ–‰๋™ ๊ตฌ์„ฑ ์š”์†Œ์˜ ๊ด€๊ณ„๋ฅผ ํ†ตํ•ด ํ–‰๋™ ๋ณ€ํ™”์˜ ๊ณผ์ •์„ ๋ณด์—ฌ์ฃผ๋Š” Skinner์˜ ABC ๋ชจํ˜•๊ณผ Neisser์˜ PCM ํ–‰๋™ ๋ชจํ˜•์„ ํ† ๋Œ€๋กœ ์ง€์†์  ํ–‰๋™ ์‹ค์ฒœ์„ ์œ„ํ•œ ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ๋งคํŠธ๋ฆญ์Šค์˜ ๊ตฌ์„ฑ ์š”์†Œ๋ฅผ ์ •์˜ํ•˜์˜€๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์‚ฌ์šฉ์ž ๋Šฅ๋ ฅ๊ณผ ์™ธ๋ถ€ ๊ณผ์ œ์˜ ๊ท ํ˜•์  ๊ด€๊ณ„๋ฅผ ํ† ๋Œ€๋กœ ํ•œ Csikszentmihalyi์˜ ๋ชฐ์ž… ์ด๋ก ์„ ํ†ตํ•ด ์‚ฌ์šฉ์ž ๋™๊ธฐ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” ํ–‰๋™ ๋‚ด์™ธ๋ถ€ ์š”์†Œ์˜ ๊ท ํ˜•๊ณผ ์„ฑ์žฅ์„ ๋ณด์—ฌ์ฃผ๋Š” ๋‹จ๊ณ„ํ˜• ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ๋งคํŠธ๋ฆญ์Šค์˜ ๊ตฌ์กฐ๋ฅผ ์ฒด๊ณ„ํ™”ํ•˜์˜€๋‹ค. ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ์›์น™์„ ์ œ์•ˆํ•˜๊ธฐ ์œ„ํ•˜์—ฌ ์„ ํ–‰ ํ–‰๋™ ๋””์ž์ธ ์—ฐ๊ตฌ๋ฅผ ๋™๊ธฐ๋ถ€์—ฌํ˜• ํ–‰๋™๊ฐœ์ž…์ „๋žต ์ค‘์‹ฌ์œผ๋กœ ๊ณ ์ฐฐํ•˜์˜€๋‹ค. 3์žฅ์—์„œ ๋””์ž์ธ ๋ชฉ์ ๊ณผ ๋“œ๋ ˆ์ดํผ์Šค์˜ ์„ฑ์žฅ ๋ชจํ˜•์˜ ์‹ฌ๋ฆฌ์  ๊ธฐ๋Šฅ ์ƒํƒœ๋ณ„๋กœ ์ •์˜ํ•œ ๋””์ž์ธ ์›์น™ ๋ฐ ์„ ํ–‰ ์—ฐ๊ตฌ์—์„œ ์ถ”์ถœํ•œ ์„ธ๋ถ€ ํ–‰๋™๊ฐœ์ž…์ „๋žต์„ ๋งคํŠธ๋ฆญ์Šค์— ๋ฐฐ์น˜ํ•˜์—ฌ ์™„์„ฑํ•˜์˜€๋‹ค. 4์žฅ์—์„œ ์„ธ ๊ฐ€์ง€ ์‚ฌ๋ก€๋ฅผ ๋งคํŠธ๋ฆญ์Šค์— ์ ์šฉํ•˜์—ฌ ์‚ฌ์šฉ์ž๊ฐ€ ์ง€์†ํ•ด์„œ ๋ชฐ์ž…ํ•  ์ˆ˜ ์žˆ๋„๋ก ๋„์™€์ฃผ๋Š” ์„ธ๋ถ€ ๊ธฐ๋Šฅ์„ ํ–‰๋™๊ฐœ์ž…์ „๋žต์˜ ๋‹จ๊ณ„๋กœ ๋‚˜๋ˆ„์–ด ๋ถ„์„ํ•˜์˜€๋‹ค. ๊ฐœ์ธ์  ๋ชฉํ‘œ๋ฅผ ์‹ค์ฒœํ•˜๊ธฐ ์œ„ํ•œ โ€˜์•„์ด๋‹ค์Šค ๋Ÿฐํƒ€์Šคํ‹ฑโ€™๊ณผ ๊ณต๋™์ฒด ๋‚ด์—์„œ ๊ฐœ์ธ์  ๋ชฉํ‘œ๋ฅผ ์‹ค์ฒœํ•˜๋Š” โ€˜๋‹น๊ทผ๋งˆ์ผ“โ€™, ๊ฐœ์ธ์  ๋ชฉํ‘œ ์‹ค์ฒœ์„ ํ†ตํ•ด ๊ณต๋™์ฒด ๋ฌธํ™”๋ฅผ ๋ณ€ํ™”์‹œ์ผœ๋‚˜๊ฐ€๋Š” โ€˜๋ณดํ‹€ํŒฉํ† ๋ฆฌโ€™๊ฐ€ ์‚ฌ๋ก€ ๋ถ„์„์„ ์œ„ํ•˜์—ฌ ์„ ์ •๋œ ์‚ฌ๋ก€๋“ค์ด๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ๋””์ž์ด๋„ˆ๊ฐ€ ์˜๋„ํ•œ ๊ธฐ๋Šฅ์ด ์‹ค์ œ ์‚ฌ์šฉ์ž์— ์˜ํ•ด ์ง€์†ํ•ด์„œ ์‹คํ–‰๋˜์ง€ ์•Š๋Š” ์›์ธ์„ ํŒŒ์•…ํ•˜์˜€๋‹ค. ์—ฐ๊ตฌ์˜ ๊ฒฐ๊ณผ, ์ฒซ์งธ, ๋งคํŠธ๋ฆญ์Šค๋Š” ์‚ฌ์šฉ์ž ๋™๊ธฐ๋ฅผ ๊ฐ•ํ™”ํ•˜๋Š” ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต ๊ด€์ ์œผ๋กœ ์‚ฌ๋ก€๋ฅผ ๋ถ„์„ํ•  ์ˆ˜ ์žˆ๋Š” ํ‹€์„ ์ œ๊ณตํ•˜์˜€๋‹ค. ๋‘˜์งธ, ๋งคํŠธ๋ฆญ์Šค๋Š” ํ–‰๋™์˜ ๋ชฐ์ž… ์กฐ๊ฑด์ธ ๋Šฅ๋ ฅ๊ณผ ๊ณผ์ œ์˜ ๊ท ํ˜•๊ณผ ์„ฑ์žฅ ๊ด€๊ณ„๋ฅผ ํ† ๋Œ€๋กœ ์ง€์†์  ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ์„ ์œ„ํ•œ ๋กœ๋“œ๋งต์„ ์ œ๊ณตํ•˜์˜€๋‹ค. ์‚ฌ๋ก€์˜ ํ–‰๋™ ๋‹จ๊ณ„์— ์ ์šฉ๋œ ๊ฐ๊ฐ์˜ ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต๋“ค์„ ํ•œ๋ˆˆ์— ํŒŒ์•…ํ•  ์ˆ˜ ์žˆ์–ด ํ–‰๋™๊ฐœ์ž…์ „๋žต์˜ ๋””์ž์ธ ์˜๋„๋ฅผ ์ „์ฒด์ ์œผ๋กœ ์กฐ๋งํ•  ์ˆ˜ ์žˆ๊ณ , ์‚ฌ์šฉ์ž ๋™๊ธฐ ๊ฐ•ํ™”๋ฅผ ์œ„ํ•˜์—ฌ ์ถ”ํ›„ ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต์„ ๋ณด์™„ํ•ด์•ผ ํ•˜๋Š” ๋ถ€๋ถ„์„ ์‰ฝ๊ฒŒ ํŒŒ์•…ํ•  ์ˆ˜ ์žˆ์–ด ๋””์ž์ธ ์›์น™์˜ ์ˆ˜์ •์ด ๋งคํŠธ๋ฆญ์Šค๋ฅผ ํ†ตํ•ด ์šฉ์ดํ•ด ์ง„๋‹ค๋Š” ์ ์„ ๋ฐœ๊ฒฌํ•˜์˜€๋‹ค. ์…‹์งธ, ์‚ฌ๋ก€์˜ ๋‹ค์–‘ํ•œ ๊ธฐ๋Šฅ ์ค‘์—์„œ ์‹ค์ œ ์‚ฌ์šฉ์ž๊ฐ€ ์ฃผ๋กœ ์‚ฌ์šฉํ•˜๋Š” ๊ธฐ๋Šฅ์„ ๋งคํŠธ๋ฆญ์Šค๋กœ ๋ถ„์„ํ•จ์œผ๋กœ์จ ์ œํ’ˆ์ด๋‚˜ ํ”Œ๋žซํผ์—์„œ ๋””์ž์ธํ•œ ํ–‰๋™๊ฐœ์ž…์ „๋žต์ด ์‚ฌ์šฉ์ž์˜ ๋™๊ธฐ์™€ ์–ด๋Š ์ •๋„ ๋ถ€ํ•ฉํ•˜์˜€๋Š”์ง€ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ๋„ท์งธ, ์‚ฌ๋ก€ ๋ถ„์„์„ ์œ„ํ•ด ์ถ”์ถœํ•œ ์„ธ๋ถ€ ๊ธฐ๋Šฅ์˜ ์ •์˜ ๊ธฐ์ค€์ด ์ œ๊ณต๋˜์ง€ ์•Š์•˜๋˜ ์ ์„ ํ•œ๊ณ„์ ์œผ๋กœ ๋ฐœ๊ฒฌํ•˜์˜€๋‹ค. ์„ธ๋ถ€ ๊ธฐ๋Šฅ์„ ์ •์˜ํ•˜๋Š” ๋ฒ”์œ„์™€ ๊ด€์ ์ด ๋ช…ํ™•ํžˆ ์ œ๊ณต๋˜์ง€ ์•Š์„ ๊ฒฝ์šฐ ๋™์ผํ•œ ์‚ฌ๋ก€๋ผ ํ•˜๋”๋ผ๋„ ์ „ํ˜€ ๋‹ค๋ฅธ ๋ถ„์„ ๊ฒฐ๊ณผ๊ฐ€ ๋„์ถœ๋  ์ˆ˜ ์žˆ๊ธฐ ๋•Œ๋ฌธ์— ๊ฐ๊ด€์ ์ธ ๊ธฐ์ค€์ด ์‚ฌ์ „์— ์ œ๊ณต๋  ํ•„์š”๊ฐ€ ์žˆ๋‹ค. ์„ธ๋ถ€ ๊ธฐ๋Šฅ์„ ์ •์˜ํ•˜๋Š” ๊ธฐ์ค€์„ ์‚ฌ์ „์— ์ œ๊ณตํ•œ๋‹ค๋ฉด, ๋งคํŠธ๋ฆญ์Šค์˜ ์ดˆ๊ธฐ ์ ‘๊ทผ ์šฉ์ด์„ฑ์„ ๋†’์—ฌ์ค„ ์ˆ˜ ์žˆ์„ ๊ฒƒ์ด๊ธฐ ๋•Œ๋ฌธ์ด๋‹ค. ๋”ฐ๋ผ์„œ ์ด ์ ์€ ๋งคํŠธ๋ฆญ์Šค๋ฅผ ์‹ค๋ฌด์—์„œ ์ ์šฉ ๊ฐ€๋Šฅํ•œ ๋„๊ตฌ๋กœ์„œ ๋ฐœ์ „์‹œํ‚ค๊ธฐ ์œ„ํ•˜์—ฌ ๋ฐ˜๋“œ์‹œ ๊ฐœ์„ ๋˜์–ด์•ผ ํ•  ๊ฒƒ์ด๋‹ค. ๋‹ค์„ฏ์งธ, ์‚ฌ๋ก€ ๋ถ„์„์„ ํ†ตํ•ด ๋งคํŠธ๋ฆญ์Šค๊ฐ€ ์ œ์•ˆํ•œ ํ–‰๋™๊ฐœ์ž…์ „๋žต ์ผ๋ถ€๋Š” ๊ทธ ๋‚ด์šฉ์ด ์ถ”์ƒ์ ์ด์–ด์„œ ์‹ค์ œ ๋””์ž์ธ ๊ณผ์ •์—์„œ ์ด๋ฅผ ์ง์ ‘ ์ ์šฉํ•˜๊ธฐ ์–ด๋ ต๋‹ค๋Š” ๊ฒƒ์„ ํŒŒ์•…ํ•˜์˜€๋‹ค. ๊ทธ ์˜ˆ๋กœ โ€˜ํ”ผ๋“œ๋ฐฑ ์ฃผ๊ณ  ์ฐธ์—ฌ๋„ ๋†’์ด๊ธฐโ€™๋‚˜ โ€˜ํผ์‹ค๋ฆฌํ…Œ์ด์…˜ ์ „๋žตโ€™์„ ๋“ค ์ˆ˜ ์žˆ๋‹ค. ์ด ์ ์„ ๋ณด์™„ํ•˜๊ธฐ ์œ„ํ•˜์—ฌ, โ€˜๋ณด์ƒ ์ฒด๊ณ„ ๋ฐ ๋ฆฌ๋”๋ณด๋“œ๋ฅผ ํ™œ์šฉํ•œ ์ž์•„์˜ ์„ค์ •๊ณผ ๋ฐœ์ „ ์ „๋žตโ€™์ฒ˜๋Ÿผ ๊ตฌ์ฒด์ ์ธ ์‹ค์ฒœ ๋ฐฉ์•ˆ์ด ํฌํ•จ๋œ ํ–‰๋™๊ฐœ์ž…์ „๋žต๋„ ๋งคํŠธ๋ฆญ์Šค์— ํฌํ•จํ•˜์˜€๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ๋งคํŠธ๋ฆญ์Šค์—์„œ ์ด๋“ค ํ–‰๋™๊ฐœ์ž…์ „๋žต์€ ์ถ”์ƒ์ ์ธ ์ „๋žต๊ณผ ๊ตฌ์ฒด์ ์ธ ์ „๋žต์œผ๋กœ ์ƒํ•˜์œ„ ๊ณ„์ธต ๊ตฌ์กฐ(hierarchical structure)๊ฐ€ ๊ตฌ๋ถ„๋˜์ง€ ์•Š๊ณ  ์žˆ์–ด, ์‹ค์ œ ํ”„๋กœ์ ํŠธ ์ „๋žต ์„ค๊ณ„์— ๋ฐ”๋กœ ์ ์šฉํ•˜๊ธฐ๋Š” ์–ด๋ ค์šธ ์ˆ˜ ์žˆ๋‹ค๋Š” ์ ์„ ๋ฐœ๊ฒฌํ•˜์˜€๋‹ค. ์ด๋Š” ํ–ฅํ›„ ์—ฐ๊ตฌ๋ฅผ ํ†ตํ•ด ๋” ์‹ฌ๋„ ์žˆ๊ฒŒ ์ „๊ฐœํ•  ์ˆ˜ ์žˆ์„ ๊ฒƒ์ด๋‹ค.์ œ 1 ์žฅ ์„œ ๋ก  1 ์ œ 1 ์ ˆ ์—ฐ๊ตฌ์˜ ๋ฐฐ๊ฒฝ 1 1.1.1 โ€˜๋””ํดํŠธ ์˜ต์…˜โ€™ ๋ณ€ํ™”์‹œํ‚จ ์ œ๋กœ ์œ  ๊ณต์œ ์ปต(0U CUP) ํ”„๋กœ์ ํŠธ 2 1.1.2 ์—ฐ๊ตฌ ๋ฌธ์ œ ์ •์˜ 8 1.1.3 ์—ฐ๊ตฌ ๋ฐฉํ–ฅ ์„ค์ • 10 ์ œ 2 ์ ˆ ์—ฐ๊ตฌ์˜ ๋ชฉ์  ๋ฐ ๋ฐฉ๋ฒ• 12 ์ œ 2 ์žฅ ์„ ํ–‰ ์—ฐ๊ตฌ ๊ณ ์ฐฐ์„ ํ†ตํ•œ ๋งคํŠธ๋ฆญ์Šค ๊ตฌ์„ฑ ์š”์†Œ ์ •์˜ 16 ์ œ 1 ์ ˆ ํ–‰๋™ ๋‚ด์™ธ๋ถ€ ์š”์†Œ์˜ ์ƒํ˜ธ๊ด€๊ณ„์„ฑ ์ •์˜ 17 2.1.1 ํ–‰๋™์˜ ์ธ๊ณผ๊ด€๊ณ„ ๋ชจํ˜• 17 ์ œ 2 ์ ˆ ์ง€์†์  ํ–‰๋™ ๋ณ€ํ™”๋ฅผ ์œ„ํ•œ ๋ชฐ์ž…์˜ ์กฐ๊ฑด 29 2.2.1 ๋ชฐ์ž…์˜ ์กฐ๊ฑด 32 2.2.2 ๊ท ํ˜•๊ณผ ๊ธ์ •์  ํ”ผ๋“œ๋ฐฑ์„ ํ†ตํ•œ ๋‹จ๊ณ„์  ์„ฑ์žฅ 36 ์ œ 3 ์ ˆ ๋””์ž์ธ ์—ฐ๊ตฌ์˜ ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋ถ„๋ฅ˜์ฒด๊ณ„ ๋ฐ ์„ธ๋ถ€ ์ „๋žต ๊ณ ์ฐฐ 37 2.3.1 ํ–‰๋™ ๋ณ€ํ™”๋ฅผ ์œ„ํ•œ ๋””์ž์ธ์˜ ํ–‰๋™๊ฐœ์ž…์ „๋žต 37 2.3.2 ์„ค๋“์  ๋””์ž์ธ์˜ ํ–‰๋™๊ฐœ์ž…์ „๋žต 76 2.3.3 ๊ฒŒ์ด๋ฏธํ”ผ์ผ€์ด์…˜์˜ ํ–‰๋™๊ฐœ์ž…์ „๋žต 78 ์ œ 4 ์ ˆ ์†Œ ๊ฒฐ 89 ์ œ 3 ์žฅ ๋‹จ๊ณ„ํ˜• ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ๋งคํŠธ๋ฆญ์Šค ๊ฐœ๋ฐœ 91 ์ œ 1 ์ ˆ ๋งคํŠธ๋ฆญ์Šค์˜ ๊ตฌ์กฐํ™” 91 3.1.1 Csikszentmihalyi์˜ ๋ชฐ์ž… ๊ตฌ๊ฐ„์˜ ๊ฒฝํ—˜ 91 3.1.2 Dreyfus์˜ ์„ฑ์žฅ ๋ชจํ˜• 95 3.1.3 ๋ชฐ์ž…๊ณผ ๋„์ „, ํ†ต์ œ์˜ ์ผ๊ณฑ ๋‹จ๊ณ„ 97 3.1.4 ํ–‰๋™ ๋‹จ๊ณ„๋ณ„ ์‹ฌ๋ฆฌ์  ๊ธฐ๋Šฅ ์ƒํƒœ 100 ์ œ 2 ์ ˆ ๋‹จ๊ณ„ํ˜• ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ๋งคํŠธ๋ฆญ์Šค ๊ฐœ๋ฐœ 102 3.2.1 ๋‹จ๊ณ„๋ณ„ ๋””์ž์ธ ๋ชฉ์  ์ •์˜ 102 3.2.2 ์—ฌ๋Ÿ ๊ฐ€์ง€ ๋””์ž์ธ ์›์น™ 104 3.2.3 ์‚ฌ์šฉ์ž์˜ ๋‚ด์™ธ๋ถ€ ๋™๊ธฐ์™€ ํ–‰๋™๊ฐœ์ž…์ „๋žต 105 ์ œ 3 ์ ˆ ๋””์ž์ธ ์›์น™๊ณผ ์„ธ๋ถ€ ํ–‰๋™๊ฐœ์ž…์ „๋žต 114 3.3.1 ๋งคํŠธ๋ฆญ์Šค ๋ชฐ์ž…์  ํ–‰๋™์˜ ์ผ๊ณฑ ๋‹จ๊ณ„ 114 3.3.2 ํ–‰๋™๊ฐœ์ž…์ „๋žต์˜ ์„ธ ๊ฐ€์ง€ ๊ธฐ์ค€๋ณ„ ๋น„๊ต ๋ถ„์„ 127 ์ œ 4 ์ ˆ ์†Œ ๊ฒฐ 134 ์ œ 4 ์žฅ ์‚ฌ๋ก€ ๋ถ„์„ 136 ์ œ 1 ์ ˆ ๊ฐœ์ธ์  ๋ชฉํ‘œ ์‹ค์ฒœ ์‚ฌ๋ก€ โ€˜์•„๋””๋‹ค์Šค ๋Ÿฐํƒ€์Šคํ‹ฑโ€™ 137 4.1.1 ์„ธ๋ถ€ ๊ธฐ๋Šฅ ๋ถ„์„ 138 4.1.2 โ€˜๋Ÿฐํƒ€์Šคํ‹ฑโ€™ ์‚ฌ๋ก€ ๋ถ„์„ ์ง€๋„ 155 4.1.3 โ€˜๋Ÿฐํƒ€์Šคํ‹ฑโ€™ ๋””์ž์ด๋„ˆ์˜ ์˜๋„์™€ ์‹ค์‚ฌ์šฉ ๊ธฐ๋Šฅ ๋น„๊ต 157 ์ œ 2 ์ ˆ ๊ณต๋™์ฒด ๋‚ด ๊ฐœ์ธ์  ๋ชฉํ‘œ ์‹ค์ฒœ ์‚ฌ๋ก€ โ€˜๋‹น๊ทผ๋งˆ์ผ“โ€™ 163 4.2.1 ์„ธ๋ถ€ ๊ธฐ๋Šฅ ๋ถ„์„ 163 4.2.2 โ€˜๋‹น๊ทผ๋งˆ์ผ“โ€™ ์‚ฌ๋ก€ ๋ถ„์„ ์ง€๋„ 177 4.2.3 โ€˜๋‹น๊ทผ๋งˆ์ผ“โ€™ ๋””์ž์ด๋„ˆ์˜ ์˜๋„์™€ ์‹ค์‚ฌ์šฉ ๊ธฐ๋Šฅ ๋น„๊ต 178 ์ œ 3 ์ ˆ ๊ฐœ์ธ์„ ํ†ตํ•œ ๊ณต๋™์ฒด ๋ชฉํ‘œ ์‹ค์ฒœ ์‚ฌ๋ก€ โ€˜๋ณดํ‹€ํŒฉํ† ๋ฆฌโ€™ 184 4.3.1 ์„ธ๋ถ€ ๊ธฐ๋Šฅ ๋ถ„์„ 185 4.3.2 โ€˜๋ณดํ‹€ํŒฉํ† ๋ฆฌโ€™ ์‚ฌ๋ก€ ๋ถ„์„ ์ง€๋„ 206 4.3.3 โ€˜๋ณดํ‹€ํŒฉํ† ๋ฆฌโ€™ ๋””์ž์ด๋„ˆ์˜ ์˜๋„์™€ ์‹ค์‚ฌ์šฉ ๊ธฐ๋Šฅ ๋น„๊ต 206 ์ œ 4 ์ ˆ ์†Œ ๊ฒฐ 214 ์ œ 5 ์žฅ ๊ฒฐ๋ก  ๋ฐ ์ œ์–ธ 217 ์ œ 1 ์ ˆ ํ–‰๋™ ๋‹จ๊ณ„๋ณ„ ๋ชฐ์ž… ํ–‰๋™๊ฐœ์ž…์ „๋žต ๋””์ž์ธ ๋กœ๋“œ๋งต 217 ์ œ 2 ์ ˆ ํ–ฅํ›„ ์—ฐ๊ตฌ๋ฅผ ์œ„ํ•œ ์ œ์–ธ 219 ์ฐธ๊ณ  ๋ฌธํ—Œ 221 Abstract 236๋ฐ•

    DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES

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    People generally want to engage in a healthy lifestyle, to live in harmony with the environment, to contribute to social causes, and to avoid behaviours that are harmful for themselves and others. However, people often find it difficult to motivate themselves to engage in these beneficial behaviours. Even adopting a healthy lifestyle, such as healthy eating, physical activity, or smoking cessation, is hard despite being aware of the benefits. The increasing adoption and integration of technologies into our daily lives present unique opportunities to assist individuals to adopt healthy behaviours using technology. As a result, research on how to use technology to motivate health behaviour change has attracted the attention of both researchers and health practitioners. Technology designed for the purpose of bringing about desirable behaviour and attitude changes is referred to as Persuasive Technology (PT). Over the past decade, several PTs have been developed to motivate healthy behaviour, including helping people with addictive behaviour such as substance abuse, assisting individuals to achieve personal wellness, helping people manage diseases, and engaging people in preventive behaviours. Most of these PTs take a one-size-fits-all design approach. However, people differ in their motivation and beliefs about health and what constitutes a healthy life. A technology that motivates one type of person to change her behaviour may actually deter behaviour change for another type of person. As a result, existing PTs that are based on the one-size-fits-all approach may not be effective for promoting healthy behaviour change for most people. Because of the motivational pull that games offer, many PTs deliver their intervention in the form of games. This type of game-based PTs are referred to as persuasive games. Considering the increasing interest in delivering PT as a game, this dissertation uses persuasive games as a case study to illustrate the danger of applying the one-size-fits-all approach, the value and importance of tailoring PT, and to propose an approach for tailoring PTs to increase their efficacy. To address the problem that most existing PTs employ the one-size-fits-all design approach, I developed the Model-driven Persuasive Technology (MPT) design approach for tailoring PTs to various user types. The MPT is based on studying and modelling userโ€™s behaviour with respect to their motivations. I developed the MPT approach in two preliminary studies (N = 221, N = 554) that model the determinants of healthy eating for people from different cultures, of different ages, and of both genders. I then applied the MPT approach in two large-scale studies to develop models for tailoring persuasive games to various gamer types. In the first study (N = 642), I examine eating behaviours and associated determinants, using the Health Belief Model. Using data from the study, I modelled the determinants of healthy eating behaviour for various gamer types. In the second study (N = 1108), I examined the persuasiveness of PT design strategies and developed models for tailoring the strategies to various gamer types. Behavioural determinants and PT design strategies are the two fundamental building blocks that drive PT interventions. The models revealed that some strategies were more effective for particular gamer types, thus, providing guidelines for tailoring persuasive games to various gamer types. To show the feasibility of the MPT design approach, I applied the model to design and develop two versions of a Model-driven Persuasive Game (MPG) targeting two distinct gamer types. To demonstrate the importance of tailoring persuasive games using the MPG approach, I conducted a large-scale evaluation (N = 802) of the two versions of the game and compared the efficacy of the tailored, contra-tailored, and the one-size-fits-all persuasive games condition with respect to their ability to promote positive changes in attitude, self-efficacy, and intention. To also demonstrate that the tailored MPG games inspire better play experience than the one-size-fits-all and the contra-tailored persuasive games, I measure the gamersโ€™ perceived enjoyment and competence under the different game conditions. The results of the evaluation showed that while PTs can be effective for promoting healthy behaviour in terms of attitude, self-efficacy, and intention, the effectiveness of persuasion depends on using the right choice of persuasive strategy for each gamer type. The results showed that one size does not fit all and answered my overarching research question of whether there is a value in tailoring PT to an individual or group. The answer is that persuasive health interventions are more effective if they are tailored to the user types under consideration and that not tailoring PTs could be detrimental to behaviour change
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