| Technology for Changing Feelings | | BIBA | Full-Text | 1 | |
| Rosalind W. Picard | |||
| Feelings change and technology usually ignores such changes, despite that technology often is credited with causing the changed feelings, especially frustration, irritation, annoyance, or (sometimes) interest and delight. This talk will demonstrate technology we've built to recognize and respond to emotion and discuss some ways it can help people better change their own emotions if they want to do so. I will attempt to demo some of the new technologies live, and discuss their beneficial uses (e.g. helping people with anxiety, stress or health-behavior change). I will also mention some worrisome uses and solicit ideas for how to minimize or prevent abusive uses. | |||
| I Persuade, They Persuade, It Persuades! | | BIBA | Full-Text | 2-3 | |
| Jennifer J. Preece | |||
| Persuasion changes behavior. Persuasive people encourage us to do things we
might not otherwise do, such as buying a new coat, taking a trip, changing
jobs, and so on. Artifacts can persuade too: marketing specialists know that
slick ads, sexy slogans, colorful packaging, empathic messages, elegant and
beautiful designs are persuasive -- they sell products.
Visionaries predict that "mobile phones will soon become the most important platform for changing human behavior" (Fogg & Eckles, 2007, p.5). Phones that look attractive, feel comfortable, and are usable are one part of a success story. The other part of the story concerns the applications (i.e., apps) that run on the phones. Creative apps turn a mobile phone into a personal finance manager, inspiration for cooks, a music player, an exercise coach, a marketing device, a weather service for farmers, a guide for bird watchers, a spirit level for do-it-yourself enthusiasts, and much more. Apple's iPhone App Store has led the way in ratcheting up expectations about the range and quality of apps that users want, and has engaged users in creating them. Other phone developers are following Apple's example. Technology-mediated social participation applications are popular and increasing becoming accessible via cell phones and other mobile devices. Technology-mediated social participation is generated when social networking tools (e.g., Facebook), blogs and microblogs (e.g., Twitter), user-generated content sites (e.g., YouTube, Flicker), discussion groups, problem reporting, recommendation systems, and other social media are applied to national priorities throughout the world, such as health, energy, education, disaster response, environmental protection, business innovation, cultural heritage, community safety, as well as social friendship and family networks. Fire, earthquake, storm, fraud, or crime reporting sites provide information to civic authorities. AmberAlert has more than 7 million users who help with information on child abductions, and SERVE.GOV enables citizens to volunteer for national parks, museums and other institutions. Compelling possibilities for healthcare (e.g., PatientsLikeMe), wellness, smoking cessation, and obesity reduction are also attracting attention. These early attempts hint at the vast potential for technology-mediated social participation, but substantial research is needed to persuade scaling up, raising motivation, controlling malicious attacks, limiting misguided rumors, and protecting privacy (http://iparticipate.wikispaces.com). Clearly stated research challenges should have three key elements: (1) close linkage to compelling national and international priorities (2) scientific foundation based on established theories and well-defined research questions (e.g., privacy, reciprocity, trust, motivation, recognition, etc.), and (3) research challenges (e.g., security, privacy protection, scalability, visualization, end-user development, distributed data handling for massive user-generated content, network analysis of community evolution, cross network comparison, etc.). By incorporating this research wisdom in designs that impact the 5 billion-plus mobile phone users throughout the world (Economist, 2010), people's lives and society could be transformed for the better. Contributing to this transformation is a goal for participants attending Persuasive 2010. In this talk I will draw on example applications (e.g., Encyclopedia of Life, Twitter, Recovery.gov, PatientsLikeMe, etc.) and research reports (summarized in Preece & Shneiderman, 2009, and else where) that suggest key principles for designing and managing technology mediated social participation. I will discuss how individuals, groups and communities, applications and devices persuade people to contribute, collaborate and lead using social technologies (i.e., how I/you persuade, how they persuade, and how it persuades). | |||
| Behavior Change Support Systems: A Research Model and Agenda | | BIBAK | Full-Text | 4-14 | |
| Harri Oinas-Kukkonen | |||
| This article introduces the concept of a behavior change support system and
suggests it as a key construct for research on persuasive systems design,
technologies, and applications. Key concepts for behavior change support
systems are defined and a research agenda for them is outlined. The article
suggests that a change in complying, a behavior change, and an attitude change
(C-, B- or A-Change) constitute the archetypes of a behavioral change. Change
in itself is either of a forming, altering or reinforcing outcome (F-, A- or
R-Outcome). This research model will become helpful in researching and
designing persuasive technology. Keywords: Socio-technical system; behavioral outcomes; psychological outcomes;
behavioral change; persuasive technology | |||
| Persuasive Conversational Agent with Persuasion Tactics | | BIBA | Full-Text | 15-26 | |
| Tatsuya Narita; Yasuhiko Kitamura | |||
| Persuasive conversational agents persuade people to change their attitudes
or behaviors through conversation, and are expected to be applied as virtual
sales clerks in e-shopping sites. As an approach to create such an agent, we
have developed a learning agent with the Wizard of Oz method in which a person
called Wizard talks to the user pretending to be the agent. The agent observes
the conversations between the Wizard and the user, and learns how to persuade
people. In this method, the Wizard has to reply to most of the user's inputs at
the beginning, but the burden gradually falls because the agent learns how to
reply as the conversation model grows.
Generally speaking, persuasion tactics is important to persuade people efficiently, but it is also useful to reduce the burden of the Wizard because it guides the Wizard to a way of persuasion. In this paper, we explicitly implement persuasion tactics into the persuasive conversation agent. Evaluation experiments show that the burden (the input ratio) of the Wizard was reduced from 55% (without tactics) to 33% (with tactics), although the success ratio of persuasion was little improved. | |||
| Happier Together: Integrating a Wellness Application into a Social Network Site | | BIBAK | Full-Text | 27-39 | |
| Sean A. Munson; Debra Lauterbach; Mark W. Newman; Paul Resnick | |||
| What are the benefits and drawbacks of integrating health and wellness
interventions into existing online social network websites? In this paper, we
report on a case study of deploying the Three Good Things positive psychology
exercise as a Facebook application. Our experience shows that embedding a
wellness intervention in an existing social website is a viable option. In
particular, we find adherence rates on par with or better than many other
Internet-based wellness interventions. We also gained insights about users'
privacy and audience concerns that inform the design of social network-based
wellness applications. Participants did not want all of their entries to be
shared with all their Facebook friends, both because they did not want others
to know some things and because they did not want to clutter others' newsfeeds.
Users found it compelling, however, to interact with their friends around some
"Good Things" they had posted. Keywords: Social software; wellness; positive psychology; design; privacy; sharing;
audience | |||
| Animate Objects: How Physical Motion Encourages Public Interaction | | BIBAK | Full-Text | 40-51 | |
| Wendy Ju; David Sirkin | |||
| The primary challenge for information terminals, kiosks, and incidental use
systems of all sorts, is that of getting the "first click" from busy passersby.
This paper presents two studies that investigate the role of motion and
physicality in drawing people to look and actively interact with generic
information kiosks. The first study was designed as a 2x2 factorial design,
physical v. on-screen gesturing and hand v. arrow motion, on a kiosk deployed
in two locations, a bookstore and a computer science building lobby. The second
study examined the effect of physical v. projected gesturing, and included a
follow-up survey. Over twice as many passersby interacted in the physical v.
on-screen condition in the first study and 60% more interacted in the second.
These studies, in concert, indicate that physical gesturing does indeed
significantly attract more looks and use for the information kiosk, and that
form affects people's impression and interpretation of these gestures. Keywords: kiosk; physicality; gesturing; public; field study | |||
| What Makes Social Feedback from a Robot Work? Disentangling the Effect of Speech, Physical Appearance and Evaluation | | BIBAK | Full-Text | 52-57 | |
| Suzanne Vossen; Jaap Ham; Cees J. H. Midden | |||
| Previous research showed that energy consumption feedback of a social nature
resulted in less energy consumption than factual energy consumption feedback.
However, it was not clear which elements of social feedback (i.e. evaluation of
behavior, the use of speech or the social appearance of the feedback source)
caused this higher persuasiveness. In a first experiment we studied the role of
evaluation by comparing the energy consumption of participants who received
factual, evaluative or social feedback while using a virtual washing machine.
The results suggested that social evaluative feedback resulted in lower energy
consumption than both factual and evaluative feedback. In the second experiment
we examined the role of speech and physical appearance in enhancing the
persuasiveness of evaluative feedback. Overall, the current research suggests
that the addition of only one social cue is sufficient to enhance the
persuasiveness of evaluative feedback, while combining both cues will not
further enhance persuasiveness. Keywords: energy conservation; social feedback; social cues; evaluation | |||
| The Persuasive Power of Virtual Reality: Effects of Simulated Human Distress on Attitudes towards Fire Safety | | BIBAK | Full-Text | 58-69 | |
| Luca Chittaro; Nicola Zangrando | |||
| Although virtual reality (VR) is a powerful simulation tool that can allow
users to experience the effects of their actions in vivid and memorable ways,
explorations of VR as a persuasive technology are rare. In this paper, we focus
on different ways of providing negative feedback for persuasive purposes
through simulated experiences in VR. The persuasive goal we consider concerns
awareness of personal fire safety issues and the experiment we describe focuses
on attitudes towards smoke in evacuating buildings. We test two techniques: the
first technique simulates the damaging effects of smoke on the user through a
visualization that should not evoke strong emotions, while the second is aimed
at partially reproducing the anxiety of an emergency situation. The results of
the study show that the second technique is able to increase user's anxiety as
well as producing better results in attitude change. Keywords: virtual reality; personal fire safety; distress; suffering;
negatively-framed experiences; negative feedback; aversive feedback; emotions | |||
| Successful Persuasive Technology for Behavior Reduction: Mapping to Fogg's Gray Behavior Grid | | BIBAK | Full-Text | 70-81 | |
| Susan Shepherd Ferebee | |||
| This study evaluates 24 persuasive technologies that achieved statistically
significant behavior reduction across a variety of domains. The purpose of this
research was to map the 24 persuasive technology studies across the Gray
Behaviors (decrease behavior) in Fogg's Behavior Grid in order to identify
commonalities and patterns in the technologies. Additionally, each persuasive
technology is mapped to Fogg's Behavior Model factors, and Fogg's persuasive
strategies. Mapping across these three dimensions provides a synthesized
understanding of how persuasive technology successfully reduces behavior. Keywords: persuasive technology; behavior reduction; Behavior Grid; persuasive design | |||
| Selecting Effective Means to Any End: Futures and Ethics of Persuasion Profiling | | BIBA | Full-Text | 82-93 | |
| Maurits Kaptein; Dean Eckles | |||
| Interactive persuasive technologies can and do adapt to individuals. Existing systems identify and adapt to user preferences within a specific domain: e.g., a music recommender system adapts its recommended songs to user preferences. This paper is concerned with adaptive persuasive systems that adapt to individual differences in the effectiveness of particular means, rather than selecting different ends. We give special attention to systems that implement persuasion profiling -- adapting to individual differences in the effects of influence strategies. We argue that these systems are worth separate consideration and raise unique ethical issues for two reasons: (1) their end-independence implies that systems trained in one context can be used in other, unexpected contexts and (2) they do not rely on -- and are generally disadvantaged by -- disclosing that they are adapting to individual differences. We use examples of these systems to illustrate some ethically and practically challenging futures that these characteristics make possible. | |||
| Individual Differences in Persuadability in the Health Promotion Domain | | BIBA | Full-Text | 94-105 | |
| Maurits Kaptein; Joyca Lacroix; Privender Saini | |||
| This paper examines the behavioral consequences of individual differences in persuadability in the health promotion domain. We use a 7-item persuadability instrument to determine participants persuadability score. Based on this score two groups are created: the low and high persuadables. Subsequently, we present 2 studies that test the responses to health-related persuasive messages of both low and high persuadables. The results consistently show that high persuadables comply more to messages with a persuasive content as compared to a neutral message than low persuadables. Even more, both studies indicate lower compliance by low persuadables when persuasive messages are employed. Implications of this possible detrimental effect of the use of persuasive messages for low persuadables are discussed. | |||
| Designing for Persuasion: Toward Ambient Eco-Visualization for Awareness | | BIBAK | Full-Text | 106-116 | |
| Tanyoung Kim; Hwajung Hong; Brian Magerko | |||
| When people are aware of their lifestyle's ecological consequences, they are
more likely to adjust their behavior to reduce their impact. Persuasive design
that provides feedback to users without interfering with their primary tasks
can increases the awareness of neighboring problems. As a case study of design
for persuasion, we designed two ambient displays as desktop widgets. Both
represent a users' computer usage time, but in different visual styles. In this
paper, we present the results of a comparative study of two ambient displays.
We discuss the gradual progress of persuasion supported by the ambient displays
and the differences in users' perception affected by the different
visualization styles. Finally, Our empirical findings lead to a series of
design implications for persuasive media. Keywords: Persuasive Technology; Eco-visualization; Sustainable Design; Ambient
Display | |||
| Behavior Wizard: A Method for Matching Target Behaviors with Solutions | | BIBAK | Full-Text | 117-131 | |
| B. J. Fogg; Jason Hreha | |||
| We present a method for matching target behaviors with solutions for
achieving those behaviors. Called the Behavior Wizard, this method first
classifies behavior change targets into one of 15 types. Later stages focus on
triggers for the target behaviors and on relevant theories and techniques. This
new approach to persuasive design, as well as the terminology we propose, can
lead to insights into the patterns of behavior change. The Behavior Wizard can
also increase success rates in academic studies and commercial products. The
most current version of this method is at www.BehaviorWizard.org. Keywords: behavior change; persuasive design; habits; captology; behavior models; Fogg
Behavior Model; Behavior Grid; Behavior Wizard | |||
| Ambient Persuasive Technology Needs Little Cognitive Effort: The Differential Effects of Cognitive Load on Lighting Feedback versus Factual Feedback | | BIBAK | Full-Text | 132-142 | |
| Jaap Ham; Cees J. H. Midden | |||
| Persuasive technology can influence behavior or attitudes by for example
providing interactive factual feedback about energy conservation. However,
people often lack motivation or cognitive capacity to consciously process such
relative complex information (e.g., numerical consumption feedback). Extending
recent research that indicates that ambient persuasive technology can persuade
the user without receiving the user's conscious attention, we argue here that
Ambient Persuasive Technology can be effective while needing only little
cognitive resources, and in general can be more influential than more focal
forms of persuasive technology. In an experimental study, some participants
received energy consumption feedback by means of a light changing color (more
green=lower energy consumption, vs. more red=higher energy consumption) and
others by means of numbers indicating kWh consumption. Results indicated that
ambient feedback led to more conservation than factual feedback. Also, as
expected, only for participants processing factual feedback, additional
cognitive load lead to slower processing of that feedback. This research sheds
light on fundamental characteristics of Ambient Persuasive Technology and
Persuasive Lighting, and suggests that it can have important advantages over
more focal persuasive technologies without losing its persuasive potential. Keywords: Ambient Persuasive Technology; Persuasive Technology; Lighting; Unconscious
Influences | |||
| Design Dimensions Enabling Divergent Behaviour across Physical, Digital, and Social Library Interfaces | | BIBAK | Full-Text | 143-149 | |
| Lennart Björneborn | |||
| What design dimensions across physical, digital, and social library
interfaces may enable and trigger users to find more information resources than
planned or known in advance? The paper outlines a conceptual framework with
libraries as integrative interfaces across physical, digital, and social
affordances and users that mix convergent (goal-directed) and divergent
(exploratory) information behaviour. Ten design dimensions that enable and
trigger divergent behaviour are outlined. Implications for persuasive design
are discussed. Keywords: interaction design; persuasive design; libraries; enabling spaces;
affordances; interfaces; exploratory information behaviour; serendipity | |||
| Personality and Persuasive Technology: An Exploratory Study on Health-Promoting Mobile Applications | | BIBAK | Full-Text | 150-161 | |
| Sajanee Halko; Julie A. Kientz | |||
| Though a variety of persuasive health applications have been designed with a
preventive standpoint toward diseases in mind, many have been designed largely
for a general audience. Designers of these technologies may achieve more
success if applications consider an individual's personality type. Our goal for
this research was to explore the relationship between personality and
persuasive technologies in the context of health-promoting mobile applications.
We conducted an online survey with 240 participants using storyboards depicting
eight different persuasive strategies, the Big Five Inventory for personality
domains, and questions on perceptions of the persuasive technologies. Our
results and analysis revealed a number of significant relationships between
personality and the persuasive technologies we evaluated. The findings from
this study can guide the development of persuasive technologies that can cater
to individual personalities to improve the likelihood of their success. Keywords: Persuasive Technologies; Personality; mHealth; User-Centered Design;
Quantitative Methods | |||
| Persuasive Features in Six Weight Loss Websites: A Qualitative Evaluation | | BIBAK | Full-Text | 162-173 | |
| Tuomas Lehto; Harri Oinas-Kukkonen | |||
| Websites for weight loss have been demonstrating promising results. Still,
it is unclear which website components contribute to successful outcomes. The
purpose of this paper is to explore the utilization of various persuasive
features on six weight loss websites. The websites were selected by using a set
of criteria for this qualitative evaluation. The Persuasive Systems Design
Model was applied to extract and analyze persuasive system features found in
the sites. The results of this study suggest that there is room for improvement
in both designing and implementing web-based interventions for weight loss. The
evaluated sites provided relatively good primary task support and strong social
support. However, there were weaknesses in both dialogue and credibility
support. Overall, the evaluation showed that the evaluated weight loss websites
may not be very persuasive. Keywords: PSD model; persuasive; web-based; weight loss; intervention | |||
| The Dominant Robot: Threatening Robots Cause Psychological Reactance, Especially When They Have Incongruent Goals | | BIBAK | Full-Text | 174-184 | |
| Maike A. J. Roubroeks; Jaap R. C. Ham; Cees J. H. Midden | |||
| Persuasive technology can take the form of a social agent that persuades
people to change behavior or attitudes. However, like any persuasive
technology, persuasive social agents might trigger psychological reactance,
which can lead to restoration behavior. The current study investigated whether
interacting with a persuasive robot can cause psychological reactance.
Additionally, we investigated whether goal congruency plays a role in
psychological reactance. Participants programmed a washing machine while a
robot gave threatening advice. Confirming expectations, participants
experienced more psychological reactance when receiving high-threatening advice
compared to low-threatening advice. Moreover, when the robot gave
high-threatening advice and expressed an incongruent goal, participants
reported the highest level of psychological reactance (on an anger measure).
Finally, high-threatening advice led to more restoration, and this relationship
was partially mediated by psychological reactance. Overall, results imply that
under certain circumstances persuasive technology can trigger opposite effects,
especially when people have incongruent goal intentions. Keywords: Persuasive Robot; Psychological Reactance; Intentionality; Social Influence;
Energy Conservation Behavior; Incongruent goals | |||
| Practical Findings from Applying the PSD Model for Evaluating Software Design Specifications | | BIBAK | Full-Text | 185-192 | |
| Teppo Räisänen; Tuomas Lehto; Harri Oinas-Kukkonen | |||
| This paper presents practical findings from applying the PSD model to
evaluating the support for persuasive features in software design
specifications for a mobile Internet device. On the one hand, our experiences
suggest that the PSD model fits relatively well for evaluating design
specifications. On the other hand, the model would benefit from more specific
heuristics for evaluating each technique to avoid unnecessary subjectivity.
Better distinction between the design principles in the social support category
would also make the model easier to use. Practitioners who have no theoretical
background can apply the PSD model to increase the persuasiveness of the
systems they design. The greatest benefit of the PSD model for researchers
designing new systems may be achieved when it is applied together with a sound
theory, such as the Elaboration Likelihood Model. Using the ELM together with
the PSD model, one may increase the chances for attitude change. Keywords: Persuasive Systems Design Model; specifications; research; practice; guide;
analysis | |||
| Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through Economic Incentives | | BIBAK | Full-Text | 193-204 | |
| Tetsuo Yamabe; Vili Lehdonvirta; Hitoshi Ito; Hayuru Soma; Hiroaki Kimura; Tatsuo Nakajima | |||
| In this paper, we further develop the idea of combining pervasive computing
techniques with electronic payment systems to create activity-based
micro-incentives. Economic incentives are an effective way to influence
consumer behavior, and are used in e.g. marketing and resource coordination.
Our approach allows marketers and regulators to induce consumers to perform
particular actions in new application domains by attaching micro-prices to a
wider range of behaviors. A key challenge is designing incentive mechanisms
that result in desired behavior changes. We examine two basic incentive models.
Based on the results of preliminary experiments, we discuss how economic
incentives can affect consumer attitudes and lead to sustainable behavior
changes. Keywords: Persuasive technology; economic incentives; mobile payment; micropayments;
activity-based micro-pricing; virtual currency | |||
| Enhancing Human Responses to Climate Change Risks through Simulated Flooding Experiences | | BIBAK | Full-Text | 205-210 | |
| Ruud Zaalberg; Cees J. H. Midden | |||
| Delta areas are threatened by global climate change. The general aims of our
research were (1) to increase our understanding of climate and flood risk
perceptions and the factors that influence these judgments, and (2) to seek for
interventions that can contribute to a realistic assessment by laypersons of
long-term flooding risks. We argue that awareness of one's own vulnerability to
future flooding and insights into the effectiveness of coping strategies is
driven by direct flooding experiences. In the current research multimodal
sensory stimulation by means of interactive 3D technology is used to simulate
direct flooding experiences at the experiential or sensory level, thereby going
beyond traditional persuasion attempts using fear-evoking images. Our results
suggest that future communication efforts should not only use these new
technologies to transfer knowledge about effective coping strategies and
flooding risks, but should especially be directed towards residents living in
flood prone areas, but who lack direct flooding experiences as their guiding
principle. Keywords: Climate Change; Flooding Experience; Affect; Appraisal; Coping; Persuasive
Virtual Environment; Simulation; Presence | |||
| Pitfalls in Persuasion: How Do Users Experience Persuasive Techniques in a Web Service? | | BIBAK | Full-Text | 211-222 | |
| Katarina Segerståhl; Tanja Kotro; Kaisa Väänänen-Vainio-Mattila | |||
| Persuasive technologies are designed by utilizing a variety of interactive
techniques that are believed to promote target behaviors. This paper describes
a field study in which the aim was to discover possible pitfalls of persuasion,
i.e., situations in which persuasive techniques do not function as expected.
The study investigated persuasive functionality of a web service targeting
weight loss. A qualitative online questionnaire was distributed through the web
service and a total of 291 responses were extracted for interpretative
analysis. The Persuasive Systems Design model (PSD) was used for supporting
systematic analysis of persuasive functionality. Pitfalls were identified
through situations that evoked negative user experiences. The primary pitfalls
discovered were associated with manual logging of eating and exercise
behaviors, appropriateness of suggestions and source credibility issues related
to social facilitation. These pitfalls, when recognized, can be addressed in
design by applying functional and facilitative persuasive techniques in
meaningful combinations. Keywords: User experience; web service; qualitative field study; web-based health
promotion; Persuasive Systems Design Model | |||
| Using Persuasive Design Principles in Motivational Feeling towards Children Dental Anxiety (CDA) | | BIBAK | Full-Text | 223-237 | |
| Sobihatun Nur-Abdul Salam; Wan Ahmad Jaafar-Wan Yahaya; Azillah-Mohd Ali | |||
| This paper is focusing the potential use of persuasive design principles in
motivating children's dental anxiety. The main intention of the paper is to
emphasize an attempt of how persuasive design principle can be designed into
educational material using CD ROM based multimedia learning environment to
overcome the CDA. Firstly, we describe a problem domain which discuss about the
universal feeling of CDA and secondly the current practices in handling those
negative feelings. Thirdly, the conceptual background of PMLE and how the
principle has been applied in designing the information interfaces and
presentation of a persuasive multimedia learning environment (PMLE) are
described. Fourthly, an experimental design was used to validate the effects of
prototype which assessed children dental anxiety level before and after the
demonstration and utilization of a PMLE. Primary school children age between
seven and nine years old are selected as respondents. Fifthly, the result of
the study has revealed the feedback from children regarding baseline test and
children dental anxiety test. It shows how by using persuasive design
principles as an overall strategy in designing PMLE was able to motivate
children feelings towards dental anxiety and could let the children behave in a
good manner for dental visit in the future. Keywords: children dental anxiety (CDA); persuasive technology principles; multimedia
design principles; persuasive multimedia learning environment (PMLE) | |||
| Facilitation of Goal-Setting and Follow-Up in an Internet Intervention for Health and Wellness | | BIBAK | Full-Text | 238-249 | |
| Kirsikka Kaipainen; Elina M. Mattila; Marja-Liisa Kinnunen; Ilkka Korhonen | |||
| Chronic work-related stress and insufficient recovery from workload can
gradually lead to problems with mental and physical health. Resources in
healthcare are limited especially for preventive treatment, but low-cost
support can be provided by Internet-based behavior change interventions. This
paper describes the design of an Internet intervention which supports
working-age people in managing and preventing stress-related health and
wellness problems. The intervention is designed for early prevention and aims
to motivate individuals to take responsibility for their own well-being. It
allows them to choose the approach to take to address personally significant
issues, while guiding them through the process. The first iteration of the
intervention was evaluated with three user groups and subsequently improved
based on the user experiences to be more persuasive, motivating and better
suited for independent use. Goal setting and follow-up were especially
enhanced, tunneled structure improved, and the threshold of use lowered. Keywords: Internet intervention; computer-aided cognitive behavioral therapy; behavior
change; goal-setting; stress; well-being | |||
| Persuasive Dialogue Based on a Narrative Theory: An ECA Implementation | | BIBAK | Full-Text | 250-261 | |
| Marc Cavazza; Cameron Smith; Daniel Charlton; Nigel Crook; Johan Boye; Stephen G. Pulman; Karo Moilanen; David Pizzi; Raul Santos de la Camara; Markku Turunen | |||
| Embodied Conversational Agents (ECA) are poised to constitute a specific
category within persuasive systems, in particular through their ability to
support affective dialogue. One possible approach consists in using ECA as
virtual coaches or personal assistants and to make persuasion part of a
dialogue game implementing specific argumentation or negotiation features. In
this paper, we explore an alternative framework, which emerges from the
long-term development of ECA as "Companions" supporting free conversation with
the user, rather than task-oriented dialogue. Our system aims at influencing
user attitudes as part of free conversation, albeit on a limited set of topics.
We describe the implementation of a Companion ECA to which the user reports on
his working day, and which can assess the user's emotional attitude towards
daily events in the office, trying to influence such attitude using affective
strategies derived from a narrative model. This discussion is illustrated
through examples from a first fully-implemented prototype. Keywords: Affective Dialogue Systems; Persuasive Dialogue; Embodied Conversational
Agents; Attitude Persuasive Systems | |||
| Generating Directions for Persuasive Technology Design with the Inspiration Card Workshop | | BIBAK | Full-Text | 262-273 | |
| Janet Davis | |||
| Participatory design methods may help account for the ethical implications
of persuasive technology. But how can participatory design methods both address
ethical issues and lead to effective persuasive technologies? This paper
presents the early stages of participatory design with a college EcoHouse. I
discuss concepts resulting from an Inspiration Card Workshop [1], finally
considering further development of participatory methods for designing
persuasive technology. Keywords: Persuasive technology; participatory design; Inspiration Card Workshop;
conceptual design; design materials | |||
| Designing Effective Persuasive Systems Utilizing the Power of Entanglement: Communication Channel, Strategy and Affect | | BIBAK | Full-Text | 274-285 | |
| Haiqing Li; Samir Chatterjee | |||
| With rapid advances in information and communication technology,
computer-mediated communication (CMC) technologies are utilizing multiple IT
platforms such as email, websites, cell-phones/PDAs, social networking sites,
and gaming environments. However, no studies have compared the effectiveness of
a persuasive system using such alternative channels and various persuasive
techniques. Moreover, how affective computing impacts the effectiveness of
persuasive systems is not clear. This study proposes (1) persuasive technology
channels in combination with persuasive strategies will have different
persuasive effectiveness; (2) Adding positive emotion to a message that leads
to a better overall user experience could increase persuasive effectiveness.
The affective computing or emotion information was added to the experiment
using emoticons. The initial results of a pilot study show that
computer-mediated communication channels along with various persuasive
strategies can affect the persuasive effectiveness to varying degrees. These
results also shows that adding a positive emoticon to a message leads to a
better user experience which increases the overall persuasive effectiveness of
a system. Keywords: persuasive effectiveness; affective computing; emotions; design; user
experience; experiment design; simulation mock-ups | |||
| Embodied Agents, E-SQ and Stickiness: Improving Existing Cognitive and Affective Models | | BIBAK | Full-Text | 286-298 | |
| Pablo Brice de Diesbach | |||
| This paper synthesizes results from two previous studies of embodied virtual
agents on commercial websites. We analyze and criticize the proposed models and
discuss the limits of the experimental findings. Results from other important
research in the literature are integrated. We also integrate concepts from
profound, more business-related, analysis that deepens on the mechanisms of
rhetoric in marketing and communication, and the possible role of E-SQ in
man-agent interaction. We finally suggest a refined model for the impacts of
these agents on web site users, and limits of the improved model are commented. Keywords: Modelling; Experimentation; EVA; attitude; affect; E-SQ | |||