| Persuasion, Task Interruption and Health Regimen Adherence | | BIBAK | Full-Text | 1-11 | |
| Timothy W. Bickmore; Daniel Mauer; Francisco Crespo; Thomas Brown | |||
| Cueing strategies, such as real-time reminders, are among the most effective
methods of persuading individuals to perform healthy behaviors such as taking
their medication and exercising. However, these reminders often represent a
task interruption for users who are engaged in work activities. This paper
presents the results of a study which explores strategies for interrupting
users at work to perform a healthy behavior, in which the primary outcome of
interest is long-term adherence to a desired health behavior change regimen. We
find that the degree of perceived politeness of interruptions is positively
correlated with predicted long-term adherence, but negatively correlated with
short-term compliance. We also find that, among several interruption
coordination strategies previously explored in the literature, empathic
interruptions are superior overall in gaining both short-term compliance and
long-term adherence. Keywords: Interruption; relational agent; embodied conversational agent; politeness;
health compliance; mobile computing | |||
| Promoting Physical Activity Through Internet: A Persuasive Technology View | | BIBA | Full-Text | 12-17 | |
| Weimo Zhu | |||
| Participation in regular physical activity (PA) is critical to sustaining good health. While a few attempts have been made to use internet-based interventions to promote PA, no system review has been conducted in determining the effectiveness of the intervention. The purpose of this study was to conduct a review under the framework of persuasive technology (PT). Based on a comprehensive of literature search, nice experimental studies were identified and evaluated using the PT functional triad defined by Fogg in 2003[1]. It was found that only two studies led to short-term impact in promoting PA and, furthermore, two studies have found that the intervention based traditional print materials worked better. From a perspective of PT, none of the studies designed its intervention based on the framework of captology and few took full advantages of PT functions. Designing new-generation, PT based internet intervention and examining related human factors are urgently needed. | |||
| Digital Therapy: The Coming Together of Psychology and Technology Can Create a New Generation of Programs for More Sustainable Behavioral Change | | BIBAK | Full-Text | 18-23 | |
| Pål Kraft; Harald Schjelderup-Lund; Håvar Brendryen | |||
| By mapping critical psychological processes involved in an attempt at
behavioral change, we can design digital programs to deliver specific cognitive
therapy at the right moments, increasing the probability of successful
behavioral change in a variety of domains. This breakthrough, named Digital
Therapy, has been proven in random clinical trials to be a cost-effective way
for people to achieve lasting behavioral change, with the help of modern
psychological science, but without seeing a therapist. Keywords: Digital Therapy; Digital Therapy Developer; Behavior Change; Chronology of
Change; Self-Regulation; Cognitive Therapy | |||
| Designing Persuasion: Health Technology for Low-Income African American Communities | | BIBAK | Full-Text | 24-35 | |
| Andrea Grimes; Rebecca E. Grinter | |||
| In the United States, African Americans face a disproportionate amount of
diet-related health problems. For example, African American adults are 1.6
times more likely to have diabetes than their Caucasian counterparts.
Individuals in low-income communities may face a greater risk because they
typically have less access to healthy foods. Due to the significant
diet-related problems within the African American community, public health
researchers call for approaches to health promotion that take into account the
relationship between culture and dietary habits. In this paper, we discuss
three important considerations for the design of technologies that address the
diet-related health disparities in low-income African American communities.
These considerations include designing for cultural relevancy, modeling health
behavior, and encouraging healthy behavior through the use of social
psychological theories of persuasion. We use a game design example to
illustrate how each of these considerations can be incorporated into the
development of new technology. Keywords: Culture; Health; Low-Income; Nutrition; Persuasive Technology | |||
| Fine Tuning the Persuasion in Persuasive Games | | BIBA | Full-Text | 36-47 | |
| Rilla Khaled; Pippin Barr; James Noble; Ronald Fischer; Robert Biddle | |||
| Persuasive games are a relatively new phenomenon, and hold promise as effective vehicles for persuasion. As yet, however, there are few set rules guiding how to design persuasive games to be interesting, compelling, and effective. Furthermore, little theory exists that guides their development from a persuasive technology (PT) perspective. The results of a recent pilot test on Smoke?, our persuasive game about smoking cessation, highlighted several design issues related to persuasive games in general. In this paper we discuss some of those issues, contextualizing them in terms of B J Fogg's PT strategies, in order to both explain underlying forces, and point towards potential design solutions. The five issues we discuss are: managing player attention, balancing "replayability" with reality, player control vs. system control, identity issues, and target audience. | |||
| Captivating Patterns -- A First Validation | | BIBAK | Full-Text | 48-54 | |
| Sabine Niebuhr; Daniel Kerkow | |||
| Is it possible to motivate users of an application through software
elements? Is it also possible to do so for business applications? Having a long
lasting, monotone, little challenging work task does not motivate users a lot
in continuing a task, especially if this task comes up regularly, like typing
numbers or addresses. We found software patterns -- design recommendations --
that keep a user working on such a task. We validated one of them in an
experiment and found out that it is possible to motivate users through
captivating software elements. Keywords: Motivation; pattern; status display; business application | |||
| Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games | | BIBA | Full-Text | 55-63 | |
| Magnus Bång; Anton Gustafsson; Cecilia Katzeff | |||
| Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent is connected to the household's automatic electricity meter reading equipment via the cell network, and this setup makes it possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game. | |||
| iParrot: Towards Designing a Persuasive Agent for Energy Conservation | | BIBA | Full-Text | 64-67 | |
| Abdullah Al Mahmud; Pavan Dadlani; Omar Mubin; Suleman Shahid; Cees J. H. Midden; Oliver Moran | |||
| Computational agents can motivate people to change their behaviour towards energy use in a home setting. In this paper, we investigate the design and evaluation of the iParrot, an intelligent agent that helps to persuade family members to conserve energy in their home. The iParrot was designed as a concept in the form of a video prototype with two conditions. The results from the evaluation show that people will comply with the advice from such an agent for energy conservation if the agent is friendlier. Moreover, participants were able to distinctly perceive the friendliness level for both conditions. | |||
| The Pet Plant: Developing an Inanimate Emotionally Interactive Tool for the Elderly | | BIBAK | Full-Text | 68-79 | |
| Teddy McCalley; Alain Mertens | |||
| The development of an interactive "pet" house plant could provide the same
positive health support functions as a robotic pet, and with fewer problems, if
it could be shown that an emotional attachment with a human was possible. This
required that an inanimate living artifact (the plant) along with its pot, be
accepted as stimulating emergent emotion. An experiment comparing an
interactive, apparently aware, plant with a control was conducted in three
retirement homes. Individuals were found to attribute emotions to the
interactive plant that increased if the plant was described as having a
character similar to that of the user. Results of the study support the
conclusion that interactive plants have potential for further development as
supportive companions to the elderly. Keywords: Persuasive technology; emergent emotion; interactive technology; robotic
pet; elderly; health; restorative | |||
| Distributed User Experience in Persuasive Technology Environments | | BIBAK | Full-Text | 80-91 | |
| Katarina Segerståhl; Harri Oinas-Kukkonen | |||
| An increasing number of persuasive technology systems consist of multiple
devices that enable efficient just-in-time interaction with the user.
Developing multi-device systems to support a human activity bring about new
challenges for interaction and user experience design. The main challenge
identified in this paper is the successful designing of coherent user
experience, which may improve user acceptance and have a positive effect on the
overall persuasiveness of the system. This paper analyses a multi-device
heart-rate monitoring environment to illustrate the target of our research. We
propose the notion of distributed user experience as a key concept for studying
the design of efficient persuasive technology systems consisting of multiple
devices. Keywords: Distributed user experience; distributed user interface; heart-rate
monitoring; multi-device systems; persuasive technology | |||
| The PerCues Framework and Its Application for Sustainable Mobility | | BIBA | Full-Text | 92-95 | |
| Wolfgang Reitberger; Bernd Ploderer; Christoph Obermair; Manfred Tscheligi | |||
| This paper presents a framework, design and study of an ambient persuasive interface. We introduce a novel framework of persuasive Cues in Ambient Intelligence (perCues). Based on this framework we designed an application for mobile devices. The application aims to persuade people to abstain from using their cars and to use public mass transportation instead in order to reduce emissions. It contains a bus schedule and information about the pollution status. We evaluated the application in two successive studies regarding user acceptance, opportune moments of use and persuasive effects. The perCues received a high acceptance due to its benefit for the users. The results confirm the importance of opportune moment and user acceptance for persuasion. The findings also indicate the persuasive potential of perCues. | |||
| Persuasive Technologies Should Be Boring | | BIBAK | Full-Text | 96-99 | |
| Conrad Wai; Pete Mortensen | |||
| New persuasive technologies often make the mistake of touting how new and
different they are from anything that came before. What they should really be
trying to do is mask any behavior change by making their interface and
interactions as familiar and mundane as possible. This lesson is illustrated in
a case study of the Nike + iPod, a revolutionary device that pretends to be
just a better way to go for a run while listening to music. Keywords: Disruptive technology; design; Nike + iPod; adoption | |||
| Electronic Monitoring of Offenders: Can a Wayward Technology Be Redeemed? | | BIBAK | Full-Text | 100-104 | |
| Robert S. Gable | |||
| Electronic monitoring of offenders is being increasingly used as an
alternative to incarceration. Although surveillance and the threat of
punishment can temporarily suppress criminal behavior, this strategy has not
reduced long-term re-offending. An alternative use of monitoring technology
would reward prosocial behavior on a variable schedule. Miniature and
inexpensive Bluetooth or WiFi-enabled transceivers can electronically enrich
designated environments in order to encourage offenders to attend classes,
arrive promptly at work, or make appropriate decisions at critical
choice-points in a crime-prone neighborhood. Within the criminal justice
system, only small, incremental changes can be expected. Keywords: Electronic monitoring; offenders; Bluetooth; WiFi; transceivers | |||
| Logical Modeling of Deceptive Negative Persuasion | | BIBA | Full-Text | 105-108 | |
| Neil C. Rowe | |||
| It is often easier to persuade someone that something is impossible to do than that it is possible, since the absence of one necessary resource suffices. This makes lying a tempting tactic for negative persuasion. We consider the problem of finding convincing lies for it as one of maintaining consistency of a set of logical assertions; we can track that consistency with a computer program. We use an example of negative persuasion against electronic voting in elections, where automated analysis then suggests ways to prevent it. | |||
| Surveillance, Persuasion, and Panopticon | | BIBAK | Full-Text | 109-120 | |
| Julie Leth Jespersen; Anders Albrechtslund; Peter Øhrstrøm; Per F. V. Hasle; Jørgen Albretsen | |||
| The surveillance in public and private places, both physically and
digitally, is increasing for different reasons. In this paper we intend to
discuss surveillance and persuasive technology in an ethical perspective with
an eye to its historical and cultural context. In section 1, we present some
different tendencies of surveillance in society. In section 2, we elaborate on
some important historical ideas on surveillance. In section 3, we consider the
use of persuasive technology for surveillance purposes. In section 4, we
discuss the development towards increasing surveillance in society, at work, in
public places etc. In section 5, we draw up some ethical concerns on
surveillance, and finally. In section 6, we discuss the question of a possible
need for a public and democratic control of the use of surveillance technology. Keywords: Captology; persuasive technologies; Panopticon; ethics; surveillance and
democratic control | |||
| Support Services: Persuading Employees and Customers to Do what Is in the Community's Best Interest | | BIBAK | Full-Text | 121-124 | |
| Mark Brodie; Jennifer Lai; Jonathan Lenchner; William Luken; Kavitha Ranganathan; Jung-Mu Tang; Maja Vukovic | |||
| Getting workers to share knowledge in situations where "knowledge" is the
primary asset making them valuable is a pressing problem in many organizations
-- leading to what we call "the knowledge worker's prisoner's dilemma."
Interesting variants of this dilemma arise in the contexts of customer support
and server system administration. We begin by describing some of the reasons
why the uncooperative resolution of the dilemma is so detrimental from an
organizational perspective. We then discuss a successful example of a
cooperative resolution to the dilemma -- the Open Source initiative. We
articulate an ambitious long-term thesis regarding the electronic support
ecosystem and then describe a multi-pronged approach for facilitating knowledge
capture and sharing in the context of IBM's service industry, thereby
facilitating a "win-win" or collaborative solution to the knowledge worker's
prisoner's dilemma. Keywords: knowledge sharing; prisoner's dilemma; collaboration; customer support;
system administration | |||
| Improving Cross-Cultural Communication Through Collaborative Technologies | | BIBAK | Full-Text | 125-131 | |
| Alyssa J. O'Brien; Christine Alfano; Eva Magnusson | |||
| The paper discusses an original research project in the area of education
and cross-cultural rhetoric on the use of persuasive digital technologies to
enable intercultural competencies among students and teachers across
globally-distributed teams. The paper outlines the methodology for the
research, including the use of video conferences, collaborative blogs, a
project wiki, webforums, and Google documents, and presents the findings on how
such information and communication technologies can influence people to
approach cross-cultural communication with greater political understanding,
ethical awareness, and intercultural competencies in order to bring about
improved international and social relations. The paper presents statistical
data pertaining to qualitative and quantitative assessment of project outcomes;
it situates the project within current debates in intercultural communication
and digital pedagogy; and it concludes with a projection on the scalability and
sustainability of using computers to change human attitudes and behaviors in
positive ways in an international context. Keywords: education; trust; productivity; culture; social relationships; ethics; human
attitudes; collaboration; international research; cross-cultural communication;
rhetorical theory | |||
| Group Reactions to Visual Feedback Tools | | BIBAK | Full-Text | 132-143 | |
| Joan Morris DiMicco; Walter Bender | |||
| This paper presents findings on how individuals respond to receiving
feedback on their participation levels during meetings. Comparing in-lab and
natural group settings, repeated use, and differing information displays, we
found that individuals vary on how useful and informative they found the
feedback. Their ratings were most influenced by how the tool was first
introduced to them and whether or not there was redundancy in the feedback. Keywords: Behavior feedback; face-to-face interaction; computer-supported cooperative
work | |||
| Can Brotherhood Be Sold Like Soap...Online? An Online Social Marketing and Advocacy Pilot Study Synopsis | | BIBAK | Full-Text | 144-147 | |
| Brian Cugelman; Mike Thelwall; Phil Dawes | |||
| Having engaged one billion users by early 2006, the Internet is the world's
fastest-growing mass communications medium. As it permeates into countless
lives across the planet, it offers social campaigners an opportunity to deploy
interactive interventions that encourage populations to adopt healthy living,
environmental protection and community development behaviours. Using a classic
set of social campaigning criteria, this paper explores relationships between
social campaign websites and behavioural change. Keywords: social marketing; advocacy; internet; online; behaviour; campaign | |||
| Social Comparisons to Motivate Contributions to an Online Community | | BIBAK | Full-Text | 148-159 | |
| F. Maxwell Harper; Sherry Xin Li; Yan Chen; Joseph A. Konstan | |||
| It is increasingly common for online communities to rely on members rather
than editors to contribute and moderate content. To motivate members to perform
these tasks, some sites display social comparisons, information designed to
show members how they compare to others in the system. For example, Amazon, an
online book store, shows a list of top reviewers. In this study, we investigate
the effect of email newsletters that tell members of an online community that
their contributions are above, below, or about average. We find that these
comparisons focus members' energy on the system features we highlight, but do
not increase overall interest in the site. We also find that men and women
perceive the comparisons very differently. Keywords: Social influence; social comparison; persuasion; online community | |||
| Can Companies Initiate Positive Word of Mouth? A Field Experiment Examining the Effects of Incentive Magnitude and Equity, and eReferral Mechanisms | | BIBAK | Full-Text | 160-163 | |
| Jan Ahrens; Michal Ann Strahilevitz | |||
| This research examines strategies for generating electronic referrals
(eReferrals). Acquiring customers through Word of Mouth (WOM) appeals to
companies because of the perceived transmitter credibility as well as low
customer acquisition cost. Company-initiated eReferrals, a form of online WOM,
offer marketers a way to influence customers through encouraging WOM. This
research utilized a field experiment focusing on company-initiated eReferrals.
Several independent variables were manipulated including incentive magnitudes
for the referring party and the party being referred. The dependent variables
were the number of referrals made and the number of referrals that led to
sales. As expected, larger incentives increased referral rates. In addition, we
found that offering the same magnitude incentive to both the referrer and
referee led to a greater number of referrals. However when offer incentive
magnitudes were not equitable, those with higher offers for the referrer
performed better than those with a higher offer for the referee. Keywords: Word of Mouth; WOM; Word-of-Mouth; Referrals; Electronic Referrals;
eReferrals; Internet Marketing; Online Marketing; Customer Acquisition; B2C;
Consumer Marketing; Viral Marketing | |||
| Source Salience and the Persuasiveness of Peer Recommendations: The Mediating Role of Social Trust | | BIBAK | Full-Text | 164-175 | |
| Peter de Vries; Ad Pruyn | |||
| A lack of trust and face-to-face interaction prevents many people from
purchasing online. Relevant research aimed at overcoming such problems is often
based on the assumption that providing social information increases trust.
These studies, however, have yielded inconsistent results, arguably because
trust is usually treated as a unidimensional concept. This study targets the
influence of social information on trust by taking account of the
multidimensional nature of trust. Peer recommendations in product judgment
tasks were hypothesized to affect consumers' product attitudes via social
trust, rather than competence, if peer images are available and uncertainty
associated with products is high. Results indeed support mediation by social
trust, but only for experience products. Keywords: E-commerce; peer recommendations; social trust; social presence | |||
| An Examination of the Influence of Involvement Level of Web Site Users on the Perceived Credibility of Web Sites | | BIBAK | Full-Text | 176-186 | |
| Susan Ferebee | |||
| This study examined how Web site user involvement affects perceived
credibility of Web sites. The study determined the relationship between two
variables: enduring involvement and situational involvement and the study
measured the effect of these two independent variables and the interaction
effects on the perceived credibility of Web sites. A supplemental analysis
assessed whether the four groups produced by the factorial design varied with
regard to the Web site element categories noticed during credibility
evaluation. The research found that the interaction effect between enduring
involvement and situational involvement significantly influenced perceived
credibility. Additionally, the user's focus shifted to a more central focus
when situational involvement was introduced and different Web site elements
were noticed. Keywords: Credibility; Involvement; Web Design; Computer-Mediated Communication | |||
| Embedded Persuasive Strategies to Obtain Visitors' Data: Comparing Reward and Reciprocity in an Amateur, Knowledge-Based Website | | BIBAK | Full-Text | 187-198 | |
| Luciano Gamberini; Giovanni Petrucci; Andrea Spoto; Anna Spagnolli | |||
| This study compares the relative effectiveness of two different persuasive
strategies embedded in the rationale of a website. The visitor is asked for
his/her contact information either prior to or after having access to the
guidelines for managing multimedia files offered by the site. Asking for
personal data prior to access represents a reward strategy for obtaining such
data. In contrast, asking for personal data after access represents a
reciprocity strategy. In addition, the mediating effect of website features
displaying "social proof" (such as visits counter) is explored. The analysis of
the amount and type of contact information provided shows that a persuasive
strategy based on reciprocity is more effective than one based on reward. Also,
the presence of social proof features seems counterproductive when using a
reciprocity strategy, while it seems to improve the visitors' compliance with
the request when using a reward strategy. The results are discussed in terms of
adequacy of the persuasive strategy to the specific website genre. Keywords: reciprocity; reward; persuasion; personal information; social proof;
websites | |||
| The Behavior Chain for Online Participation: How Successful Web Services Structure Persuasion | | BIBAK | Full-Text | 199-209 | |
| B. J. Fogg; Dean Eckles | |||
| The success of many online services today depends on the company's ability
to persuade users to take specific actions, such as registering or inviting
friends. We examined over 50 popular Web services of this kind to understand
the influence processes and strategies used. We found that successful online
services share a pattern of target behaviors that can be viewed as part of an
overall framework. We call this framework the "Behavior Chain for Online
Participation." This paper briefly presents the general idea of a behavior
chain and applies it to understanding persuasion patterns found online. We then
illustrate the Behavior Chain for Online Participation by applying it to the
Web service LinkedIn and other popular services. Future research may identify
behavior chains in other domains and develop new research methods for
validating behavior chains. Keywords: Persuasive technology; participatory media; online communities; behavior
change; captology; influence; persuasion; World Wide Web | |||
| Exploring Persuasive Potential of Embodied Conversational Agents Utilizing Synthetic Embodied Conversational Agents | | BIBAK | Full-Text | 210-213 | |
| John Shearer; Patrick Olivier; Marco De Boni; Robert Hurling | |||
| This study presents synthetic embodied conversational agents, and how they
can be used to explore the persuasive potential of real embodied conversational
agents. Utilizing a novel Wizard-of-Oz style approach and a direct measure of
behavior change we explore whether 'ideal' embodied conversational agents have
a similar persuasive impact as real people, and demonstrate the importance of
visually perceiving for embodied conversational agents to be persuasive. Keywords: persuasion; embodied conversational agents; virtual characters | |||
| The Importance of Interface Agent Visual Presence: Voice Alone Is Less Effective in Impacting Young Women's Attitudes Toward Engineering | | BIBAK | Full-Text | 214-222 | |
| Rinat B. Rosenberg-Kima; Amy L. Baylor; E. Ashby Plant; Celeste E. Doerr | |||
| Anchored in social agency theory, recent research has emphasized the
importance of anthropomorphic interface agents' voice to impact
learning-related outcomes. Nevertheless, literature on human social models
suggests that the appearance of an interface agent may have important
implications for its ability to influence attitudes and self-efficacy.
Therefore, we hypothesized that visual presence of the interface agent would
result in more positive attitudes toward engineering and greater self-efficacy
than the presence of a human voice alone. In accordance to our hypothesis,
results revealed that participants who interacted with the visible agents
reported significantly greater utility for engineering, greater self-efficacy,
and greater interest in engineering related fields than those who interacted
with a human voice. Thus, the current work indicates the importance of
anthropomorphic agent's visibility in changing attitudes and beliefs. Keywords: Anthropomorphic interface agents; persuasion; attitude change;
computer-based social modeling | |||
| Embodied Agents on a Website: Modelling an Attitudinal Route of Influence | | BIBAK | Full-Text | 223-230 | |
| Pablo Lambert de Diesbach; David F. Midgley | |||
| Embodied virtual agents (called hereafter EVAs) are animated, virtual
objects, which move, talk, and look like human beings. We propose a possible
route which may help better understand how observed effects of an agent on an
interface user occur. We relate the concept of embodied agent to literatures in
marketing and psychology, which justify the introduction of the concept of
attitude. A route of influence and a model are elaborated, proposing effects of
agents presence and congruency, on attitudes, and behavioural and intentional
dimension of the website power of retention, or "stickiness". The model is
tested, results are discussed, research contributions and limits are commented. Keywords: Embodied agents; interaction; attitudes; brand relationship | |||
| Is it Me or Is it what I say? Source Image and Persuasion | | BIBA | Full-Text | 231-242 | |
| Hien Nguyen; Judith Masthoff | |||
| In a persuasive communication, not only the message but also the source of the message can influence the persuasibility of the audience. This paper investigates whether displaying a static image of the source can affect the perceived credibility of a message that aims to promote regular exercise. We find a clear influence of the source's appearance on the source's credibility and that this effect is topic dependent. We also explore how the perceived source's credibility for a particular topic correlates with the perceived credibility of a message on that topic. | |||
| Digital Television as Persuasive Technology | | BIBA | Full-Text | 243-252 | |
| Duane Varan; Steve Bellman | |||
| The advent of digital television technologies will rapidly expand viewer interaction with computer-mediated television. This paper reports on research demonstrating how new computer-mediated TV advertising models, including iTV microsites and telescopic ads, are superior to their linear counterparts. The authors argue that, in part, such superiority may result from the degree to which interactivity heightens mental engagement (facilitating a shift from peripheral to central message processing) and empowers viewer choice, thereby positively predisposing viewers to the persuasive content they encounter. The authors warn of potential negative fallout, however, where viewer expectations are not met. Although there might be potential 'distraction' effects associated with processing both video and interactive layered content, testing among college students demonstrated no adverse effects associated with such concurrent message processing. The opportunities associated with further research in this new arena of captology are explored. | |||
| The Use of Mobile Phones to Support Children's Literacy Learning | | BIBAK | Full-Text | 253-258 | |
| Glenda Revelle; Emily Reardon; Makeda Mays Green; Jeanette Betancourt; Jennifer Kotler | |||
| The goal of this study was to develop a mobile-phone based intervention that
would encourage parents to engage their children in daily literacy-learning
activities. The intervention content included text messages for parents, audio
messages for parents and children, and Sesame Street letter videos for
children. Messaging to parents suggested real-world activities that they could
use to engage their children in learning letters. Pre- and post-interviews
indicated a significant increase in the frequency with which parents reported
engaging their children in literacy activities after participating in this
study. In addition, 75% of lower-income participants and 50% of middle-income
participants reported that they believed watching the Sesame Street letter
videos helped their children learn letters. More than 75% of participants
reported believing that a mobile phone used in this way can be an effective
learning tool, since mobile-phone delivery made it extremely easy to
incorporate literacy activities into their daily routines. Keywords: Mobile; Phone; Education; Learning; Literacy; Parents; Children; Sesame
Street; Video; Audio; Text | |||
| Toward a Systematic Understanding of Suggestion Tactics in Persuasive Technologies | | BIBAK | Full-Text | 259-270 | |
| Adrienne H. Andrew; Gaetano Borriello; James Fogarty | |||
| The unique capabilities of mobile, context-aware, networked devices make
them an interesting platform for applying suggestion in persuasive
technologies. Because these devices are nearly always with their owners, can
sense relevant information about the context of their use, and nearly always
have network access, they enable the principle of kairos, providing the right
information at the best time. Relatively little work has examined providing
opportunistic, right-time, right-place suggestions or notifications that
encourage people to change their behavior. This paper first discusses some of
the challenges facing designers incorporating suggestions into their persuasive
technologies. We then review a set of relevant persuasive technologies,
focusing primarily on technologies in the health domain. We then identify a
design space that represents tactics for building persuasive technologies,
particularly suggestion technologies. We then explore how this design space of
suggestion tactics can be used to evaluate, compare, and inform the design of
new persuasive technologies. Keywords: Mobile information systems; persuasive technologies; behavior modification | |||
| Modelling a Receiver's Position to Persuasive Arguments | | BIBA | Full-Text | 271-282 | |
| Hien Nguyen; Judith Masthoff; Peter Edwards | |||
| Social psychology shows that the effect of a persuasive argument depends on characteristics of the person to be persuaded, including the person's involvement with the topic and the discrepancy between the person's current position on the topic and the argument's position. Via a series of experiments, this paper provides insight into how the receiver's position can be modelled computationally, as a function of the strength, feature importance, and position of arguments in a set. | |||
| Persuasive Recommendation: Serial Position Effects in Knowledge-Based Recommender Systems | | BIBAK | Full-Text | 283-294 | |
| Alexander Felfernig; Gerhard Friedrich; Bartosz Gula; Martin Hitz; Thomas Kruggel; Gerhard Leitner; Rudolf Melcher; D. Riepan; S. Strauss; Erich Teppan; O. Vitouch | |||
| Recommender technologies are crucial for the effective support of customers
in online sales situations. The state-of-the-art research in recommender
systems is not aware of existing theories in the areas of cognitive and
decision psychology and thus lacks of deeper understanding of online buying
situations. In this paper we present results from user studies related to
serial position effects in human memory in the context of knowledge-based
recommender applications. We discuss serial position effects on the recall of
product descriptions as well as on the probability of product selection. Serial
position effects such as primacy and recency are major building blocks of
persuasive, next generation knowledge-based recommender systems. Keywords: persuasive technologies; recommender systems; knowledge-based
recommendation; human memory; interactive selling | |||
| Persuade Into What? Why Human-Computer Interaction Needs a Philosophy of Technology | | BIBAK | Full-Text | 295-306 | |
| Daniel Fallman | |||
| Persuasive interfaces in a class of interfaces belonging to a trend in
contemporary HCI where user experiences matter more than for instance user
performance. In this paper, we argue that in this shift there is also a shift
in accountability, but that this shift tends to remain implicit in HCI. What
makes a good user experience? To deal with these issues, we argue that HCI
needs to develop a philosophy of technology. Two candidate accounts of
contemporary philosophies of technology are introduced and discussed. First,
Don Ihde develops a phenomenology of relations between human users, artifacts,
and the world and technologies are seen as inherently non-neutral. Second,
Albert Borgmann argues that we need to be cautious and rethink both the
relationship as well as the often assumed correspondence between what we
consider as useful and what we think of as good in terms of technology. Keywords: Philosophy of technology; HCI; social implications; culture | |||
| Classical Rhetoric and a Limit to Persuasion | | BIBAK | Full-Text | 307-310 | |
| Anne-Kathrine Kjær Christensen; Per F. V. Hasle | |||
| Classical rhetoric was the first discipline concerned with persuasion and in
fact still has a lot to offer. This is exemplified by a short discussion of the
persuasive appeals known from classical rhetoric as well as the so-called
'aptum-model'. It is suggested how these sets of rhetorical concepts may be
developed into guidelines for persuasive design. Moreover, classical rhetoric
can be related to social psychology in an interesting and informative way. This
combination of classical and modern disciplines of persuasion however also
suggests that there is an inherent limit to the power of persuasive strategies. Keywords: Rhetoric; persuasive design; social psychology; persuasive appeals | |||
| Persuasion Theories and IT Design | | BIBAK | Full-Text | 311-314 | |
| Marja Harjumaa; Harri Oinas-Kukkonen | |||
| A growing number of information technology systems and services are being
developed for persuasive purposes, i.e. to change users' attitudes or behaviour
or both. This paper proposes a taxonomy of general persuasive approaches, with
interpersonal, computer-mediated and human-computer persuasion as the key
types. It also recognizes and briefly describes related theories from social
psychology, namely information processing theory, cognitive consistency theory,
the elaboration likelihood model and Cialdini's influence techniques. Keywords: Design; human factors; persuasive technology; persuasive systems;
information systems; human-computer interaction | |||