2,172 research outputs found

    Concept generation for persuasive design

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    Designing ‘persuasive’ products and services for social benefit often involves adopting and adapting principles and patterns from other disciplines and contexts where behaviour change is a goal. This poster briefly reports on a series of controlled trials of an idea generation toolkit which aims to make this transposition of patterns easier, with designers and students applying the toolkit to four ‘design for sustainable behaviour’ briefs to generate new concepts for influencing user behaviour. While only a small sample, results show that using the toolkit does lead to an increase in the number of concepts generated for a majority of participants, compared with the control condition

    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

    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

    The implementation of persuasive technology principles in mobile application development: a qualitative study

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    Preceding studies of persuasive technology have mentioned several benefits on the implementation of persuasive design features of the Persuasive System Design (PSD) model such as creating users' engagement and acceptance and continuous usage. However, available literatures have not sufficiently address the implementation of these design principles particularly in the context of mobile application development as compared to system development. Furthermore, there are low numbers of discussion that have relate the implementation of these design principles towards the achievement of the persuasive system developed. Hence, this study was conducted to qualitatively explore the way persuasive design principles were implemented as well as the mobile application development process followed in three different levels of mobile applications' attainments. Within this study, seven semi-structured interviews were conducted with the involvement of fifteen (15) Android mobile applications in the area of utilities category. These mobile applications were then categorized into successful, partially successful and less successful categories based on their numbers of mobile application downloaded for three consecutive years which is from 2013 until 2015. The results from the content analysis conducted have shown that the mobile applications of the successful category have implemented a lot more persuasive design principles as compared to the other two categories. Moreover, it is also found that all of the mobile applications of the category had follow a more detailed process of mobile application development with the emphasizing on product introduction to the users. A model of the implementation of persuasive design principles in mobile application development was then proposed based on the findings gained from this research. The results from this study have provided contribution to the body of knowledge by leveraging the domain of persuasive technology studies particularly in mobile application development

    Towards a Persuasive Design Pattern for a Gamified M-Learning Environment

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    New innovative technologies create opportunities for persuasive engagement. Persuasive technology is all about software, systems and applications designed to hook, reinforce, change and shape the attitudes of the learners without using coercion or deception. Persuasive design pattern if applied effectively and efficiently may influence learners’ attitudes towards the learning task, and may hook them to the specific learning activity offered via a gamified mobile application. In this paper the concept of persuasive design pattern in gamified m-learning platforms should be introduced to the scientific community. Persuasive design in a gamified mobile learning environment is described and persuasive set of design patterns appropriate to a gamified mobile environment is introduced. These persuasive design pattern are divided into three categories to suit to the appropriate learning environment

    Using socio-ecological model to inform the design of persuasive applications

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    Diverse persuasive applications that aim for behavioural changes have been developed. However, the method in which particular persuasive design principles are chosen over others remains unclear. Meanwhile, the use of socio-ecological model has been widely utilized in clinical research, as a basis to understand the factors in the entire ecological system that influences behavioural patterns. Because persuasive technology aims to change the behaviour and attitudes of users, we believe that the use of socio- ecological model would be beneficial to inform the design of persuasive applications. Accordingly, in this paper, we attempt to demonstrate the mapping of the socio-ecological factors and persuasive design principles by conducting interviews and expert reviews. Based on our approach, 12 socio-ecological factors that influence physical activity behaviour, and corresponding relevant persuasive design principles to deal with these factors, are identified

    Persuasive design of a mobile energy conservation game with direct feedback and social cues

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    Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view

    Designing for Persuasion, An Experimental Case Study: Oura Ring

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    The information age has ushered in an era of digital devices galore, and swaths of data to boot. These devices and the ease of collecting data on user behavior have contributed to the growing interest in persuasive design, the application of psychological and social principles of influence to elicit a desired action from the user of a product or service. This Master’s Thesis explores the potential of persuasive design to induce healthy behavioral change in the context of the sleep and activity tracker Oura ring and its adjoined mobile application. In partnership with Oura Health, a persuasive design is developed and tested against a control. The persuasive design incorporates theories of narrative persuasion and seeks to enhance the onboarding process of users into the Oura app. In our experiment, we focus on message timing and format, and postulate that a more narrative like onboarding process will be easier to digest and absorb, leading to increased engagement and a possible uptick in the target behavior of ring wear. Compared to control, the engagement metrics of time in app and sessions per day were observed to increase in the treatment group, although not statistically significantly. Additionally, the rate of ring wear was observed to increase, but without significance. Interestingly, among the subset of users found to have been traveling internationally, the rate of ring wear increased by 3.4% (P < 0.037). Despite the lack of significance, our research finds that persuasive design, and narrative persuasion specifically, hold promise for the design of digital products aimed at promoting healthy habits. In order to achieve the desired outcomes, iteration of persuasive designs is advised. Additionally, engagement metrics such as time in app or sessions per day, show promise as leading indicators for behavioral change
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