Understanding the Mechanics of Persuasive System Design: A Mixed-Method
Theory-driven Analysis of Freeletics
Behavioral Change
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Schneider, Hanna
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Moser, Kilian
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Butz, Andreas
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Alt, Florian
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.309-320
© Copyright 2016 ACM
Summary: While we know that persuasive system design matters, we barely understand
when persuasive strategies work and why they only work in some cases. We
propose an approach to systematically understand and design for motivation, by
studying the fundamental building blocks of motivation, according to the theory
of planned behavior (TPB): attitude, subjective norm, and perceived control. We
quantitatively analyzed (N=643) the attitudes, beliefs, and values of mobile
fitness coach users with TPB. Capacity (i.e., perceived ability to exercise)
had the biggest effect on users' motivation. Using individual differences
theory, we identified three distinct user groups, namely followers, hedonists,
and achievers. With insights from semi-structured interviews (N=5) we derive
design implications finding that transformation videos that feature other
users' success stories as well as suggesting an appropriate workout can have
positive effects on perceived capacity. Practitioners and researchers can use
our theory-based mixed-method research design to better understand user
behavior in persuasive applications.
Paperbox: a toolkit for exploring tangible interaction on interactive
surfaces
Creativity support tools for reflection and exploration
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Wiethoff, Alexander
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Schneider, Hanna
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Küfner, Julia
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Rohs, Michael
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Butz, Andreas
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Greenberg, Saul
Proceedings of the 2013 ACM Conference on Creativity and Cognition
2013-06-17
p.64-73
© Copyright 2013 ACM
Summary: There is a well-established culture of early prototyping when designing
digital interactive systems, such as paper prototyping and wireframe methods.
The culture of designing physical objects is somewhat different: early
explorations of form is still prototyped via 2D sketches or renderings, but --
mostly because of the construction effort involved -- prototyping of actual
physical objects is deferred to later stages. A problem occurs when designing
mixed physical-digital systems, such as tangible user interfaces (TUIs) on
interactive surfaces: the high degree of interactivity means that early
prototyping is vital, yet there is no viable process for prototyping both the
physical and digital aspects simultaneously on a low-fidelity (low-fi) level.
Our solution is Paperbox, a toolkit for exploring design ideas for tangible
interaction on interactive surfaces. It supports the early exploration of
different form factors and immediately provides digital interactivity for the
low-fidelity TUI prototypes built with it. We observed our toolkit in use in
various settings: as a brainstorming tool by junior designers; in the
development of a consumer electronics product in a large industrial company by
senior designers; and in a usability study comparing the effect of different
levels of fidelity on the outcome. The lessons learnt will enable others to
replicate and extend our approach.
Sketch-a-TUI: low cost prototyping of tangible interactions using cardboard
and conductive ink
One step beyond
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Wiethoff, Alexander
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Schneider, Hanna
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Rohs, Michael
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Butz, Andreas
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Greenberg, Saul
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.309-312
© Copyright 2012 ACM
Summary: Graspable tangibles are now being explored on the current generation of
capacitive touch surfaces, such as the iPad and the Android tablet. Because the
size and form factor is relatively new, early and low fidelity prototyping of
these TUIs is crucial in getting the right design. The problem is that it is
difficult for the average interaction designer to develop such physical
prototypes. They require a substantial amount time and effort to physically
model the tangibles, and expertise in electronics to instrument them. Thus
prototyping is sometimes handed off to specialists, or is limited to only a few
design iterations and alternative designs. Our solution contributes a low
fidelity prototyping approach that is time and cost effective, and that
requires no electronics knowledge. First, we supply non-specialists with
cardboard forms to create tangibles. Second, we have them draw lines on it via
conductive ink, which makes their objects recognizable by the capacitive touch
screen. They can then apply routine programming to recognize these tangibles
and thus iterate over various designs.