21 research outputs found

    DESIGNING PERSUASIVE SYSTEMS FOR USER ENGAGEMENT IN COLLABORATIVE INTERACTION

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    Social influnce concepts have great potential to positively affect the behaviors and attitudes of individuals. Drawing on socio-psychological theories, this study explores how social influnce design principles alter user engagement in collaborative interaction during public events. Based on a theory-driven research model, a persuasive information system comprising social influnce design principles of cooperation, social learning, and social facilitation was implemented and examined with a sample of 101 participants. The results reveal interactions between the design principles and their capacity to explain the persuasiveness of the system, which further substantially predicts the actual engagement of participants in collaborative interaction and their intention to use such systems in the future. Both cooperation and social learning are significantly correlated to perceived persuasiveness, and the cooperation also noticeably moderates the effect of social facilitation on social learning. These findings are potentially instrumental in achieving a richer understanding of how best to further harness social influnce for enhanced user engagement through novel socio-technical environments and for the future development of persuasive systems

    Interactive Behavior Change Model (IBCM 8.0): Theory and Ontology

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    This paper presents the Interactive Behavior Change Model (IBCM 8.0), a system that integrates behavior change principles from neuroscience, psychology, and behavioral science into a behavioral meta-theory. With its broad, application-agnostic nature, the IBCM provides insight into behavior change, how it operates, and offers an alternative explanation for why various behavior change models work or do not work. It has applications as a behavioral system for education, research, analysis, intervention design, and implementation in various technologies, especially self-adaptive systems run by rule-based engines or artificial intelligence (AI). Due to space limits, this paper covers the model structure and theory with a limited high-level overview of its ontology

    A holistic approach to manage environmental quality by using the Kano model and social cognitive theory

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    Funding Information: This study has received funding from the European Union's Horizon 2020 research and innovation program under the Marie Sklodowska-Curie Grant Agreement 798365. Publisher Copyright: © 2019 The Authors. Corporate Social Responsibility and Environmental Management published by ERP Environment and John Wiley & Sons Ltd Copyright: Copyright 2020 Elsevier B.V., All rights reserved.Since its first proposition in 1984, the Kano model has been used extensively in a variety of contexts within industries and academic research demonstrating its wide applicability. The Kano model allows for describing the relationship between an objective aspect and a subjective aspect. Yet is this relevant for environmental quality as well? In this study, we explore the cases where the Kano model is used for assessing environmental quality and its perception by consumers and identify the potential influencing factors for its application with this respect. We find that the Kano model can serve as an effective tool for converging towards environmental quality and sustainability by indicating the direction from a social and behavioral choice perspective. We propose an integration of the Kano model with Bandura's triangle (a concept of the social cognitive theory) to create an instrument for driving change of customer attitude and behavior via changing the perception of environmental quality.Peer reviewe

    The Art of Online Persuasion through Design: The Role of Issue Involvement as it Influences Users based on Prior Knowledge

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    With a goal to investigate the dynamics of online persuasion, this research extends the Elaboration Likelihood Model to determine the relative effects of argument quality as a central route to influence attitude change versus design elements (specifically image appeal, navigation design, and connectedness) as peripheral route cues to attitude change. Results emanating from this research are based on a broad sample of 390 participants who viewed a website about the merits of the Keystone XL oil pipeline. The findings indicate that in addition to argument quality, the design of the website can influence attitude change. Further, there are differences in how those with high or low prior knowledge of a persuasion topic are influenced. Of interest, change in issue involvement is less important for the high knowledge group, but for the low prior knowledge group it mediates the peripheral route impacts on attitude change

    Is the united intelligence response, the end of speciesism and the emergence of new avatarism?

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    With the advancements in artificial intelligence (AI) research, the "algorithm aversion" concept has become evident, referring to situations in which an algorithm consistently beats human judgment, despite people's preference for interaction with humans. Moreover, another idea following this one emerged: the concept of "uncanny valley" referring to people feeling comfortable dealing with AI for solving more cognitive-oriented tasks and less prone to condescend to, share feelings with, and feel less proximity to it, for more emotional experiences. Despite this visible aversion but apparent reliability in AI mechanisms, the truth is that AI seems to be inescapable in different fields, inclusively in the interaction with the public. Thus, it is probably time to ask ourselves if living along with these forms of intelligence is not inevitable, with full respect for each other's idiosyncrasies. And, if it is not about time either to start foreseeing the world as a place where a united intelligence response would eventually emerge and give space for a new avatarism era. This manuscript aims to start immersing in this quest.info:eu-repo/semantics/publishedVersio

    Transforming Technology for Global Business Acceleration and Change Management

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    International audienceThe majority of global problems and organizational challenges are byproducts of poor human attitude and behavior (Stibe, Röderer, Reisinger, & Nyström, 2019). Every crucial domain in our lives continuously provides evidence of how things are getting unbalanced despite the progress in building increasingly capable technological innovations, such as artificial intelligence, blockchain, augmented reality, autonomous vehicles, and drones, just to name a few. Managers and employees often look for and find reasons outside of themselves for why there are weak performing organizations and global environmental issues.Societies, communities, businesses, organizations, and industries, basically everyone, need help in making their transformations succeed and sustain positive directions (Waddell, Creed, Cummings, & Worley, 2019). Many people want to change, but it is also well known how often their new year’s resolutions end in February. People tend to perceive changes as something difficult, impossible, and mystical, thus are willing to avoid them. Such attitude naturally leads to poor decisions and consequent behavioral outcomes for societies and corporations.While transformation research has gained more traction in multiple contexts over the last several years (Malar, Arvidsson, & Holmstrom, 2019), this particular transforming work is emerging as an inevitable response to the ever-growing imbalance in our lives across the globe. Advanced information technologies are being continuously developed to make our lives better and businesses grow. However, the fundamental question still remains: With all the evolving information technology, has there been significant success in achieving happier societies and strong organizations

    Socially influencing systems:persuading people to engage with publicly displayed Twitter-based systems

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    Abstract Organizations continuously strive to engage customers in the services development process. The social web facilitates this process by enabling novel channels for voluntary feedback-sharing and collaborative interaction through social media and technologically advanced environments. The component parts of these environments are information systems that are linked with social media and designed for large displays to support interactivity. The work performed during this research involved the design and assessment of operational software features for encouraging user engagement through publicly displayed information systems. Drawing upon socio-psychological theories and interconnecting them to the seven social influence design principles listed in the Persuasive Systems Design model, this dissertation examines the role of persuasive software features in altering human behavior with respect to engagement in feedback-sharing and collaborative interaction. The dissertation consists of five quantitative studies, including one Twitter survey (involving 403 respondents) and four experiments with publicly displayed Twitter-based systems (involving 284 users), that successively complement each other to address the main research question: How can social influence design principles persuade people to engage with publicly displayed systems that are integrated with social media? The results of these studies reveal interplay between the design principles and indicate that they have the capacity to improve the persuasiveness of information systems and predict the behavioral intentions of users to engage with such systems in the future. Based on these findings, a framework for studying socially influencing systems (SIS) is proposed. This framework is potentially instrumental in achieving a richer understanding of how to effectively harness social influence for enhanced user engagement through socio-technical environments and for the future development of persuasive information systems.Tiivistelmä Organisaatioiden palvelukehityksen tavoitteena on sitouttaa ja innostaa asiakkaita. Sosiaalinen verkko edistää tätä prosessia tarjoamalla uusia väyliä niin vapaaehtoiselle palautteenjaolle kuin sosiaalisessa mediassa ja edistyneissä teknologisissa ympäristöissä tapahtuvalle interaktiiviselle yhteistyöllekin. Nämä ympäristöt koostuvat tietojärjestelmistä, jotka on yhdistetty sosiaaliseen mediaan, ja jotka on suunniteltu interaktiota edistäville suurille näytöille. Tässä tutkimuksessa on suunniteltu ja arvioitu ohjelmisto-ominaisuuksia, joiden tarkoitus on suostutella ja osallistuttaa julkisesti esilläolevien tietojärjestelmien ja näyttöjen kautta. Tutkimus nojaa sosiopsykologiseen teoriapohjaan, ja yhdistää näitä seitsemään sosiaalisen vaikuttamisen suunnitteluperiaatteeseen, jotka on kuvattu vaikuttavien suunnittelumenetelmien mallissa. Tämä väitöstyö tutkii vaikuttavien ohjelmistollisten ominaisuuksien osuutta käyttäytymisen muuttamisessa kohdistuen erityisesti siihen, miten loppukäyttäjää voidaan suostutella jakamaan palautetta ja ottamaan osaa interaktiiviseen yhteistyöhön. Työ koostuu viidestä määrällisestä tutkimuksesta, jotka vastaavat tutkimuskysymykseen: kuinka sosiaalisen vaikuttamisen suunnitteluperiaatteet voivat suostutella ja vakuuttaa ihmiset käyttämään julkisesti esilläolevia järjestelmiä, jotka on yhdistetty sosiaaliseen mediaan? Tutkimuksista yksi on Twitter-kyselytutkimus (403 vastaajaa) ja neljä tutkimusta tehtiin julkisesti esilläolevalla Twitter-pohjaisella järjestelmällä (284 vastaajaa). Tutkimusten tulokset osoittavat mainittujen suunnitteluperiaatteiden keskinäisen vuorovaikutuksen, sekä kuinka niiden avulla voidaan parantaa tietojärjestelmien vaikuttavuutta ja ennustaa tulevaa käyttöä. Tutkimustulosten pohjalta työssä luodaan viitekehys sosiaalisesti vaikuttavien järjestelmien tutkimukseen. Tämä viitekehys on keskeisessä asemassa pyrittäessä saavuttamaan syvällisempi ymmärrys siitä, kuinka käyttäjiä voidaan suostutella hyödyntämällä sosiaalista vaikuttamista. Viitekehystä voidaan käyttää myös vaikuttavien järjestelmien kehittämisessä

    Programmable Cities: A new ICT approach

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    Abstract. This paper introduces a new approach for the design, deployment and operation of information and communication technology infrastructure for what we conceived as "Programmable Cities". We address how urban environments can be retrofitted and complemented with technology considering the core nature of cities being systems of systems and complex adaptive systems. We believe that this novel approach will allow city stakeholders to set the ground to transit from a passive to an active ICT infrastructure. Based on this, the emergent and aggregated complex behavior of a city, which is driven by its different layers and elements, is better matched by their digital counterparts as it evolves and adapts. The aim is to address the implications of systems of systems and complexity theory in City Science for the development of the ICT infrastructure. Keywords: ICT Adaptive Complex Systems, Wellbeing, Quality of Experience (QoE), City QoE, ICT QoE Introduction Evolution is constant in our species in many aspects. As we do evolve the artifacts we have created are evolving too. This includes the cities we have created in which by 2050, 70% of the World's Population will live in them. The first human settlements appeared 8,000 BC and the rise of technology based societies in 600 AD. Cities and technology have been bi-directionally related since the very beginning. In fact the evolution of one wouldn´t have been possible without the other. It is estimated that most of the technological progress made by modern humans has occurred over the last 10,000 years. This occurred after humans were able to domesticate plants and animals, went from stone to metal tools, simple artifacts to the development of systems, and the initial settlements evolve into larger and permanents ones allowing civilization to take place. Human settlements and the activities that take place in them have been studied for many years. This includes attempts to define a city, from the classical categories approac

    Knowledge Behavior Gap Model: An Application for Technology Acceptance

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