123 research outputs found

    Persuasive Design in Teaching and Learning

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    The EuroPLOT project (2010-2013) has developed Persuasive Learning and Technologies (PLOTs) and has evaluated them in four real-world case studies, which cover the widely different teaching scenarios of university education, adult learning in industry, informal learning at a museum, literature studies, and language learning. At the International Workshop of EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013), the results of the project were presented, and an overview of related research was given. One of the main conclusions of EuroPLOT has been that the specific learning context has to be considered when applying persuasive designs. At IWEPLET 2013, both the theoretical background as well as evaluations of persuasive technology demonstrations were presented. This paper provides an overview of these presentations

    Choice architecture and design with intent

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    Motivation – Choice architecture (Thaler & Sunstein, 2008) is a phrase of the moment among politicians and economists seeking to influence public behaviour, but the relevance of the concept to designers has received little attention. This paper places choice architecture within the context of Design with Intent—design intended to influence user behaviour. Research approach – The concepts are introduced and choice architecture is deconstructed. Findings/Design – Affordances and Simon’s behavioural model (1955) help understand choice architecture in more detail. Research limitations/Implications – This is only a very brief, limited foray into what choice architecture is. Originality/Value – User behaviour can be a major determinant of product efficiency: user decisions can contribute significantly to environmental impacts. Understanding the reasons behind them, a range of design techniques can be identified to help users towards more efficient interactions. Take away message – The intended outcome is a useful design method for helping users use things more efficiently

    POSIWID and determinism in design for behaviour change

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    Copyright @ 2012 Social Services Research GroupWhen designing to influence behaviour for social or environmental benefit, does designers' intent matter? Or are the effects on behaviour more important, regardless of the intent involved? This brief paper explores -- in the context of design for behaviour change -- some treatments of design, intentionality, purpose and responsibility from a variety of fields, including Stafford Beer's "The purpose of a system is what it does" and Maurice Broady's perspective on determinism. The paper attempts to extract useful implications for designers working on behaviour-related problems, in terms of analytical or reflective questions to ask during the design process

    ReFridge App Concept

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    ReFridge is an app with the goal of helping reduce household food waste. When a grocery receipt is scanned, the app creates an organized fridge inventory that will help decrease the amount of food that is thrown out. The user will receive custom expiration reminders and suggested recipes while using meal prepping calendars and personalized shopping lists. Buying, cooking and consuming food will become more efficient and users will experience an increase in healthy and regulated eating habits

    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

    Ethical considerations in designing adaptive persuasive games

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    In this poster, we describe an ongoing project concerning the development of an Adaptive Treatment Game (ATG) for treating Post Traumatic Stress Disorder. The ATG uses biofeedback and computer game technology to enable multiple treatment techniques and goals. We examine how a multidisciplinary approach shaped the prototype and we discuss the ethical implications of creating a self-adaptive, semi- autonomous treatment game.peer-reviewe

    Gamifying research : Strategies, opportunities, challenges, ethics

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    From social sciences to biology and physics, gamified systems and games are increasingly being used as contexts and tools for research: as "petri dishes" for observing macro-social and economic dynamics; as sources of "big" and/or ecologically valid user behavior and health data; as crowdsourcing tools for research tasks; or as a means to motivate e.g. survey completion. However, this gamification of research comes with significant ethical ramifications. This workshop therefore explores opportunities, challenges, best practices, and ethical issues arising from different strategies of gamifying research

    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
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