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Oyibo, Kiemute. „Investigating the Key Persuasive Features for Fitness App Design and Extending the Persuasive System Design Model: A Qualitative Approach“. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 10, Nr. 1 (Juni 2021): 47–53. http://dx.doi.org/10.1177/2327857921101022.

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Physical inactivity has been recognized as one of the leading risk factors that account for many non-communicable diseases, with the World Health Organization labeling it as the fourth leading risk factor for global mortality. This has led researchers and developers to create fitness apps to support and motivate people to engage in physical activity more regularly. However, there is limited research on how collectivist and individualist users from different social and cultural backgrounds differ in terms of the persuasive features they care about in fitness apps. Having knowledge of the cultural differences will help designers and developers create better fitness apps tailored to the two main types of culture. Hence, we conducted an empirical study to uncover how both cultures differ and the possibility of extending the Persuasive System Design (PSD) model. We found that Primary Task Support (Self-Monitoring and Goal-Setting) is requested more by the individualist group than the collectivist group. On the other hand, Dialog Support (Reminder and Suggestion) is requested more by the collectivist group than the individualist group. Finally, we found that the PSD model can be extended with Goal-Setting and Verbal Persuasion for fitness app design.
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Maret, Pierre, Pravin Amrut Pawar, N. A. Shin', ichi Warisawa, Fabrice Muhlenbach, Guillaume Lopez und Ichiro Yamada. „Data model for health telemonitoring and persuasive system design“. International Journal of Intelligent Information and Database Systems 10, Nr. 1/2 (2017): 4. http://dx.doi.org/10.1504/ijiids.2017.086190.

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Lopez, Guillaume, Ichiro Yamada, Pravin Amrut Pawar, Shin'ichi Warisawa, Fabrice Muhlenbach und Pierre Maret. „Data model for health telemonitoring and persuasive system design“. International Journal of Intelligent Information and Database Systems 10, Nr. 1/2 (2017): 4. http://dx.doi.org/10.1504/ijiids.2017.10007346.

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Shevchuk, Nataliya, und Harri Oinas-Kukkonen. „Aiding Users in Green IS Adoption with Persuasive Systems Design“. Urban Science 4, Nr. 4 (27.10.2020): 52. http://dx.doi.org/10.3390/urbansci4040052.

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Green information systems (IS) is a research domain that contributes to finding solutions for fostering environmental behavior in individuals, organizations, and communities. So far, researching Green IS for individual users has been less abundant and requires more insight. Users’ engagement with technologies start from adoption. Green IS challenges users to modify their lifestyles in order to achieve sustainable behavior patterns. This article is focused on persuasive Green IS, which have in-built features to convince users to modify their lifestyles and to improve technology adoption intention. In the theoretical background, main concepts, especially sustainable behavior, Green IS, IS adoption, persuasive systems, and persuasive systems design (PSD) model are presented. In this article, we analyzed three studies that focused on individual sustainable behavior change with persuasive Green IS. Overviews of these studies are presented and the studies were analyzed as a whole. The reviewed studies suggest that the PSD model has a high potential for becoming a tool for Green IS enhancement. The key themes identified from the studies bring value to both academics and practitioners, as well as suggest directions for researching the individual behavior change with persuasive Green IS in the future.
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Oyibo, Kiemute, und Julita Vassileva. „Investigation of persuasive system design predictors of competitive behavior in fitness application: A mixed-method approach“. DIGITAL HEALTH 5 (Januar 2019): 205520761987860. http://dx.doi.org/10.1177/2055207619878601.

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Fitness applications aimed at behavior change are becoming increasingly popular due to the global prevalence of sedentary lifestyles and physical inactivity, causing countless non-communicable diseases. Competition is one of the most common persuasive strategies employed in such applications to motivate users to engage in physical activity in a social context. However, there is limited research on the persuasive system design predictors of users’ susceptibility to competition as a persuasive strategy for motivating behavior change in a social context. To bridge this gap, we designed storyboards illustrating four of the commonly employed persuasive strategies (reward, social learning, social comparison, and competition) in fitness applications and asked potential users to evaluate their perceived persuasiveness. The result of our path analysis showed that, overall, users’ susceptibilities to social comparison (βT = 0.48, p < 0.001), reward (βT = 0.42, p < 0.001), and social learning (βT = 0.29, p < 0.01) predicted their susceptibility to competition, with our model accounting for 41% of its variance. Social comparison partially mediated the relationship between reward and competition, while social learning partially mediated the relationship between social comparison and competition. Comparatively, the relationship between reward and social learning was stronger for females than for males, whereas the relationship between reward and competition was stronger for males than for females. Overall, our findings underscore the compatibility of all four persuasive strategies in a one-size-fits-all fitness application. We discuss our findings, drawing insight from the comments provided by participants.
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Rahmatullah, Tansah. „TEKNOLOGI PERSUASIF : AKTOR PENTING MEDIA SOSIAL DALAM MENGUBAH SIKAP DAN PERILAKU PENGGUNA“. Jurnal Soshum Insentif 4, Nr. 1 (30.04.2021): 60–78. http://dx.doi.org/10.36787/jsi.v4i1.509.

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Abstract - Social media influences and changes the attitudes and behavior of its users using a technique known as Persuasive Technology, a concept that is both invisible and manipulative, which has a big impact in all aspects. This research is library research using a literature study approach. With persuasive technology, web applications, social media such as Facebook, Twitter, Instagram, Youtube, Tiktok, and other applications tend to become addicting and get more addicting. Persuasive technology motivates us to use a product and makes it very simple to do and trains us to keep on going with notifications, friend requests, and status updates. Ethical issues are a key component of social media persuasive technology. Persuasive technology can be ethical and unethical. The main problem in social media is its business model, which becomes very unethical when giant technology companies earn benefits from such a chaotic and unsettling situation. Persuasive technology that is run as a system design in computing devices needs to be redesigned and encouraged to make a total shift towards humane technologies that support and provide shared prosperity, democracy, and an information environment. Efforts to encourage public awareness about persuasiveness that are being carried out need to be increased even further through education and literacy programs. Abstrak - Media sosial mempengaruhi dan mengubah sikap serta perilaku penggunanya menggunakan teknik yang dikenal dengan Teknologi Persuasif, konsep yang tidak terlihat sekaligus manipulatif, yang berdampak besar dalam segala aspek. Penelitian ini merupakan penelitian kepustakaan dengan menggunakan pendekatan studi literatur. Dengan teknologi persuasif, aplikasi web, media sosial seperti Facebook, Twitter, Instagram, Youtube, Tiktok, dan aplikasi lainnya memiliki kecenderungan untuk membuat ketagihan dan semakin membuat ketagihan. Teknologi persuasif memotivasi kita untuk menggunakan suatu produk dan membuatnya menjadi sangat sederhana untuk dilakukan dan memicu kita untuk terus melakukannya melalui notifikasi, permintaan pertemanan, dan pembaruan status. Masalah etika adalah komponen kunci dari teknologi persuasif media sosial. Teknologi persuasif bisa menjadi etis dan tidak etis. Permasalahan utama dalam media sosial adalah model bisnisnya, menjadi sangat tidak etis, ketika perusahaan raksasa teknologi digital mendapatkan keuntungan dari situasi yang demikian kacau dan meresahkan Teknologi persuasif yang dijalankan sebagai desain sistem pada perangkat teknologi komputasi perlu di desain ulang dan di dorong untuk melakukan pergeseran secara menyeluruh menuju teknologi manusiawi yang mendukung dan menghadirkan kesejahteraan, demokrasi, dan lingkungan informasi bersama. Upaya untuk mendorong kesadaran masyarakat tentang mekanisme persuasif yang dijalankan perlu ditingkatkan secara lebih besar lagi melalui program edukasi dan literasi.
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Chiu, Holly, und Joshua Fogel. „The role of manager influence strategies and innovation attributes in innovation implementation“. Asia-Pacific Journal of Business Administration 9, Nr. 1 (03.04.2017): 16–36. http://dx.doi.org/10.1108/apjba-02-2016-0026.

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Purpose The purpose of this paper is to examine the impact of manager influence strategies and innovation attributes on employee attitudes and behaviors in innovation implementation. Design/methodology/approach Employees (n=237) in a manufacturing company in Taiwan which implemented an e-learning system participated in an online survey. System logs were used as behavioral outcome variables. Findings Persuasive strategy and relative advantage had a significant positive association with attitudes while relationship-based strategy and complexity had a significant negative association with attitudes. Assertive strategy and relative advantage had a significant positive association with use of the e-learning system, while persuasive strategy, relationship-based strategy, and complexity had a significant negative association with use of the e-learning system. Both relative advantage and complexity mediated the relationship between persuasive strategy and employee attitudes and behaviors. Complexity mediated the relationship between relationship-based strategy and employee attitudes and behaviors. Practical implications Managers should use persuasive strategy to inform employees regarding the benefits of the innovation and provide any assistance needed. Managers should be advised to not use relationship-based strategy as it can have an adverse employee impact. Originality/value The mediation model uses the diffusion of innovations model and the influence tactics literature to help explain the benefits of certain managerial practices.
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McLean, Allen. „mHealth Apps as Effective Persuasive Health Technology: Contextualizing the “Necessary” Functionalities“. JMIR Nursing 3, Nr. 1 (15.07.2020): e19302. http://dx.doi.org/10.2196/19302.

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Persuasive health technology (PHT) is any technology purposely designed to influence, reinforce, change, or shape health-related attitudes or behaviors. Behavioral interventions can be developed for the purpose of maintaining or improving a person’s health status. Delivering behavioral interventions via PHTs is a promising approach for encouraging healthy behaviors among individuals and populations. Important attributes of all PHTs include their functionalities. A functionality refers to any useful features, functions, capabilities, or technologies associated with computer hardware or software. Creating effective PHTs requires a deliberate selection of appropriate functionalities for supporting specific behavioral interventions. The number and types of functionalities necessary to create an effective PHT will be specific to the context of each project, influenced by project objectives, stakeholder goals, behavioral interventions, and a variety of real-world constraints. Selecting appropriate functionalities can be challenging. Fortunately, there are frameworks and models developed specifically for guiding the design of PHTs. The Persuasive Systems Design model describes 4 categories, and 28 design principles for creating effective persuasive interventions. These same design principles could also be useful for guiding the selection of appropriate functionalities.
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Zhao, Zhao, Ali Arya, Rita Orji und Gerry Chan. „Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study“. JMIR Serious Games 8, Nr. 4 (17.11.2020): e19968. http://dx.doi.org/10.2196/19968.

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Background Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. Objective This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. Methods We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. Results Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F3,36=22.49; P<.001), satisfaction (F3,36=22.12; P<.001), and preference (F3,36=15.0; P<.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. Conclusions On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time.
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Abdullahi, Aisha Muhammad, Rita Orji und Abdullahi Abubakar Kawu. „Gender, Age and Subjective Well-Being: Towards Personalized Persuasive Health Interventions“. Information 10, Nr. 10 (27.09.2019): 301. http://dx.doi.org/10.3390/info10100301.

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(1) Background: Subjective well-being (SWB) is an individual’s judgment about their overall well-being. Research has shown that high subjective well-being contributes to overall health. SWB consists of both Affective and Cognitive dimensions. Existing studies on SWB are limited in two major ways: first, they focused mainly on the Affective dimension. Second, most existing studies are focused on individuals from the Western and Asian nations; (2) Methods: To resolve these weaknesses and contribute to research on personalizing persuasive health interventions to promote SWB, we conducted a large-scale study of 732 participants from Nigeria to investigate what factors affect their SWB using both the Affective and Cognitive dimensions and how distinct SWB components relates to different gender and age group. We employed the Structural Equation Model (SEM) and Confirmatory Factor Analysis (CFA) to develop models showing how gender and age relate to the distinct components of SWB; (3) Results: Our study reveals significant differences between gender and age groups. Males are more associated with social well-being and satisfaction with life components while females are more associated with emotional well-being. As regards age, younger adults (under 24) are more associated with social well-being and happiness while older adults (over 65) are more associated with psychological well-being, emotional well-being, and satisfaction with life. (4) Conclusions: The results could inform designers of the appropriate SWB components to target when personalizing persuasive health interventions to promote overall well-being for people belonging to various gender and age groups. We offer design guidelines for tailoring persuasive intervention to increase SWB based on an individual’s age and gender group. Finally, we map SWB components to possible persuasive technology design strategies that can be employed to implement them in persuasive interventions design.
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Ikhalia, Ehinome, Alan Serrano, David Bell und Panos Louvieris. „Online social network security awareness: mass interpersonal persuasion using a Facebook app“. Information Technology & People 32, Nr. 5 (07.10.2019): 1276–300. http://dx.doi.org/10.1108/itp-06-2018-0278.

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Purpose Online social network (OSN) users have a high propensity to malware threats due to the trust and persuasive factors that underpin OSN models. The escalation of social engineering malware encourages a growing demand for end-user security awareness measures. The purpose of this paper is to take the theoretical cybersecurity awareness model TTAT-MIP and test its feasibility via a Facebook app, namely social network criminal (SNC). Design/methodology/approach The research employs a mixed-methods approach to evaluate the SNC app. A system usability scale measures the usability of SNC. Paired samples t-tests were administered to 40 participants to measure security awareness – before and after the intervention. Finally, 20 semi-structured interviews were deployed to obtain qualitative data about the usefulness of the App itself. Findings Results validate the effectiveness of OSN apps utilising a TTAT-MIP model – specifically the mass interpersonal persuasion (MIP) attributes. Using TTAT-MIP as a guidance, practitioners can develop security awareness systems that better leverage the intra-relationship model of OSNs. Research limitations/implications The primary limitation of this study is the experimental settings. Although the results testing the TTAT-MIP Facebook app are promising, these were set under experimental conditions. Practical implications SNC enable persuasive security behaviour amongst employees and avoid potential malware threats. SNC support consistent security awareness practices by the regular identification of new threats which may inspire the creation of new security awareness videos. Social implications The structure of OSNs is making it easier for malicious users to carry out their activities without the possibility of detection. By building a security awareness programme using the TTAT-MIP model, organisations can proactively manage security awareness. Originality/value Many security systems are cumbersome, inconsistent and non-specific. The outcome of this research provides organisations and security practitioners with a framework for designing and developing proactive and tailored security awareness systems.
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Kim, Bumsoo, Matthew Barnidge und Yonghwan Kim. „The communicative processes of attempted political persuasion in social media environments“. Information Technology & People 33, Nr. 2 (29.10.2019): 813–28. http://dx.doi.org/10.1108/itp-03-2018-0157.

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Purpose The purpose of this paper is to investigate the process by which social media news use leads individuals to engage in attempted political persuasion, examining the mediating roles of cognitive elaboration, political knowledge, political efficacy and political interest. Design/methodology/approach The study relies on a nationally representative two-wave online survey collected before the 2016 US Presidential Election. Serial mediation is tested using the PROCESS macro. Findings The study finds significant indirect effects of social media news use on political persuasion via cognitive elaboration, political knowledge, political efficacy and political interest. Research limitations/implications Causal inferences should be made with caution. While the measurement of cognitive elaboration is based on prior literature, it is a complex mental process that could be measured more directly in future research. Social implications The findings imply that social media news use contributes to a potentially discursive environment in which cross-cutting views may drive argumentation. Thus, the study sheds light on how social media contribute to persuasive political conversation. Originality/value The study applies the O-S-R-O-R model to political persuasion and highlights the processes of reflection, understanding and elaboration that convert news use into attempted persuasion.
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Radomski, Ashley D., Lori Wozney, Patrick McGrath, Anna Huguet, Lisa Hartling, Michele P. Dyson, Kathryn J. Bennett und Amanda S. Newton. „Potential Reduction of Symptoms With the Use of Persuasive Systems Design Features in Internet-Based Cognitive Behavioral Therapy Programs for Children and Adolescents With Anxiety: A Realist Synthesis“. JMIR Mental Health 6, Nr. 10 (23.10.2019): e13807. http://dx.doi.org/10.2196/13807.

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Background Internet-based cognitive behavioral therapy (iCBT) for children and adolescents is a persuasive system that combines 3 major components to therapy—therapeutic content, technological features, and interactions between the user and program—intended to reduce users’ anxiety symptoms. Several reviews report the effectiveness of iCBT; however, iCBT design and delivery components differ widely across programs, which raise important questions about how iCBT effects are produced and can be optimized. Objective The objective of this study was to review and synthesize the iCBT literature using a realist approach with a persuasive systems perspective to (1) document the design and delivery components of iCBT and (2) generate hypotheses as to how these components may explain changes in anxiety symptoms after completing iCBT. Methods A multi-strategy search identified published and gray literature on iCBT for child and adolescent anxiety up until June 2019. Documents that met our prespecified inclusion criteria were appraised for relevance and methodological rigor. Data extraction was guided by the persuasive systems design (PSD) model. The model describes 28 technological design features, organized into 4 categories that help users meet their health goals: primary task support, dialogue support, system credibility support, and social support. We generated initial hypotheses for how PSD (mechanisms) and program delivery (context of use) features were linked to symptom changes (outcomes) across iCBT programs using realist and meta-ethnographic techniques. These hypothesized context-mechanism-outcome configurations were refined during analysis using evidence from the literature to improve their explanatory value. Results A total of 63 documents detailing 15 iCBT programs were included. A total of six iCBT programs were rated high for relevance, and most studies were of moderate-to-high methodological rigor. A total of 11 context-mechanism-outcome configurations (final hypotheses) were generated. Configurations primarily comprised PSD features from the primary task and dialogue support categories. Several key PSD features (eg, self-monitoring, simulation, social role, similarity, social learning, and rehearsal) were consistently reported in programs shown to reduce anxiety; many features were employed simultaneously, suggesting synergy when grouped. We also hypothesized the function of PSD features in generating iCBT impacts. Adjunct support was identified as an important aspect of context that may have complemented certain PSD features in reducing users’ anxiety. Conclusions This synthesis generated context-mechanism-outcome configurations (hypotheses) about the potential function, combination, and impact of iCBT program components thought to support desired program effects. We suggest that, when delivered with adjunct support, PSD features may contribute to reduced anxiety for child and adolescent users. Formal testing of the 11 configurations is required to confirm their impact on anxiety-based outcomes. From this we encourage a systematic and deliberate approach to iCBT design and evaluation to increase the pool of evidence-based interventions available to prevent and treat children and adolescents with anxiety.
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Torning, Kristian. „A Review of Four Persuasive Design Models“. International Journal of Conceptual Structures and Smart Applications 1, Nr. 2 (Juli 2013): 17–27. http://dx.doi.org/10.4018/ijcssa.2013070103.

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This paper reviews the emerging persuasive design models by systematically analysing their robustness by employing common design criterions from the tradition of design science i.e., Information Systems (IS), User Centred Design (UCD) and Technology Enhanced Learning (TEL). Light is thus shed on the relation between the persuasive design models that claim to offer advice in regards to persuasion and robust design guidelines from more mature fields of research. The results of this comparison can be used when selecting models for designs, in addition to concurrently serving as an offset for creating new models or improving existing ones.
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Beerlage-de Jong, Nienke, Hanneke Kip und Saskia Marion Kelders. „Evaluation of the Perceived Persuasiveness Questionnaire: User-Centered Card-Sort Study“. Journal of Medical Internet Research 22, Nr. 10 (23.10.2020): e20404. http://dx.doi.org/10.2196/20404.

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Background eHealth technologies aim to change users’ health-related behavior. Persuasive design and system features can make an eHealth technology more motivating, engaging, or supportive to its users. The Persuasive Systems Design (PSD) model incorporates software features that have the possibility to increase the persuasiveness of technologies. However, the effects of specific PSD software features on the effectiveness of an intervention are still largely unknown. The Perceived Persuasiveness Questionnaire (PPQ) was developed to gain insight into the working mechanisms of persuasive technologies. Although the PPQ seems to be a suitable method for measuring subjective persuasiveness, it needs to be further evaluated to determine how suitable it is for measuring perceived persuasiveness among the public. Objective This study aims to evaluate the face and construct validity of the PPQ, identify points of improvement, and provide suggestions for further development of the PPQ. Methods A web-based closed-ended card-sort study was performed wherein participants grouped existing PPQ items under existing PPQ constructs. Participants were invited via a Massive Open Online Course on eHealth. A total of 398 people (average age 44.15 years, SD 15.17; 251/398, 63.1% women) completed the card sort. Face validity was evaluated by determining the item-level agreement of the original PPQ constructs. Construct validity was evaluated by determining the construct in which each item was placed most often, regardless of the original placement and how often 2 items were (regardless of the constructs) paired together and what interitem correlations were according to a cluster analysis. Results Four PPQ constructs obtained relatively high face validity scores: perceived social support, use continuance, perceived credibility, and perceived effort. Item-level agreement on the other constructs was relatively low. Item-level agreement for almost all constructs, except perceived effort and perceived effectiveness, would increase if items would be grouped differently. Finally, a cluster analysis of the PPQ indicated that the strengths of the newly identified 9 clusters varied strongly. Unchanged strong clusters were only found for perceived credibility support, perceived social support, and use continuance. The placement of the other items was much more spread out over the other constructs, suggesting an overlap between them. Conclusions The findings of this study provide a solid starting point toward a redesigned PPQ that is a true asset to the field of persuasiveness research. To achieve this, we advocate that the redesigned PPQ should adhere more closely to what persuasiveness is according to the PSD model and to the mental models of potential end users of technology. The revised PPQ should, for example, enquire if the user thinks anything is done to provide task support but not how this is done exactly.
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Parada, Fernando, Vania Martínez, H. Daniel Espinosa, Stephanie Bauer und Markus Moessner. „Using Persuasive Systems Design Model to Evaluate “Cuida tu Ánimo”: An Internet-Based Pilot Program for Prevention and Early Intervention of Adolescent Depression“. Telemedicine and e-Health 26, Nr. 2 (01.02.2020): 251–54. http://dx.doi.org/10.1089/tmj.2018.0272.

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Cellina, Francesca, Dominik Bucher, José Veiga Simão, Roman Rudel und Martin Raubal. „Beyond Limitations of Current Behaviour Change Apps for Sustainable Mobility: Insights from a User-Centered Design and Evaluation Process“. Sustainability 11, Nr. 8 (16.04.2019): 2281. http://dx.doi.org/10.3390/su11082281.

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How can we encourage people to make sustainable mobility choices, reducing car dependency and the related CO 2 emissions and energy consumption? Taking advantage of the wide availability of smartphone devices, we designed GoEco!, an application (app) exploiting automatic mobility tracking, eco-feedback, social comparison and gamification elements to persuade individuals to change their mode of transport. The app features and contents are grounded in the transtheoretical model for behaviour change and were designed to avoid over-reliance on “one-size-fits-all”, simplistic point-based systems. The GoEco! app was designed in a user centred approach and was field-tested in Switzerland in a three-month experiment involving around 150 voluntary users. In this paper, we present the app’s features and comment on their evaluation from the perspective of the field-testers. The insights we collected through an online questionnaire and individual interviews allowed us to develop recommendations for similar persuasive apps and to identify open challenges for the future. In particular, we recommend to endow such apps with multi-modal travel planning components and features evoking the feeling of belonging to a community, that provide support and helping relationships.
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Wiafe, Isaac. „U-FADE“. International Journal of Conceptual Structures and Smart Applications 1, Nr. 2 (Juli 2013): 6–16. http://dx.doi.org/10.4018/ijcssa.2013070102.

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Although persuasive technology continues to impact behavioural and attitudinal interventions, research has demonstrated that existing design approaches are faced with limitations that impede their effective use. Mostly, they become obsolete, as user needs change during the use of the persuasive application. This research therefore proposes the Unified Framework for Analysing, Designing and Evaluating persuasive systems (U-FADE). The proposed framework integrates concepts from various existing models to provide a systematic approach that facilitates persuasive design. It addresses the issue of changing needs of users by considering external and internal activities that may promote or impede persuasion before and during implementation.
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Li, Yu, Kun Qian, Weiyan Shi und Zhou Yu. „End-to-End Trainable Non-Collaborative Dialog System“. Proceedings of the AAAI Conference on Artificial Intelligence 34, Nr. 05 (03.04.2020): 8293–302. http://dx.doi.org/10.1609/aaai.v34i05.6345.

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End-to-end task-oriented dialog models have achieved promising performance on collaborative tasks where users willingly coordinate with the system to complete a given task. While in non-collaborative settings, for example, negotiation and persuasion, users and systems do not share a common goal. As a result, compared to collaborate tasks, people use social content to build rapport and trust in these non-collaborative settings in order to advance their goals. To handle social content, we introduce a hierarchical intent annotation scheme, which can be generalized to different non-collaborative dialog tasks. Building upon TransferTransfo (Wolf et al. 2019), we propose an end-to-end neural network model to generate diverse coherent responses. Our model utilizes intent and semantic slots as the intermediate sentence representation to guide the generation process. In addition, we design a filter to select appropriate responses based on whether these intermediate representations fit the designed task and conversation constraints. Our non-collaborative dialog model guides users to complete the task while simultaneously keeps them engaged. We test our approach on our newly proposed AntiScam dataset and an existing PersuasionForGood dataset. Both automatic and human evaluations suggest that our model outperforms multiple baselines in these two non-collaborative tasks.
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Faro, Jamie M., Catherine S. Nagawa, Jeroan A. Allison, Stephenie C. Lemon, Kathleen M. Mazor, Thomas K. Houston und Rajani S. Sadasivam. „Comparison of a Collective Intelligence Tailored Messaging System on Smoking Cessation Between African American and White People Who Smoke: Quasi-Experimental Design“. JMIR mHealth and uHealth 8, Nr. 4 (27.04.2020): e18064. http://dx.doi.org/10.2196/18064.

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Background The Patient Experience Recommender System for Persuasive Communication Tailoring (PERSPeCT) is a machine learning recommender system with a database of messages to motivate smoking cessation. PERSPeCT uses the collective intelligence of users (ie, preferences and feedback) and demographic and smoking profiles to select motivating messages. PERSPeCT may be more beneficial for tailoring content to minority groups influenced by complex, personally relevant factors. Objective The objective of this study was to describe and evaluate the use of PERSPeCT in African American people who smoke compared with white people who smoke. Methods Using a quasi-experimental design, we compared African American people who smoke with a historical cohort of white people who smoke, who both received up to 30 emailed tailored messages over 65 days. People who smoke rated the daily message in terms of perceived influence on quitting smoking for 30 days. Our primary analysis compared daily message ratings between the two groups using a t test. We used a logistic model to compare 30-day cessation between the two groups and adjusted for covariates. Results The study included 119 people who smoke (African Americans, 55/119; whites, 64/119). At baseline, African American people who smoke were significantly more likely to report allowing smoking in the home (P=.002); all other characteristics were not significantly different between groups. Daily mean ratings were higher for African American than white people who smoke on 26 of the 30 days (P<.001). Odds of quitting as measured by 30-day cessation were significantly higher for African Americans (odds ratio 2.3, 95% CI 1.04-5.53; P=.03) and did not change after adjusting for allowing smoking at home. Conclusions Our study highlighted the potential of using a recommender system to personalize for African American people who smoke. Trial Registration ClinicalTrials.gov NCT02200432; https://clinicaltrials.gov/ct2/show/NCT02200432 International Registered Report Identifier (IRRID) RR2-10.2196/jmir.6465
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Asbjørnsen, Rikke Aune, Jobke Wentzel, Mirjam Lien Smedsrød, Jøran Hjelmesæth, Matthew M. Clark, Lise Solberg Nes und Julia E. W. C. Van Gemert-Pijnen. „Identifying Persuasive Design Principles and Behavior Change Techniques Supporting End User Values and Needs in eHealth Interventions for Long-Term Weight Loss Maintenance: Qualitative Study“. Journal of Medical Internet Research 22, Nr. 11 (30.11.2020): e22598. http://dx.doi.org/10.2196/22598.

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Background An increasing number of eHealth interventions aim to support healthy behaviors that facilitate weight loss. However, there is limited evidence of the effectiveness of the interventions and little focus on weight loss maintenance. Knowledge about end user values and needs is essential to create meaningful and effective eHealth interventions, and to identify persuasive system design (PSD) principles and behavior change techniques (BCTs) that may contribute to the behavior change required for successful long-term weight loss maintenance. Objective This study aimed to provide insight into the design of eHealth interventions supporting behavior change for long-term weight maintenance. The study sought to identify the values and needs of people with obesity aiming to maintain weight after weight loss, and to identify PSD principles, BCTs, and design requirements that potentially enable an eHealth intervention to meet end user values and needs. Methods This study presents the concept of integrating PSD principles and BCTs into the design process of eHealth interventions to meet user values and needs. In this study, individual interviews and focus groups were conducted with people with obesity (n=23) and other key stakeholders (n=27) to explore end user values and needs related to weight loss maintenance. Design thinking methods were applied during the focus group sessions to identify design elements and to explore how eHealth solutions can support the needs to achieve sustainable weight loss maintenance. The PSD model and behavior change taxonomy by Michie were used to identify PSD principles and BCT clusters to meet end user values and needs. Results A total of 8 key end user values were identified, reflecting user needs for weight loss maintenance support: self-management, personalized care, autonomy, feel supported, positive self-image, motivation, happiness, and health. Goals and planning, feedback and monitoring, repetition and substitution, shaping knowledge, social support, identity, and self-belief were some of the BCT clusters identified to address these concepts, together with PSD principles such as personalization, tailoring, self-monitoring, praise, and suggestions. Conclusions The process of translating end user values and needs into design elements or features of eHealth technologies is an important part of the design process. To our knowledge, this is the first study to explore how PSD principles and BCTs can be integrated when designing eHealth self-management interventions for long-term weight loss maintenance. End users and other key stakeholders highlighted important factors to be considered in the design of eHealth interventions supporting sustained behavior change. The PSD principles and BCTs identified provide insights and suggestions about design elements and features to include for supporting weight loss maintenance. The findings indicate that a combination of BCTs and PSD principles may be needed in evidence-based eHealth interventions to stimulate motivation and adherence to support healthy behaviors and sustained weight loss maintenance. Trial Registration ClinicalTrials.gov NCT04537988; https://clinicaltrials.gov/ct2/show/NCT04537988
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Signorelli, Gabriel Ruiz, Fedor Lehocki, Matilde Mora Fernández, Gillian O'Neill, Dominic O'Connor, Louise Brennan, Francisco Monteiro-Guerra et al. „A Research Roadmap: Connected Health as an Enabler of Cancer Patient Support“. Journal of Medical Internet Research 21, Nr. 10 (29.10.2019): e14360. http://dx.doi.org/10.2196/14360.

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The evidence that quality of life is a positive variable for the survival of cancer patients has prompted the interest of the health and pharmaceutical industry in considering that variable as a final clinical outcome. Sustained improvements in cancer care in recent years have resulted in increased numbers of people living with and beyond cancer, with increased attention being placed on improving quality of life for those individuals. Connected Health provides the foundations for the transformation of cancer care into a patient-centric model, focused on providing fully connected, personalized support and therapy for the unique needs of each patient. Connected Health creates an opportunity to overcome barriers to health care support among patients diagnosed with chronic conditions. This paper provides an overview of important areas for the foundations of the creation of a new Connected Health paradigm in cancer care. Here we discuss the capabilities of mobile and wearable technologies; we also discuss pervasive and persuasive strategies and device systems to provide multidisciplinary and inclusive approaches for cancer patients for mental well-being, physical activity promotion, and rehabilitation. Several examples already show that there is enthusiasm in strengthening the possibilities offered by Connected Health in persuasive and pervasive technology in cancer care. Developments harnessing the Internet of Things, personalization, patient-centered design, and artificial intelligence help to monitor and assess the health status of cancer patients. Furthermore, this paper analyses the data infrastructure ecosystem for Connected Health and its semantic interoperability with the Connected Health economy ecosystem and its associated barriers. Interoperability is essential when developing Connected Health solutions that integrate with health systems and electronic health records. Given the exponential business growth of the Connected Health economy, there is an urgent need to develop mHealth (mobile health) exponentially, making it both an attractive and challenging market. In conclusion, there is a need for user-centered and multidisciplinary standards of practice to the design, development, evaluation, and implementation of Connected Health interventions in cancer care to ensure their acceptability, practicality, feasibility, effectiveness, affordability, safety, and equity.
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Shipp, Kathy M., und Laurence G. Branch. „The Physical Environment as a Determinant of the Health Status of Older Populations“. Canadian Journal on Aging / La Revue canadienne du vieillissement 18, Nr. 3 (1999): 313–27. http://dx.doi.org/10.1017/s0714980800009892.

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ABSTRACTAlthough the physical environment as a co-determinant of health could be approached in many ways, we chose to focus on an understudied area: how the immediate living environment can act as a persuasive force affecting physical activity level in older people, with physical activity in turn affecting health status. To explore this topic, the methods and findings of a literature search are described, the theoretical underpinnings of our thesis are presented, and an example is given of how a planned environment, which upon first glance seems supportive, may have unexpected and negative consequences on the activity level, and ultimately the health status, of the residents. Theory related to changes with aging in homeostatic capacity and reserve capacity of organ systems as well as Lawton's environmental press-competence model are applied to environmental characteristics (e.g., staircases) of continuing care retirement communities. We argue that physically challenging aspects of the environment, such as stairs, should be included in the design of living spaces for the elderly with the goal of encouraging greater daily physical activity and improved health status.
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Sanchez-Lezama, Ana Paola, Judith Cavazos-Arroyo, Cidronio Albavera-Hernández, Aarón Salinas-Rodríguez, Mario Lagunes-Pérez und Beatriz Perez-Armendariz. „Socioecological determinants of mammography screening in Mexican rural areas“. International Journal of Pharmaceutical and Healthcare Marketing 9, Nr. 3 (07.09.2015): 237–58. http://dx.doi.org/10.1108/ijphm-12-2013-0069.

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Purpose – The purpose of this paper is to determine which socioecological factors encourage rural women to participate in mammographies rather than avoiding taking the test. Design/methodology/approach – The study mainly uses data from the 2007 Rural Households Evaluation Survey (ENCEL-2007). These crossover data are analyzed using the framework proposed in the Spatial-Interaction Model of Mammography Use (SIMMU), through a three-level logistic regression model to examine the likelihood that a woman will choose to participate in a mammography. Findings – At the woman-household level, the completion of the Pap smear and the asset index is the strongest determinant of mammography participation. Obtaining preventive medicine services or being enrolled in the Popular Insurance System prevent women from undergoing screening. At the interpersonal level, the probability of screening use decreases with lower social coverage. At the intermediate level, availability of health centers is negatively related to the use of screening. Research limitations/implications – The study fails to take into account the fact that women’s propensity to have a mammography may vary over time relatively to life changes. Moreover, findings were restricted to women ages from 40 to 49 and limited due to the lack of published data or data quality issues. Practical implications – The results of this research can give health planners, policymakers and social marketers a platform for how to approach social change and promote the cancer screening health behavior through the marketing mix (price, place, promotion and product) in the design of their programs. Originality/value – In addition to be informative and persuasive with people to change their behavior, this paper also seeks to provide a direction for using commercial marketing tools through social marketing to “sell” the health behavior. Due to target population variation, this paper addresses the health behavior change strategy by audience segmentation, regarded as essential to successful health communication campaigns.
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Ulo, Karina Lia Meirita, Achmad Nizar Hidayanto, Puspa Indahati Sandhyaduhita, Widia Resti Fitriani, Meyliana Meyliana und Zaenal Abidin. „Factors influencing internet users’ intention to sign e-petitions“. Transforming Government: People, Process and Policy 13, Nr. 3/4 (08.08.2019): 257–75. http://dx.doi.org/10.1108/tg-01-2019-0006.

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Purpose This study aims to identify factors behind the intention to sign e-petitions, focusing on three aspects, i.e. information (argument quality), the source of information (source credibility) and personal perspective (personal relevance and altruism). Design/methodology/approach Data collection is done by using a quantitative approach through an online questionnaire. This study involved 211 respondents who were internet users in Indonesia who had signed an e-petition. The data were analyzed using structural equation modeling approach with IBM Amos version 22.0. Findings The findings revealed that there are three factors shaping internet users’ attitudes toward e-petitions, namely, altruism, AQ and personal relevance, of which altruism was the strongest factor. Those who have a positive attitude toward e-petitions seemed to have higher intention to sign e-petitions. Additionally, we discovered that internet users believe credible e-petition initiators deliver better arguments, which drive them to sign e-petitions. Research limitations/implications The finding related to elaboration likelihood model has revealed that not only the dual processing of central routes and peripheral routes but also the possibility of peripheral routes influencing the factors in the central route. Hence, future studies need to include the examination of this relation. Finally, altruism is identified as the major factor that influences people to sign e-petitions. Therefore, people should be aware of this factor while examining the environment that likely has voluntary aspects. Practical implications To improve the adoption of the e-petition system, it is important for the e-petition websites to maintain attitude factors to achieve the e-petition goals. It is also important that e-petition websites provide credibility information of the e-petition initiators and make it visible to everyone. The e-petition sites must be able to be personalized so that users can be categorized based on their profiles or interests. Finally, as altruism is the most influencing factor in shaping internet users’ attitude toward e-petitions, e-petition initiators need to write a persuasive and arousing information and images for their e-petition. Some templates, tips or even online training to persuasive public petitions also need to be provided. Originality/value This study attempts to fill the research gap by examining factors from three domains, i.e. information source (the e-petitioners), information/AQ and personal perspective (personal motivation) of the e-petition signers. The authors enrich the research model with altruism factors that influence attitude in signing petitions. This study illustrates the characteristic of Indonesian internet user’s and provides important implications for how the e-petitions site should improve the functionality of the sites.
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Whitty, Monica T. „Who can spot an online romance scam?“ Journal of Financial Crime 26, Nr. 2 (01.04.2019): 623–33. http://dx.doi.org/10.1108/jfc-06-2018-0053.

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Purpose This paper aims to examine predictors (personality, belief systems, expertise and response time) of detecting online romance scams. Design/methodology/approach The online study asked 261 participants to rate whether a profile was a scam or a genuine profile. Participants were also asked to complete a personality inventory, belief scales and demographic, descriptive questions. The online study was also designed to measure response time. Findings It was found that those who scored low in romantic beliefs, high in impulsivity, high in consideration of future consequences, had previously spotted a romance scam and took longer response times were more likely to accurately distinguish scams from genuine profiles. Notably, the research also found that it was difficult to detect scams. The research also found that it was important to adapt Whitty’s (2013) “Scammers Persuasive Techniques Model” to include a stage named: “human detection of scam versus genuine profiles”. Originality/value This is the first study, to the author’s knowledge, that examines predictors of human accuracy in detecting romance scams. Dating sites and government e-safety sites might draw upon these findings to help improve human detection and protect users from this financial and psychologically harmful cyberscam.
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Li, Ying, Ke Yang, Jin Chen, Sumeet Gupta und Feiyang Ning. „Can an apology change after-crisis user attitude? The role of social media in online crisis management“. Information Technology & People 32, Nr. 4 (05.08.2019): 802–27. http://dx.doi.org/10.1108/itp-03-2017-0103.

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Purpose Drawing upon the Elaboration Likelihood Model, the purpose of this paper is to examine how the characteristics of social media moderate the effect of a firm’s apology on the attitude of its customers. Design/methodology/approach An online experiment including 360 active users of internet was employed to test the research model. Findings Results revealed that an after-crisis apology and firm reputation both have a positive effect on after-crisis user attitude toward the firm. Furthermore, the positive effect of apology becomes stronger as online media interactivity increases, whereas the positive effect of reputation becomes weaker. Research limitations/implications This study included only one important characteristic of social media, and experimental scenarios were limited to car recall crisis. Considering that social media has so many platforms that may have different kinds of interactivity, further studies can be conducted to figure out the most suitable social media for firms to deal with an online crisis. Practical implications The results inform managers of the importance of after-crisis apology and firm reputation. It is worthwhile for managers to find out the levels of online media interactivity at which users focus on apology and reputation and accordingly conduct an effective online crisis management response strategy. Originality/value This study extends the literature on online crisis management and the literature on ELM by highlighting the role of online media interactivity in influencing the persuasive effectiveness of firm’s crisis response in the context of social media.
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Lee, In. „A study of the effect of social shopping deals on online reviews“. Industrial Management & Data Systems 117, Nr. 10 (04.12.2017): 2227–40. http://dx.doi.org/10.1108/imds-09-2016-0378.

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Purpose The purpose of this paper is to investigate social shopping deals and their impacts on review metrics at an online review site, Yelp and to compare the review metrics of the restaurant businesses and the health and wellness businesses to understand how social shopping deals affects them. Design/methodology/approach This study adopts a multiple regression model to analyse the effect of seven independent variables on the dependent variable, the growth rate of reviews which is a proxy of sales growth. This sample consisted of the review data of 134 merchants which offered social shopping deals at Groupon in 2011. The online review data of these merchants were collected in 2015 to analyse the relationship between the deals and the grow rate of the reviews. Findings For the restaurant businesses, there is a positive persuasive effect of Groupon customers’ review score on the growth rate of the reviews and consequently on the sale growth. For the health and wellness businesses, there are a positive persuasive effect of the regular customers’ review score on the growth rate of the reviews and a negative awareness effect of the number of Groupon reviews on the growth rate of the reviews. The review data also show that the Groupon customers of the health and wellness businesses are three times more likely to post their reviews than those of the restaurant businesses. Research limitations/implications First, while the author limited the study to the seven independent variables, additional variables may exist. These additional variables may also influence the number of reviews, too. Future research needs to identify such variables to build a comprehensive model. Second, future research needs to address other types of businesses, such as education and entertainment, and compare differences between them. Third, while the study focussed on the review score and the number of reviews, a more in-depth analysis of the comments using sentiment analysis and social network analysis may shed additional insights on their review activities. Originality/value Despite the potential significance of customers’ reviews about social shopping deals, the critical mass of empirical studies still lacks in this area. The study contributes to the literature of this field by investigating the effect of social shopping deals on the customers’ online reviews. This study provides practical guidance for the improvement of online reviews about social shopping deals.
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Böckle, Martin, Jasminko Novak und Markus Bick. „Exploring gamified persuasive system design for energy saving“. Journal of Enterprise Information Management 33, Nr. 6 (13.06.2020): 1337–56. http://dx.doi.org/10.1108/jeim-02-2019-0032.

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PurposeThe purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.Design/methodology/approachWe performed a large-scale empirical study of 480 participants and analyzed how different HEXAD gamification user types perceive selected persuasive strategies embedded in an energy saving prototype. Furthermore, we investigated the role of existing energy saving behaviors (pro-environmental behavior scale–e.g. regularly turning the lights off) and their effect on the perceived persuasiveness of the proposed persuasive strategies, which may has an impact on the overall design process. Furthermore, we applied partial least squares path modeling and conducted a one-way and repeated measure ANOVA.FindingsResults show that user types play an important role in the design of persuasive systems for energy saving. For instance, people with a high tendency toward the Socializer user type were motivated by almost all of the employed persuasive strategies, whereas Philanthropists and Players only to a limited number of strategies. Furthermore, our study reveals that existing behaviors like the individual level of energy conservation influences the perceived persuasiveness of certain strategies and therefore should be considered in the design of such applications.Research limitations/implicationsUsing storyboards to obtain feedback about the perceived persuasiveness of employed strategies has limitations compared to the actual use of a functional prototype. However, to offset that limitation the mock-ups used in the storyboard reflected the actual designs for a real-world prototype.OriginalityThis is the first study that explores how HEXAD gamification user types can be used to inform the design of persuasive applications for energy saving (RQ1). Furthermore, and in particular, this study draws on the challenges when using user types within gamified persuasive systems by highlighting the impact and the importance of considering existing energy saving behaviors (RQ2), which has not been addressed so far.
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Yap, Marie BH, Katherine A. Lawrence, Ronald M. Rapee, Mairead C. Cardamone-Breen, Jacqueline Green und Anthony F. Jorm. „Partners in Parenting: A Multi-Level Web-Based Approach to Support Parents in Prevention and Early Intervention for Adolescent Depression and Anxiety“. JMIR Mental Health 4, Nr. 4 (19.12.2017): e59. http://dx.doi.org/10.2196/mental.8492.

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Depression and anxiety disorders in young people are a global health concern. Various risk and protective factors for these disorders are potentially modifiable by parents, underscoring the important role parents play in reducing the risk and impact of these disorders in their adolescent children. However, cost-effective, evidence-based interventions for parents that can be widely disseminated are lacking. In this paper, we propose a multi-level public health approach involving a Web-based parenting intervention, Partners in Parenting (PIP). We describe the components of the Web-based intervention and how each component was developed. Development of the intervention was guided by principles of the persuasive systems design model to maximize parental engagement and adherence. A consumer-engagement approach was used, including consultation with parents and adolescents about the content and presentation of the intervention. The PIP intervention can be used at varying levels of intensity to tailor to the different needs of parents across the population. Challenges and opportunities for the use of the intervention are discussed. The PIP Web-based intervention was developed to address the dearth of evidence-based resources to support parents in their important role in their adolescents’ mental health. The proposed public health approach utilizes this intervention at varying levels of intensity based on parents’ needs. Evaluation of each separate level of the model is ongoing. Further evaluation of the whole approach is required to assess the utility of the intervention as a public health approach, as well as its broader effects on adolescent functioning and socioeconomic outcomes.
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Karekla, Maria, Orestis Kasinopoulos, David Dias Neto, David Daniel Ebert, Tom Van Daele, Tine Nordgreen, Stefan Höfer, Svein Oeverland und Kit Lisbeth Jensen. „Best Practices and Recommendations for Digital Interventions to Improve Engagement and Adherence in Chronic Illness Sufferers“. European Psychologist 24, Nr. 1 (Januar 2019): 49–67. http://dx.doi.org/10.1027/1016-9040/a000349.

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Abstract. Chronic illnesses cause considerable burden in quality of life, often leading to physical, psychological, and social dysfunctioning of the sufferers and their family. There is a growing need for flexible provision of home-based psychological services to increase reach even for traditionally underserved chronic illness sufferer populations. Digital interventions can fulfill this role and provide a range of psychological services to improve functioning. Despite the potential of digital interventions, concerns remain regarding users’ engagement, as low engagement is associated with low adherence rates, high attrition, and suboptimal exposure to the intervention. Human–computer interaction (e.g., theoretical models of persuasive system design, gamification, tailoring, and supportive accountability) and user characteristics (e.g., gender, age, computer literacy) are the main identified culprits contributing to engagement and adherence difficulties. To date, there have not been any clear and concise recommendations for improved utilization and engagement in digital interventions. This paper provides an overview of user engagement factors and proposes research informed recommendations for engagement and adherence planning in digital intervention development. The recommendations were derived from the literature and consensualized by expert members of the European Federation of Psychology Associations, Psychology and Health Standing Committee, and e-Health Task Force. These recommendations serve as a starting point for researchers and clinicians interested in the digitalized health field and promote effective planning for engagement when developing digital interventions with the potential to maximize adherence and optimal exposure in the treatment of chronic health conditions.
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Zhou, Chang-Guang, Yi Ou, Hu-Tian Feng und Zeng-Tao Chen. „Investigation of the precision loss for ball screw raceway based on the modified Archard theory“. Industrial Lubrication and Tribology 69, Nr. 2 (13.03.2017): 166–73. http://dx.doi.org/10.1108/ilt-12-2015-0204.

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Purpose This paper aims to examine the precision loss of ball screw raceway under different operating conditions and geometry parameters. Design/methodology/approach Based on a new coefficient K’ introduced especially for ball screws to reflect the actual contact condition, the modified Archard theory is applied to ball screws to obtain wear volume of the ball-screw contacts. Thus, the axial precision loss can be defined as the ratio of the wear volume to the contact area. Meanwhile, a novel running bench and a precision-measuring system of ball screws are conducted. Precision variation is obtained and analyzed during the whole life running test, which agrees well with the theoretical values calculated in this paper. Findings For a given rotational speed, the increasing rate of the precision loss rate is high at low axial load and then becomes small with the increasing axial load, whereas for a given axial load, the precision loss rate is proportional to the rotational speed. Besides, the precision loss rate is reduced with the increasing contact angle between a ball and the screw raceway, and is proportional to the helix angle when the angle changes from 1 to 10 degrees. Research limitations/implications The rotational speed used in this experiment is low and the ball screw is of no-load type, although results calculated by the model and Wei’s model seem close when the axial load is high, whether the model built in the paper is applicable to the condition of high rotational speed and preload still needs to be verified in the future work. Practical implications This study provides an accurate model to predict the precision loss of the screw raceway and estimate the remaining life of ball screws, which is significant for better performance of ball screws as well as the computer numerical control machine tools. Originality/value Previous studies on the wear of ball screws mainly focused on the drag torque analysis and mechanical efficiency estimation, and the experiment to verify their theoretical analysis was almost all limited to the test of drag torque or axial rigidity, which is neither sufficient nor persuasive. However, in this paper, the authors proposed a comprehensive wear prediction model which combines the modified Archard wear theory, Hertz contact theory and kinematic theory of ball screws. To the best of the authors’ knowledge, this kind of study has never been reported in the literature. In addition, for the lack of the test bench and high cost of the experiment, the whole life operation test, which is designed and conducted to confirm the model in this paper, has never been reported in literature either.
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Grimwood, Tom. „Realism and rhetoric in the evaluation of a new care model“. Journal of Integrated Care 27, Nr. 3 (20.06.2019): 204–14. http://dx.doi.org/10.1108/jica-11-2018-0067.

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Purpose The purpose of this paper is to discuss the methodological challenges to evaluating one of the 50 vanguard sites of the new care model (NCM) programme for integrated care in England, and make the case for a modified realist approach to this kind of evaluation. Design/methodology/approach The paper considers three challenges to evaluating the NCM in this particular vanguard: complexity, strategy and rhetoric. It reflects on how the realist approach negotiates these philosophical challenges to delivering integrated care, in order to provide contextualised accounts of who a programme works for, in what context, and why. Findings The paper argues that, in the case of this particular vanguard site, the tangible benefit of the realist approach was not in providing a firm epistemological basis for evaluation, but rather in drawing out and articulating the ontological rhetoric of such large-scale transformation programmes. By understanding the work of the NCM less as an objective “system”, and more as a dynamic form of persuasion, aimed at securing the “adherence of minds” (Perelman and Olbrechts-Tyteca, 2008, p. 8) in multiple audiences, the paper suggests that realist evaluation can be used to address both the systematic issues and localised successes the NCMs encountered. Originality/value The paper identifies a number of aspects of new models of integrated care for evaluators to consider. It offers ways of negotiating the challenges to conventional outcome-focused evaluation, by drawing attention to the need for contextualised, time-situated and audience-sensitive value of NCMs.
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Faisal, S., Aziati A. H. Nor und N. H. Abdullah. „Persuasive System Design for Global Acceptance of Smartphone Apps“. Procedia Computer Science 152 (2019): 44–50. http://dx.doi.org/10.1016/j.procs.2019.05.025.

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Ghazali, Aimi Shazwani, Jaap Ham, Emilia Barakova und Panos Markopoulos. „Persuasive Robots Acceptance Model (PRAM): Roles of Social Responses Within the Acceptance Model of Persuasive Robots“. International Journal of Social Robotics 12, Nr. 5 (23.01.2020): 1075–92. http://dx.doi.org/10.1007/s12369-019-00611-1.

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Abstract In the last years, there have been rapid developments in social robotics, which bring about the prospect of their application as persuasive robots to support behavior change. In order to guide related developments and pave the way for their adoption, it is important to understand the factors that influence the acceptance of social robots as persuasive agents. This study extends the technology acceptance model by including measures of social responses. The social responses include trusting belief, compliance, liking, and psychological reactance. Using the Wizard of Oz method, a laboratory experiment was conducted to evaluate user acceptance and social responses towards a social robot called SociBot. This robot was used as a persuasive agent in making decisions in donating to charities. Using partial least squares method, results showed that trusting beliefs and liking towards the robot significantly add the predictive power of the acceptance model of persuasive robots. However, due to the limitations of the study design, psychological reactance and compliance were not found to contribute to the prediction of persuasive robots’ acceptance. Implications for the development of persuasive robots are discussed.
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Sittig, Scott, Jing Wang, Sriram Iyengar, Sahiti Myneni und Amy Franklin. „Incorporating Behavioral Trigger Messages Into a Mobile Health App for Chronic Disease Management: Randomized Clinical Feasibility Trial in Diabetes“. JMIR mHealth and uHealth 8, Nr. 3 (16.03.2020): e15927. http://dx.doi.org/10.2196/15927.

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Background Although there is a rise in the use of mobile health (mHealth) tools to support chronic disease management, evidence derived from theory-driven design is lacking. Objective The objective of this study was to determine the impact of an mHealth app that incorporated theory-driven trigger messages. These messages took different forms following the Fogg behavior model (FBM) and targeted self-efficacy, knowledge, and self-care. We assess the feasibility of our app in modifying these behaviors in a pilot study involving individuals with diabetes. Methods The pilot randomized unblinded study comprised two cohorts recruited as employees from within a health care system. In total, 20 patients with type 2 diabetes were recruited for the study and a within-subjects design was utilized. Each participant interacted with an app called capABILITY. capABILITY and its affiliated trigger (text) messages integrate components from social cognitive theory (SCT), FBM, and persuasive technology into the interactive health communications framework. In this within-subjects design, participants interacted with the capABILITY app and received (or did not receive) text messages in alternative blocks. The capABILITY app alone was the control condition along with trigger messages including spark and facilitator messages. A repeated-measures analysis of variance (ANOVA) was used to compare adherence with behavioral measures and engagement with the mobile app across conditions. A paired sample t test was utilized on each health outcome to determine changes related to capABILITY intervention, as well as participants’ classified usage of capABILITY. Results Pre- and postintervention results indicated statistical significance on 3 of the 7 health survey measures (general diet: P=.03; exercise: P=.005; and blood glucose: P=.02). When only analyzing the high and midusers (n=14) of capABILITY, we found a statistically significant difference in both self-efficacy (P=.008) and exercise (P=.01). Although the ANOVA did not reveal any statistically significant differences across groups, there is a trend among spark conditions to respond more quickly (ie, shorter log-in lag) following the receipt of the message. Conclusions Our theory-driven mHealth app appears to be a feasible means of improving self-efficacy and health-related behaviors. Although our sample size is too small to draw conclusions about the differential impact of specific forms of trigger messages, our findings suggest that spark triggers may have the ability to cue engagement in mobile tools. This was demonstrated with the increased use of capABILITY at the beginning and conclusion of the study depending on spark timing. Our results suggest that theory-driven personalization of mobile tools is a viable form of intervention. Trial Registration ClinicalTrials.gov NCT04132089; http://clinicaltrials.gov/ct2/show/NCT004122089
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Cyr, Dianne, Milena Head, Eric Lim und Agnis Stibe. „Using the elaboration likelihood model to examine online persuasion through website design“. Information & Management 55, Nr. 7 (November 2018): 807–21. http://dx.doi.org/10.1016/j.im.2018.03.009.

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You, Fangzhou, Tracy Bhamra und Debra Lilley. „Design for the Passengers’ Sustainable Behaviour in a Scenario of the In-Flight Catering Service“. Proceedings of the Design Society: International Conference on Engineering Design 1, Nr. 1 (Juli 2019): 3231–40. http://dx.doi.org/10.1017/dsi.2019.330.

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AbstractThis research aims to study the passenger's sustainable attitudes, in-flight catering behaviour, and to develop a persuasive model for behaviour change. Current studies towards the in-flight catering waste are primarily focused on dealing the recyclable materials such as cupboard, newspaper and food packaging. In a survey of 624 respondents, the environmental attitude was a poor predictor of environmental behaviour. The survey data were used to develop the persuasive model based on Persuasive Technology. Four phases of the in-flight catering are based on data from the passenger survey. In-flight touchpoints performed with persuasive function is proposed to raise awareness of food waste classification onboard. This study illustrates how persuasive strategies can change the passenger's food-wasting behaviour.
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Ismail, Mohamad Izwan, Nur Ain Abu Bakar und Mawarni Mohamed. „ASSESSMENT AND MODULATION OF STUDENT BEHAVIOR THROUGH PERSUASIVE DESIGN“. Asian Journal of University Education 15, Nr. 3 (31.12.2019): 117. http://dx.doi.org/10.24191/ajue.v15i3.7564.

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The education system has existed for centuries. However, despite the rapid change in our technology, lifestyle and needs in the workforce, it has failed to adapt accordingly. The current system relies heavily on industrial-age values where students are expected to follow instructions and are stripped of their agency rather than being encouraged to actively participate in their learning process. As a result, students end up lacking motivation and engagement. Persuasive design focuses on influencing human behavior to improve long-term engagement through various mechanisms. Here, we have embedded the design in the form of gamification elements into the classroom mechanic to aid in the assessment and modulation of student behavior. “ExP”, a points-based incentive system tied to all aspects of the classroom mechanics was designed to work in tandem with existing student behavior. Accurate balancing of the system effectively grants students agency and allows more clarity in their classroom interactions and stratagem. The study assesses the effectiveness of the system in improving the academic performance of Diploma-level students. A group of 21 repeating students was observed for an entire semester. A paired sample t-test using SPSS was performed to draw the results. The final exam scores indicates a significant difference in the scores before (M=42.52, SD= 3.82) and after (M=50.14, SD=11.23) the implementation the gamification system with p=0.004. It can be concluded that the incorporation of persuasive design in the form of gamification has potential to significantly improve students’ academic performance.
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Daud, Nor Aziah, Noraidah Sahari@Ashaari und Zurina Muda. „An Initial Model of Persuasive Design in Web based Learning Environment“. Procedia Technology 11 (2013): 895–902. http://dx.doi.org/10.1016/j.protcy.2013.12.273.

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Faisal, Serri, Kamaal Allil, Nor Aziati Abdul Hamid und Nor Hazana Abdullah. „WhatsApp! Does Culture Matter to Persuasive System Design and Brand Loyalty?“ Sustainability 13, Nr. 11 (21.05.2021): 5800. http://dx.doi.org/10.3390/su13115800.

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The traditional paradigm prioritizes local culture in application design; however, popular applications with persuasive systems design (PSD) like WhatsApp appeal to a global audience beyond local cultural attributes. The purpose of this study is to test the moderating role of Hofstede’s cultural dimensions on PSD and the relationship to loyalty in the context of WhatsApp. By employing an online survey, data were collected from the Netherlands, Germany, KSA, and Malaysia (N = 488). Using regression moderation analyses, the hypotheses were tested. Findings suggest that only two cultural dimensions, namely power distance and individualism, have a moderating role: power distance in Germany, and individualism in both KSA and Malaysia. This implies that managers must consider the possible influence of some cultural dimensions on loyalty. The study contributes to the literature by focusing on smartphone apps in countries with varying cross-cultural dimensions scores and utilizing the user’s perspective instead of the designer’s perspective.
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Gunden, Nefike, Cristian Morosan und Agnes L. DeFranco. „Consumers’ persuasion in online food delivery systems“. Journal of Hospitality and Tourism Technology 11, Nr. 3 (24.09.2020): 495–509. http://dx.doi.org/10.1108/jhtt-10-2019-0126.

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Purpose This study aims to develop and validate a conceptual model that explains consumers’ persuasion by the information available on online food delivery systems (OFDS). The study validated consumers’ price savings orientation as an antecedent of two types of browsing behaviors (utilitarian and hedonic). Browsing and social influences were examined as predictors of persuasion. Design/methodology/approach A literature review was conducted to determine constructs that constituted the best conceptual model for this study. To test the model, an online instrument was developed, and data were collected with the help of a global marketing panel company from 333 consumers who have used OFDS. Confirmatory factor analysis and structural equation modeling were used to test the hypotheses of the model. Findings The study found that consumers’ price savings orientation strongly influenced both types of browsing. However, while utilitarian browsing did not influence consumers’ persuasion, hedonic browsing and social influence were strong predictors of persuasion. Research limitations/implications Given the uniqueness of the study that stems from its task-technology context and the type of product being purchased, this study advances the literature in hospitality information technology, especially in the relatively neglected foodservice information technology area. The study also provides implications for both restaurants and OFDS as critical stakeholders in this important area. Originality/value To the best of the authors’ knowledge, this is the first study to examine consumers’ persuasion in a food-service online retail context. This study is also the first to examine both types of browsing as distinct constructs in hospitality and to explain their differential role in persuasion.
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Li, Shuping, und Zhen Jin. „Global Dynamics Analysis of Homogeneous New Products Diffusion Model“. Discrete Dynamics in Nature and Society 2013 (2013): 1–6. http://dx.doi.org/10.1155/2013/158901.

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A mathematical model with stage structures is presented that incorporates the awareness stage and the decision-making stage; individuals exchange product information by two channels: mass media and interpersonal communication. When the persuasive advertisement is neglected in the decision-making stage, we find a threshold value about whether new products diffusion is successful or not. When the persuasive advertisement is considered, there must exist a positive equilibrium under some parameter condition; moreover, it must be globally asymptotically stable as long as it exists. Results show that the persuasive advertisement in the decision-making stage does not influence new products' successful diffusion, but the critical value that new products diffuse successfully decreases when the persuasive advertisement is considered. Some numerical simulations confirm our theoretical analysis and demonstrate the influence of parameters on the system. Corresponding to the analysis results, some diffusion strategies are provided.
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Anselma, Luca, und Alessandro Mazzei. „Building a Persuasive Virtual Dietitian“. Informatics 7, Nr. 3 (30.07.2020): 27. http://dx.doi.org/10.3390/informatics7030027.

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This paper describes the Multimedia Application for Diet Management (MADiMan), a system that supports users in managing their diets while admitting diet transgressions. MADiMan consists of a numerical reasoner that takes into account users’ dietary constraints and automatically adapts the users’ diet, and of a natural language generation (NLG) system that automatically creates textual messages for explaining the results provided by the reasoner with the aim of persuading users to stick to a healthy diet. In the first part of the paper, we introduce the MADiMan system and, in particular, the basic mechanisms related to reasoning, data interpretation and content selection for a numeric data-to-text NLG system. We also discuss a number of factors influencing the design of the textual messages produced. In particular, we describe in detail the design of the sentence-aggregation procedure, which determines the compactness of the final message by applying two aggregation strategies. In the second part of the paper, we present the app that we developed, CheckYourMeal!, and the results of two human-based quantitative evaluations of the NLG module conducted using CheckYourMeal! in a simulation. The first evaluation, conducted with twenty users, ascertained both the perceived usefulness of graphics/text and the appeal, easiness and persuasiveness of the textual messages. The second evaluation, conducted with thirty-nine users, ascertained their persuasive power. The evaluations were based on the analysis of questionnaires and of logged data of users’ behaviour. Both evaluations showed significant results.
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Xie, Hong, Yongkun Li und John C. S. Lui. „Understanding Persuasion Cascades in Online Product Rating Systems“. Proceedings of the AAAI Conference on Artificial Intelligence 33 (17.07.2019): 5490–97. http://dx.doi.org/10.1609/aaai.v33i01.33015490.

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Online product rating systems have become an indispensable component for numerous web services such as Amazon, eBay, Google play store and TripAdvisor. One functionality of such systems is to uncover the product quality via product ratings (or reviews) contributed by consumers. However, a well-known psychological phenomenon called “messagebased persuasion” lead to “biased” product ratings in a cascading manner (we call this the persuasion cascade). This paper investigates: (1) How does the persuasion cascade influence the product quality estimation accuracy? (2) Given a real-world product rating dataset, how to infer the persuasion cascade and analyze it to draw practical insights? We first develop a mathematical model to capture key factors of a persuasion cascade. We formulate a high-order Markov chain to characterize the opinion dynamics of a persuasion cascade and prove the convergence of opinions. We further bound the product quality estimation error for a class of rating aggregation rules including the averaging scoring rule, via the matrix perturbation theory and the Chernoff bound. We also design a maximum likelihood algorithm to infer parameters of the persuasion cascade. We conduct experiments on the data from Amazon and TripAdvisor, and show that persuasion cascades notably exist, but the average scoring rule has a small product quality estimation error under practical scenarios.
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Yamsaengsung, Siam, und Borworn Papasratorn. „Conceptual Model for an Intelligent Persuasive Driver Assistant“. KnE Social Sciences 3, Nr. 1 (15.01.2018): 157. http://dx.doi.org/10.18502/kss.v3i1.1404.

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Traffic congestion is a serious issue for large cities. This is especially critical for cities that has insufficient mass transit system like Bangkok. Although transportation infrastructure projects and rail mass transit lines are being implemented, these efforts require major financial investment and take a long time to complete. This work proposes to help reduce traffic problems through influencing a change in driver behavior. In this initial stage, a model for an intelligent persuasive driver assistant is conceptualized as a voice-interactive smart assistant on a smartphone. The system uses information about the driver, his physical state, vehicle performance information, and geolocation information to form persuasive strategies to influence driver behavior and to adapt user interfaces and interactions to reduce driver distraction. Integrating these components together is expected to provide improved assistance in driving tasks and affect driving behavior changes. Keywords: intelligent driver assistant, navigation, smart assistant, persuasive technology
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Brangier, Eric, und Michel C. Desmarais. „The Design and Evaluation of the Persuasiveness of e-Learning Interfaces“. International Journal of Conceptual Structures and Smart Applications 1, Nr. 2 (Juli 2013): 38–47. http://dx.doi.org/10.4018/ijcssa.2013070105.

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This study addresses the general goal of designing more engaging e-learning applications through persuasive technology. The authors present and discuss two potential approaches to the design persuasive e-learning applications that differ in terms of comprehensiveness and ease of application. The more straightforward approach based on Fogg is considered for designers who may not have the time or background to invest large efforts to analyze and understand how the principles of persuasive technology can be deployed. The Oinas-Kukkonen and Harjumaa (2009) approach is presented as a different approach that does require such investment. The design approaches are complemented with a persuasive assessment grid that can be used as an inspection instrument, akin to usability inspections as found in the field of human-computer interaction. The intent is that this instrument can complement the design process by giving early feedback on issues to address. The authors report an experiment where the inspection instrument is applied to an existing e-learning application. The actual data on how students used it provides feedback on how effective the persuasive grid is for detecting issues. The results show that the application scores low on most criteria, and the usage patterns generally confirm this assessment. However, the authors also find that some students were persuaded to engage more thoroughly to use the system and conclude that large individual differences affects the factors of influence and should lead the designers of e-learning application to consider different means in the design of persuasive technology.
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McAlister, Anna R., und Danielle Bargh. „Dissuasion: the Elaboration Likelihood Model and young children“. Young Consumers 17, Nr. 3 (15.08.2016): 210–25. http://dx.doi.org/10.1108/yc-02-2016-00580.

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Purpose The Elaboration Likelihood Model (ELM) proposes two routes to persuasion – the central route (persuasion occurs via information) and the peripheral route (persuasion occurs via visual cues, attractive actors and other source characteristics). The central route is typically used for high-involvement decisions and the peripheral route is used in low involvement situations. The ELM has received extensive support when tested with adults; however, its ability to explain young children’s responses to persuasive communications has not been fully tested. Hence, the purpose of this research is to assess whether the standard tenets of the ELM apply to children’s processing of persuasive messages. Design/methodology/approach This study involved 84 preschool children, ages three to six. It used a 2 (involvement) × 2 (argument strength) × 2 (source attractiveness) design to test children’s responsiveness to advertisements for a novel breakfast cereal. Findings The findings suggest that children are naturally inclined to be persuaded by advertising messages, regardless of their level of involvement. It is the weak arguments and weak peripheral cues that dissuade children who are highly involved with a message. Originality/value This research makes an original contribution to the existing literature by testing the extent to which the ELM applies to children’s processing of persuasive advertisements. The finding that weak peripherals dissuade children from believing an ad’s message has strong implications for advertising practitioners.
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Bawazir, Mohammed Abdullah. „Persuasive Technology in The Islamic Perspective: The Principles and Strategies“. International Journal on Perceptive and Cognitive Computing 5, Nr. 2 (15.12.2019): 107–15. http://dx.doi.org/10.31436/ijpcc.v5i2.88.

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The employment of persuasive technology in education, computing, sales, health, and environment is dramatically increasing. Persuasive technology is powerful in changing the attitudes and behaviours of end users. This paper begins by presenting the ethics of persuasive technology which are relevant to Islamic values and beliefs, and how the concept of persuasion had been applied in Islam practices to influence people. It explores how persuasive technology and its design factors presented in FBM are related to the Islamic practices proven in the Quran and Hadith. Additionally, this paper discusses persuasive technology strategy tools and their activities from Islamic prospective. The paper also examines in depth how Islamic concepts improve the perception of persuasive technology as an interactive computing system which is able to modify attitudes and behaviours. Essentially, this paper also demonstrates how practices and principles of the design factors and strategy tools of persuasive technology have been identified and utilized in early Islamic age. Those principles and strategies are further analyzed from Quran verses and Hadith that are of particular relevance. The conceptual results claim that Islamic principles are a contemporary and universal religion that takes care of the persuasive technology aspects and view of the critically of persuasive technology to Muslim society
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Shafin, Nor Afifah, RD Rohmat Saedudin und Nor Hazana Abdullah. „Implementation of persuasive design principles in mobile application development: a qualitative study“. Indonesian Journal of Electrical Engineering and Computer Science 18, Nr. 3 (01.06.2020): 1464. http://dx.doi.org/10.11591/ijeecs.v18.i3.pp1464-1473.

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<span>Persuasive design principles (PDP) of persuasive system features framework have shown impressive results from the context of user engagement and acceptance as well as continuous usage towards the persuasive systems involved. Yet, available literatures do not thoroughly address the implementation of these design principles specifically in mobile applications and there is insufficient discussion on the impact of the principles in relation to the overall achievement of mobile applications. Hence, this research was conducted with the aim to qualitatively explore the way PDP were implemented across three different levels of mobile applications’ attainment. For this study, seven semi-structured interviews were conducted with the involvement of fifteen (15) Android mobile applications in the area of utilities category. These mobile applications were then categorized into three categories which is successful, partially successful and less successful based on their numbers of mobile applications downloaded for three consecutive years. The results from the content analysis revealed that each of the PDP were implemented in many ways yet the most common applied principles are reduction, tailoring and personalization. However, the analysis also shows low numbers of implementation from the system credibility and social support category. <span>In addition, most of the mobile applications of the successful category have implemented a lot more PDP as compared to the other two mobile application categories. The results from this study has provide significance towards developers, practitioners as well as the scholars from the contextual perspective of persuasive system framework also the practical values of the principles specifically the implementation in mobile application development.</span></span>
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