• Title/Summary/Keyword: Persuasive Technology

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Do Wearable Devices Change Behavior? A Study of Smart Fitness Trackers

  • Wan, Lili;Zhang, Chao
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.201-224
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    • 2020
  • Purpose The study focuses on the physical activity behavior change effect of smart wristband, which is the most popular type of fitness tracker nowadays. The purpose of the research is to investigate how people's workout behavior may change after wearing a smart band and examine what kind of role persuasive design plays in behavior change. Design/Methodology/Approach This research employed an experimental study to examine whether the user's workout behaviors changed after using wristband from the "Behavior Wizard" perspective. A representative smart wristband from a major vendor was selected as the objects of experimental study. In the experiment, by comparing users' workout behavior before and after using the wristband, behavior changes of all the experiment participants were classified into one of the 15 behavior change types. Users perceived persuasive design characteristics were measured and group differences were tested among different behavior change groups. Findings This research found that nearly half of the participants changed their workout behavior while half retained their workout status or no exercise status. Half of the participants who did not do exercise in their spare time started walking in the experiment. Results also showed that participants who started working out perceived higher levels of persuasive design devised into the smart band than participants who preserved no exercise status, except for facilitation and reward strategies. Participants who retained workout and those who increased workout frequency perceived no difference in smart band persuasive design.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

A study on the Persuasive Strategies of Persuasive Technology (설득 테크놀로지의 설득 전략에 관한 연구 - 셀프 모니터링의 동기 유발 요인 중심으로)

  • Han, Ji-Youn;Jeen, Young-Ho;Kim, Hyo-Dong;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.145-152
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    • 2007
  • 설득 테크놀로지(persuasive technology)란 컴퓨터화된 다양한 시스템을 이용하여 사용자의 행동 양식과 태도를 변화시키는 상호작용 기술을 의미한다. 설득 테크놀로지는 사람들의 태도나 행동을 변화시키기 위해 미리 어떠한 의도를 가지고 설계된다. 즉 어떠한 목적을 가진 설득 테크놀로지냐에 따라서 설득의 전략이 달라지는 것이다. 설득에 영향을 주는 수많은 요인들 중에서 어떤 것을 적절히 활용하느냐가 설득 전략의 기초가 된다. 설득 테크놀로지는 광고, 교육, 안전 등 여러 분야에서 사용이 되고 있다, 그 중에서도 최근 주목 받고 있는 식생활 및 다이어트에 관한 셀프 모니터링(self-monitoring) 설득 테크놀로지를 설계할 때 어떠한 설득 전략을 세워야 하는지 연구해 보았다. 다이어트를 위한 식생활 변화를 위해서는 사람들의 자발적인 행동과 태도 변화를 이끌어 내는 것을 목적으로 해야 하기 때문에 구체적인 사용자 동기 유발 전략을 필요로 한다. 인간의 동기 유발을 위한 설득 전략으로 동료 압력(peer-pressure), 정보원의 공신력(information source public trust), 피드백(feedback) 방법을 다이어트 설득 테크놀로지에 적용 시켜 어느 정도 효과가 있는지 살펴보았다. 이 연구는 이러한 요인들을 적용한 다이어트에 대한 동기유발 실험을 통해 각 요인들간의 설득의 정도를 비교 분석하는데 목적이 있다. 이 연구의 결과는 다이어트, 금연 등의 생활패턴의 개선 이외에도 의료, 교육, 환경 등 다양한 분야에서 사용자가 스스로를 좋은 방향으로 나아가게 동기화 시키는 컴퓨터화 된 기술을 개발하는 토대가 될 수 있을 것이다.

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Wearable Device Users' Behavior Change: Does Persuasive Design Matter?

  • Wan, Lili;Zhang, Chao
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.218-225
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    • 2020
  • Purpose Wearable devices are widely used in our daily life. The purpose of this study is to investigate the relationship between persuasive designs of fitness trackers and users' physical activity behavior. Methods To test the research model, data was collected from a web-based survey in China, resulting in an effective sample of 166 usable questionnaires. The survey was restricted only to respondents who wear a fitness tracker. Results The sample surveyed in this study indicated that half of the respondents had been wearing a smart fitness tracker shorter than one year, and only 27% were long-time users (longer than two years). Dialogue support and social support strategies were both proved to be effective in increasing users' workout behavior intention. Social support strategies had a greater effect on behavior change than dialogue support strategies. Conclusion The findings from this study make several contributions to the practice. Wearable devices developers can employ the result from this study to help them design devices, which can persuade people to do more exercises and preserve a healthier life.

Motivational Factors for Persuasive System Adoption : Interactive Mirror System Case (설득적 시스템 사용 동기에 대한 연구 : 상호작용적 거울 시스템 중심으로)

  • Choi, Jeong-Youn;Kim, Gyeung-Min
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.81-98
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    • 2019
  • Despite the growing enthusiasm for the persuasive system like an interactive mirror system little is known about what motivates the customers to try the system and makes customers return repeatedly to the system. The key to understanding persuasive system adoption is the identification of the preconditions needed for the system adoption. Using grounded theory building methodology, we identified the preconditions needed for the system adoption. First, past research regarding users' motivational factors to use the persuasive system is reviewed. Then, research methodology and data analysis are presented. Finally, the study findings and conclusions are presented.

An Augmented Refrigerator with the Awareness of Wasteful Electricity Usage

  • Fujinami, Kaori;Kagatsume, Shota;Murata, Satoshi;Alasalmi, Tuomo;Suutala, Jaakko;Roning, Juha
    • International Journal of Internet, Broadcasting and Communication
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    • v.6 no.1
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    • pp.1-4
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    • 2014
  • In this paper, an augmented refrigerator is proposed that presents information to increase the awareness of electric power consumption of a household fridge. The key idea is to reflect wasteful behavior on the feedback to a user, rather than mere amount of consumption or duration of opening a door of a fridge.

Social Distance of Affective Advice: The Role of Construal Level in Acceptance of Rational and Emotional Advice

  • Li, Lu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.395-402
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    • 2017
  • Social network service provides an excellent platform for people seeking for advices. This research analyzed the effect of rational and emotional response and social distance on people's acceptance for advices online by the construal level theory. An experiment was completed to test the relationship between advisers and questioners and verify the content of online feedback would influence people's acceptance for advices on social network site. The online response included emotional advice and rational advice. Social distance between advisers and questioners was divided to close social distance condition and distant social distance condition. The study showed: (1) comparing with emotional advice, rational advice had a higher persuasive effect in both close and distant social distance conditions; (2) the impact of feedback from people with close social distance was stronger than the impact of the advices from people with distant social distance; (3) there existed an interaction effect between social distance and affective advice. The results revealed that the adviser's affective expression and relationship with the questioner would interactively impact the online persuasive effect.

Design Principles of Animated Pedagogical Agent and Instructional Message for Affective Learning

  • SON, Chanhee
    • Educational Technology International
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    • v.15 no.1
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    • pp.1-26
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    • 2014
  • The purpose of this study was to develop design principles of both animated pedagogical agents as 'credible' persuasive message source and persuasive fear arousing instructional messages in order to help enhance attitude changes toward a certain issue. Based on the previous pedagogical agent research, this study drew the design principles providing ways to manipulate agent credibility level and fear arousing level of message. Consequently, it specified how to make pedagogical agents perceived less or more credible by learners by manipulating a variety of agent features. For fear arousing message, this study showed how fear arousing messages would be structured into one of three levels: non-threatening, moderately threatening, and strongly threatening. Two different agent conditions and three message conditions were actually developed and experimentally tested with the participants of 40 undergraduate students. The results showed that the agent design principles specified from the previous research worked well enough to make a distinction between the more credible agent and the less credible agent. The overall results of this study may indicate that the design strategies for fear arousing message are retained on the premise of some future refinements.

Health and Wellness Monitoring Using Intelligent Sensing Technique

  • Meng, Yao;Yi, Sang-Hoon;Kim, Hee-Cheol
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.478-491
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    • 2019
  • This work develops a monitoring system for the population with health concerns. A belt integrated with an on-body circuit and sensors measures a wearer's selected vital signals. The electrocardiogram sensors monitor heart conditions and an accelerometer assesses the level of physical activity. Sensed signals are transmitted to the circuit module through digital yarns and are forwarded to a mobile device via Bluetooth. An interactive application, installed on the mobile device, is used to process the received signals and provide users with real-time feedback about their status. Persuasive functions are designed and implemented in the interactive application to encourage users' physical activity. Two signal processing algorithms are developed to analyze the data regarding heart and activity. A user study is conducted to evaluate the performance and usability of the developed system.

Effects of Persuasive Messages on Users' Littering Norms and Behavior in a Forest Recreation Setting (산림휴양지(山林休養地)에서 쓰레기투기(投棄) 행동(行動)과 규범(規範)에 미치는 설득(說得)메시지의 효과(效果))

  • Kim, Sang-Oh;Cha, Kyung-Soo;An, Ki-Wan
    • Journal of Korean Society of Forest Science
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    • v.87 no.3
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    • pp.317-327
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    • 1998
  • This study was conducted to find out whether persuasive messages with different contents of information (aesthetic, aesthetic+ecological, aesthetic+ecological+economic, aesthetic+ecological+economic +educational) about the consequences of littering influence users' awareness of the consequences of littering, personal norms and littering behaviors in a recreation setting based on the Schwartz's norm activation theory. Data were collected at the Second Campground in the northern managerial district of Chirisan National Park. Of the total 177 questionnaires distributed, 144(85%) were used for the study. In addition to that, in order to find out whether personal norms on littering were changed from 1994 to 1996, data collected at the same campground in 1994 were also partly used. Based on the result of the study, persuasive messages didn't directly affect the users' level of the awareness of the consequences(AC) of littering, personal norms, and littering behavior. People whose awareness of the consequences of littering are higher, however, tended to have stronger personal norms about littering. And also, people whose awareness of the consequences of littering are higher or people whose personal norms are stronger appeared to litter fewer than people whose awareness of the consequences or the strength of personal norms are lower. The extent of personal norms about littering was not changed through 1994 to 1996. The results were discussed and some management alternatives were suggested.

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