38,190 research outputs found
Selecting effective persuasive strategies in behavior change support systems: Third International Workshop on Behavior Change Support Systems (BCSS 2015)
The Third International Workshop on Behavior Change Support Systems provides a place to discuss recent advances in BCSS research. The selected papers show that research into behavior change support systems is expanding: not only by trying to reach more and other people, but also by expanding the contexts where BCSSs are employed. A key point for all BCSSs, for each target group and for each context, is to select the right persuasive strategies. From the proceedings we can learn that there are several ways to select and evaluate these features, but this remains an issue that deserves continuous research attention
Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions
Increasing evidence has shown that theory-based health behavior change
interventions are more effective than non-theory-based ones. However, only a
few segments of relevant studies were theory-based, especially the studies
conducted by non-psychology researchers. On the other hand, many mobile health
interventions, even those based on the behavioral theories, may still fail in
the absence of a user-centered design process. The gap between behavioral
theories and user-centered design increases the difficulty of designing and
implementing mobile health interventions. To bridge this gap, we propose a
holistic approach to designing theory-based mobile health interventions built
on the existing theories and frameworks of three categories: (1) behavioral
theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior,
and the Health Action Process Approach), (2) the technological models and
frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design
and Behavior Change Support System, and the Just-in-Time Adaptive
Interventions), and (3) the user-centered systematic approaches (e.g., the
CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic
approach provides researchers a lens to see the whole picture for developing
mobile health interventions
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"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 â 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.
Applying persuasive design in a diabetes mellitus application
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
Goal-setting And Achievement In Activity Tracking Apps: A Case Study Of MyFitnessPal
Activity tracking apps often make use of goals as one of their core
motivational tools. There are two critical components to this tool: setting a
goal, and subsequently achieving that goal. Despite its crucial role in how a
number of prominent self-tracking apps function, there has been relatively
little investigation of the goal-setting and achievement aspects of
self-tracking apps.
Here we explore this issue, investigating a particular goal setting and
achievement process that is extensive, recorded, and crucial for both the app
and its users' success: weight loss goals in MyFitnessPal. We present a
large-scale study of 1.4 million users and weight loss goals, allowing for an
unprecedented detailed view of how people set and achieve their goals. We find
that, even for difficult long-term goals, behavior within the first 7 days
predicts those who ultimately achieve their goals, that is, those who lose at
least as much weight as they set out to, and those who do not. For instance,
high amounts of early weight loss, which some researchers have classified as
unsustainable, leads to higher goal achievement rates. We also show that early
food intake, self-monitoring motivation, and attitude towards the goal are
important factors. We then show that we can use our findings to predict goal
achievement with an accuracy of 79% ROC AUC just 7 days after a goal is set.
Finally, we discuss how our findings could inform steps to improve goal
achievement in self-tracking apps
The Media Consumer Theories and Emergent Constructs in Post-Post Modern Advertising in Nigeria
The media consumer, otherwise known as the audience is considered to react actively or passively towards media messages based on existing modern theories. However, the emergent constructs evolved primarily by the advertising media audience in reacting to media messages have deconstructed the pillars that exist as strongholds of modern media audience theories. This study is set to identify and justify the rationale for the evolvement of sociocultural factors among advertising media audience in Nigeria. The study adopts the analytical method in examining outcomes of media adverts in Nigeria. Expectedly, the opportunities created by the post-post modern era are explanatory of the fact that uncelebrated sociocultural factors are paramount in determining the significant level of influence of media adverts over the audience. The study concludes that the consideration of emergent sociocultural factors in addition to modern approaches in advertising will result to more effective media advertising in Nigeria and beyond
Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers
In this article, we present Power Agentâa pervasive game designed to encourage teenagers and
their families to reduce energy consumption in the home. The ideas behind this mobile phonebased
game are twofold; to transform the home environment and its devices into a learning arena
for hands-on experience with electricity usage and to promote engagement via a team competition
scheme. We report on the gameâs evaluation with six teenagers and their families who played the
game for ten days in two cities in Sweden. Data collection consisted of home energy measurements
before, during, and after a game trial, in addition to interviews with participants at the end of
the evaluation. The results suggest that the game concept was highly efficient in motivating and
engaging the players and their families to change their daily energy-consumption patterns during
the game trial. Although the evaluation does not permit any conclusions as to whether the game had
any postgame effects on behavior, we can conclude that the pervasive persuasive game approach
appears to be highly promising in regard to energy conservation and similar fields or issues
Towards a kansei-based user modeling methodology for eco-design
We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS
- âŠ