Academic literature on the topic 'Persuasive system design model'

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Journal articles on the topic "Persuasive system design model"

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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, no. 1 (June 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, and Ichiro Yamada. "Data model for health telemonitoring and persuasive system design." International Journal of Intelligent Information and Database Systems 10, no. 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, and Pierre Maret. "Data model for health telemonitoring and persuasive system design." International Journal of Intelligent Information and Database Systems 10, no. 1/2 (2017): 4. http://dx.doi.org/10.1504/ijiids.2017.10007346.

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Shevchuk, Nataliya, and Harri Oinas-Kukkonen. "Aiding Users in Green IS Adoption with Persuasive Systems Design." Urban Science 4, no. 4 (October 27, 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, and Julita Vassileva. "Investigation of persuasive system design predictors of competitive behavior in fitness application: A mixed-method approach." DIGITAL HEALTH 5 (January 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, no. 1 (April 30, 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, and Joshua Fogel. "The role of manager influence strategies and innovation attributes in innovation implementation." Asia-Pacific Journal of Business Administration 9, no. 1 (April 3, 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, no. 1 (July 15, 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, and 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, no. 4 (November 17, 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, and Abdullahi Abubakar Kawu. "Gender, Age and Subjective Well-Being: Towards Personalized Persuasive Health Interventions." Information 10, no. 10 (September 27, 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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Dissertations / Theses on the topic "Persuasive system design model"

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Sydow, André, and Gustav Wicklén. "Persuasive design ikontexten e-handel : Persuasive Systems Design-modellen som verktyg för utvärdering av Persuasive design-element inom området e-handel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29697.

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In this paper, we examine the persuasive design in e-commerce. This is an area with a strong representation of the design elements that can be classified as persuasive (Alhammand & Gulliver, 2014). Despite this, the spread of studies investigating persuasive design elements in e-commerce basically non-existent. We use the PSD model (Oinas-Kukkonen & Harjumaa, 2009) to identify the presence of persuasive design element on four e-commerce sites through quantitative mapping. The quantitative mapping allows us to carry out a qualitative study of the PSD model as a tool for the identification of these elements in the context of e-commerce sites. We could see that a majority of the design principles were found on the investigated e-commerce sites, the presence was highest among the design principles that is about the system's credibility, as well as those that guide the user to the intended target behavior. In the evaluation of PSD model, we identified direct dependencies between individual design principles and the need for user evaluations. We found some problems with interpreting the design principles to be applied to them in the context of e-commerce, which suggests that a clarification of designprincipera would be desirable.
I den här uppsatsen undersöker vi persuasive design inom e-handel. Detta är ett område som uppvisar en kraftig representation av design-element som kan klassificeras som persuasive (Alhammand & Gulliver, 2014). Trots detta så är utbredningen av studier som undersöker persuasive design-element inom e-handel i princip obefintlig. Vi använder oss av PSD-modellen (Oinas-Kukkonen & Harjumaa, 2009) för att identifiera förekomsten av persuasive design-element på fyra stycken e-handelsplatser genom en kvantitativ kartläggning. Den kvantitativa kartläggningen gör vi för att kunna genomföra en kvalitativ undersökning av PSD-modellen som verktyg för identifiering av dessa element i kontexten e-handelsplatser. Vi kunde se att en majoritet av designprinciperna återfanns på de undersökta e-handelsplatserna, förekomsten var högst hos de designprinciper som handlar om systemets kredibilitet samt de som guidar användaren till det tänkta målbeteendet. I utvärderingen av PSD-modellen identifierade vi direkta beroenden mellan enskilda designprinciper och ett behov av användarutvärderingar. Vi fann vissa problem med att tolka designprinciperna för att kunna appliceras dem på kontexten e-handelsplats, vilket talar för att ett förtydligande av designprincipera skulle kunna vara eftersträvansvärt.
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Hatschek, Jonas, and Frej Isaksson. "Verktygslåda för Persuasive design inom eHälsa." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327942.

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The fast technical development enables new application areas within health care, and theimportance of eHealth increases. Meanwhile, conscious behavioral change throughpersuasive technology has shown to be a functional and effective method. This studyaimed at producing a design model, customized for persuasive design within eHealth. Themodel took the shape of a toolbox, containing tools which aim to respond to key aspectsassociated with the field, and was qualitatively evaluated through interviews with expertswho assessed the quality. The interview recordings were abductively analyzed, and themodel revised by the analysis’ results. The findings contributed to a widenedcomprehension of the area and resulted in a new version of the model, and other valuableinsights about the aspect of context within persuasive design and eHealth.
Den snabba tekniska utvecklingen möjliggör nya användningsområden inom hälsoområdet,och vikten av eHälsa ökar. Samtidigt har medveten beteendeförändring genom persuasivedesign visat sig vara en funktionell och effektiv metod. I den här studien var målet attproducera en modell, anpassad för design inom eHälsa. Modellen tog formen av enverktygslåda, innehållande verktyg avsedda att besvara nyckelfaktorer inom fältet, ochevaluerades kvalitativt genom intervjuer med experter för att öka dess kvalité.Intervjuinspelningarna analyserades abduktivt, och modellen reviderades efter analysensresultat. Resultaten bidrar till en utvidgad förståelse inom fältet, en ny version av modellenoch andra värdefulla insikter angående kontext som en aspekt inom persuasive design ocheHälsa.
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Thapa, A. (Ashish). "Implementation and analysis of a support tool for the persuasive systems design model." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221854.

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The primary objective of this study was to develop a novel artifact to provide categorized and ethical examples of design principles of Persuasive System Design (PSD) model. PSD model is considered as a fundamental design and analysis tool for creating systems that aim at behavior and attitude change ethically. With the increased attention in persuasive system design field and rise in Behavior Change Support Systems (BCSS), we can expect an in increase in adoption of PSD model in design and development of such systems. Despite these developments, examples of design principles from PSD model are neither readily available nor categorized. In response to this obstacle, we created and evaluated a support tool where users could share, obtain, and rate examples from each design principle. We utilized design principles from PSD model to implement the rating feature. We used Design Science Research Methodology (DSRM) to create the artifact. We tested desirability using Product Reaction Cards to understand user’s feeling about the support tool. We also evaluated perceived effectiveness of both rating feature and app as a whole to identify the perceived effectiveness. From the results, we deduced intention to use and predicted actual usage in the future. The support tool may be useful for persuasive system designers, researchers or beginners on this field to see real life examples of design principles of PSD model. Hopefully, it could support them on designing more ethical persuasive system or contribute towards the persuasive system design area.
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Shevchuk, N. (Nataliya). "Application of persuasive systems design for adopting green information systems and technologies." Doctoral thesis, Oulun yliopisto, 2019. http://urn.fi/urn:isbn:9789526223780.

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Abstract Critical environmental situation requires academics and practitioners of various disciplines join efforts at planning sustainable development of the society. In information systems research, Green Information Systems and Technologies domain is the one that directly contributes to strengthening environmental values of individuals, communities, and organizations. Abundance of technology influences people most of the time. Although this influence is not always positive, research on persuasive technologies and behavior change support systems searches for the beneficial ways to utilize the impact of information systems on the daily activities of individuals. Ability to assist with encouraging certain behaviors is a defining characteristic of many contemporary systems and devices. Building on the knowledge obtained from the health domain, this dissertation investigates using persuasive technologies for fostering pro-environmental behavior change. Theoretical frameworks of the articles included in the dissertation are based primarily on the Persuasive Systems Design (PSD) model, accompanied by the other prominent socio-psychological theories commonly utilized in information systems research. This dissertation focuses on finding out how to encourage people to adopt and continue using mobile applications designed to assist with acquiring sustainable habits and behaviors. The dissertation is composed of the historical analysis, systematic literature review, and four experimental studies that explore different aspects of persuasive Green IS/IT. Besides analyzing existing research using PSD model as a tool for evaluation, new empirical studies provide fresh insights on Green IS/IT designed for behavior change. Addressed topics include technology adoption and continuance intention, perceived persuasiveness, self-disclosure and risk, endogenous motivations, gamification, and cognitive absorption. Conducted statistical analyses investigate relationships among PSD constructs and other related concepts to discover factors that can convince people initiate and continue using Green IS/IT to develop or maintain environmentally sound practices. Overall, the results reveal a high potential of the PSD model to become a vehicle for enhancement of the existing Green IS/IT. The dissertation provides implications for both academics and practitioners as well as suggestions for the future evolvement of persuasive Green IS/IT research
Tiivistelmä Ympäristön ja ilmaston vakava tilanne vaatii kaikilta osapuolilta kestävää kehitystä tukevaa toimintaa. Niin sanotut ‘vihreät’ tietojärjestelmät ja informaatioteknologiat pyrkivät vaikuttamaan ihmisten käyttäytymiseen vahvistamalla yksilöiden, yhteisöjen ja organisaatioiden ympäristöarvoja ja niiden mukaista käyttäytymistä. Yltäkylläinen teknologiatarjonta vaikuttaa käyttäytymiseemme koko ajan. Vaikka tämä vaikutus ei aina olekaan positiivista, vakuuttavien ja suostuttelevien teknologioiden sekä käyttäytymisen muutosta tukevien järjestelmien tutkimus pyrkii etsimään niitä hyödyllisiä keinoja, joilla tietojärjestelmien avulla voidaan vaikuttaa myönteisesti jokapäiväiseen elämäämme. Monien nykyaikaisten järjestelmien ja laitteiden perusominaisuutena voidaankin nykyään pitää niiden kykyä rohkaista ja kannustaa käyttäjiä myönteiseen kohdekäyttäytymiseen. Tämä väitöskirja rakentuu erityisesti terveystoimialalta omaksuttuun suostuttelevia teknologioita koskevaan tutkimustietoon ja pyrkii soveltamaan tätä ympäristöystävällisen käyttäytymisen vahvistamiseen. Tämän väitöstutkimuksen johtavana teoreettisena viitekehityksenä toimii Persuasive Systems Design -malli (PSD). Sen lisäksi hyödynnetään joitakin muita tietojärjestelmätutkimuksessa hyödynnettyjä sosiaalipsykologian teorioita. Väitöskirja keskittyy tarkastelemaan, miten voidaan kannustaa ottamaan käyttöön mobiilisovelluksia, jotka on jo alun perin suunniteltu tukemaan kestävän kehityksen kannalta myönteistä käyttäytymistä ja käyttäytymisen muutosta, sekä jatkamaan niiden käyttöä. Väitöskirja koostuu aihealueen historiallisesta analyysistä ja systemaattisesta kirjallisuuskatsauksesta sekä neljästä kokeellisesta tutkimuksesta, jotka tutkivat ’vihreiden’ tietojärjestelmien ja informaatioteknologioiden vakuuttavia ja suostuttelevia ohjelmisto-ominaisuuksia. Sen lisäksi että olemassa olevaa kirjallisuutta on analysoitu PSD-mallia käyttäen, samaan malliin pohjautuvat empiiriset tutkimukset tuottavat tuoreita oivalluksia käyttäytymisen muutosta tukevaan suunnitteluun liittyen. Tutkimuksessa tarkastellaan teknologian käyttöönottoa, aikomuksia jatkaa teknologian käyttöä, koettua vakuuttavuutta ja suostuttelevuutta, sensitiivisten tietojen jakamista ja siihen liittyviä riskejä, sisäsyntyistä motivaatiota, pelillistämistä sekä kognitiivista absorptiota. Tilastollisten analyysien avulla tarkastellaan PSD-mallin ydinkäsitteiden ja muiden konstruktien välisiä suhteita, jotta tunnistettaisiin niitä tekijöitä, joiden avulla voidaan vaikuttaa hyödyllisten ‘vihreiden’ tietojärjestelmien ja informaatioteknologioiden käyttöönottoon ja käytön jatkamiseen, ja yleisemmin kannustamaan ympäristöystävällisiin käytänteisiin. Tutkimustulokset osoittavat PSD-mallin merkityksen kestävää kehitystä tukeville tietojärjestelmille ja informaatioteknologioille. Suoritetun tutkimuksen perusteella ehdotetaan teemoja jatkotutkimusta varten. Väitöstutkimuksen tuloksilla on merkitystä sekä tieteenharjoittajille että käytännön soveltajille
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Bae, Eunjin. "Musical hand shaker toward sustainable behavioral changes : Designing of persuasive interaction through emotion arousing." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-94183.

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Context. This paper aims to investigate the potential of sustainable interaction system by employing persuasive design process. Sustainable Human Computer Interaction community (HCI) strives to find effective ways to change human behavior toward pro-environment. The sustainable HCI community seems to propose ambient display interface as one of its major interaction methods, which have an impact in quiet and static surroundings. However, when it comes to crowded public places where public resources are heavily wasted, ambient interfaces hardly get people’s attention and provide timely information to people. Goals. The author proposes an embodied sound interface as an alternative in the crowded places. The embodied sound interface serves to alert people at the right moment in a fun and pleasant way to induce people to engage in an intended behavior spontaneously. A sensor system prototype embedding an embodied sound interface, musical hand shaker (MHS), was developed aiming at reducing the use of paper towels. The MHS is placed near the water tap in a restroom and it respond with a music to the hand shaking of the user in front of the MHS. The system encourages people to experience how easy it is to save paper towel and do a green activity in their daily life. Methods. This study is grounded on three HCI fields: ambient information systems, affective interaction, and persuasive technology. The MHS prototype went through the persuasive design process which includes iterative steps of prototype implementation and evaluation. This design process centered on the eight steps of design process and Fogg behavior model. The persuasive qualities of embodied sound interface such as understandability, recognition of the system goal, and persistency of raised awareness of sustainability were examined. Results. The final outdoor evaluation in the restroom of a mall confirmed the impact of the MHS on people’s habit of using paper towels as well as its effectiveness of persuasion. Since it is a pilot study, there remain some unresolved issues and open questions for researcher in HCI and psychology fields.
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Hellberg, Erica, and Therese Lindström. "Vad får användare att spara i Dreams?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446305.

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The younger generation shows a different consumption behavior compared to previousgenerations where the attitude towards debt and loans is more relaxed. In addition, manypeople also experience difficulties with saving money and the human brain is a major factorin the connection between money and consumption behavior. Dreams is an application whereyou can save money and they argue that they increase the user’s wellbeing, feeling of safetyand motivation towards saving money. Dreams is designed for the users to be able to savemoney in an easy, fun and innovative way. The black background with white text bothclarifies and creates contrast for the user. This qualitative study that is based on semistructured interviews will analyze how Dreams persuade their users to save money. The studyis based on Fogg’s behavior model for persuasive design and Persuasive system designmodel. Both models explain persuasive design that influences behavior. The results show thatthere are design factors that contribute to users saving in Dreams as well as design factorsthat would make Dreams more persuasive.
Den yngre generationen visar ett annorlunda konsumtionsbeteende jämfört med tidigaregenerationer, där inställningen till skulder och lån är mer avslappnad. Dessutom upplevermånga svårigheter med att spara pengar och den mänskliga hjärnan är en stor faktor ikopplingen mellan pengar och konsumtionsbeteende. Dreams är en app där man kan sparapengar och de argumenterar att de ökar användarens välmående, trygghet och motivation attspara pengar. Dreams är designad för att användarna ska kunna spara pengar på ett enkelt,roligt och innovativt sätt. Den svarta bakgrunden och vita texten som tydliggör och skaparkontraster för användaren. Den här kvalitativ studien som är baserad på semistruktureradeintervjuer kommer analysera hur Dreams övertygar sina användare att spara pengar. Studienutgår från Foggs beteendemodell och Persuasive system design model. Båda modellernaförklarar övertygande design som påverkar beteende. Resultatet visar att det finnsdesignfaktorer som bidrar till att användare sparar i Dreams samt designfaktorer som skullegöra Dreams mer övertygande.
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Langrial, S. (Sitwat). "Exploring the influence of persuasive reminders and virtual rehearsal on the efficacy of health behavior change support system." Doctoral thesis, Oulun yliopisto, 2014. http://urn.fi/urn:isbn:9789526204765.

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Abstract Information technologies have opened new opportunities to develop persuasive systems that support people to adopt and sustain healthy behaviors. Both web-based and ubiquitous information systems have shown promising results in supporting people to adopt healthy routines. Persuasive systems have therefore received increasing attention from researchers over the past decade. Behavior Change Support Systems are an object of persuasive technology. These systems are designed to facilitate behavior change process over an extended period of time. This dissertation comprises of six studies, including two investigative, two experimental, and two field studies. An effort has been made to consecutively build these studies to formulate a central research question: To what extent virtual rehearsal augmented with reminders influence overall efficacy of health Behavior Change Support Systems? The primary theoretical underpinning is the Persuasive Systems Design model, which highlights seven postulates and twenty-eight software features for developing Behavior Change Support Systems. However, in the presented work, reminders and virtual rehearsal are explicitly studied. The interplay between these software features is examined through using a mixed-method research approach, using qualitative methodology as a core research approach. The results indicate that carefully selected and integrated persuasive software features have significant impact on the overall efficacy of Behavior Change Support Systems. Presented work addresses health behavioral change as a critical aspect of healthcare, and also extends contemporary research on critical issues in healthcare including task adherence, attrition and compliance
Tiivistelmä Uudet informaatioteknologiat ovat mahdollistaneet sellaisten vakuuttavien järjestelmien kehittämisen, jotka voivat tukea terveellisten käyttäytymismallien omaksumisessa ja niiden ylläpitämisessä. Sekä web-pohjaisilla että jokapaikan tietojärjestelmillä on saatu lupaavia tuloksia terveellisten rutiinien omaksumisessa. Vakuuttavat järjestelmät ovat näin viimeisen vuosikymmenen aikana saaneet kasvavaa huomiota tutkijoilta. Yksi vakuuttavan teknologian tutkimuskohteista on käyttäytymisen muutoksen tukijärjestelmät. Nämä järjestelmät on suunniteltu helpottamaan käyttäytymisen muutoksessa pitkähkön aikajakson kuluessa. Tämä väitöskirja koostuu kuudesta tutkimuksesta, sisältäen kaksi eksploratiivista, kaksi kokeellista ja kaksi kenttätutkimusta. Kyseiset tutkimukset on suunnitelut siten, että on voitu muodostaa yksi keskeinen tutkimuskysymys: Missä määrin virtuaalinen harjoittelu yhdessä muistutusten kanssa voi vaikuttaa käyttäytymisen muutoksen tukijärjestelmien tehokkuuteen? Pääasiallisena teoreettisena pohjana toimii vakuuttavien järjestelmien PSD-suunnittelumenetelmä (Persuasive Systems Design Model), joka korostaa seitsemää perusoletusta ja 28 ohjelmisto-ominaisuutta tällaisten käyttäytymisen muutoksen tukijärjestelmien kehittämisessä. Tässä väitöskirjassa on keskitytty tutkimaan erityisesti virtuaalisia muistutuksia ja virtuaalista harjoittelua. Kyseisiä ohjelmisto-ominaisuuksia on tarkasteltu käyttämällä mixed-method -tutkimustapaa erityisesti laadullisella tutkimusotteella. Tässä tutkimuksessa saadut tulokset osoittavat, että järjestelmien huolella valituilla ja toteutetuilla vakuuttavilla ominaisuuksilla on merkittävä vaikutus käyttäytymisen muutoksen tukijärjestelmien tehokkuuteen. Väitös osoittaa terveyskäyttäytymisen muutoksen olevan kriittinen osa terveydenhoitoa. Väitöstyö myös lisää terveydenhoidon tietämystä sen kriittisissä ongelmissa, erityisesti harjoituksiin sitoutumisessa tai vastaavasti harjoitusten tekemättä jättämisessä ylipäätään ja ohjeiden noudattamisessa
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Birgander, Viktor, and Jens Bleckert. "Tillämpning av persuasive design på kursvärderingsverktyg." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446183.

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Vid Institutionen för informatik och media vid Uppsala Universitet (IM) används ett digitalt kursvärderingsverktyg (IMKV) som en central metod att samla in feedback från kursdeltagare som underlag för kvalitetsarbete och för reflektion åt kursdeltagaren. Vid IM är svarsfrekvensen låg och således är underlaget för kvalitetsarbete lågt och IMKV riskerar visa på resultat som inte är reliabla eller representativa. Syftet med arbetet var att utveckla en it-artefakt som alternativ till IMKV med stöd från empirin om användarbeteende och persuasive design, följt av en utvärdering om huruvida denna prototyp skulle kunna förbättra användarupplevelsen och på så vis höja svarsfrekvensen. Problemet om låg svarsfrekvens med IMKV analyserades utifrån följande modeller om beteende: Foggs beteendemodell (FBM) som beskriver hur motivation och förmåga påverkar ett målbeteende, samt Technology Acceptance Model (TAM) och Hedonic-Motivation System Adoption Model (HMSAM) som beskriver hur användarbeteende styrs av användarupplevelse och den upplevda nyttan i användande. En klon av IMKV skapades (se bilaga 1) och en webbaserad prototyp (se bilaga 2) av ett nytt kursvärderingsverktyg togs fram ur designprinciper för persuasive designdär förbättringar i användarupplevelse och ökad upplevd nytta låg i fokus. Deltagare i studien delades slumpmässigt i två grupper där ena testade IMKV-klonen och andra prototypen och sedan utvärderade respektive version med det webbaserade verktyget AttrakDiff som kvantifierar användarupplevelsen. Datan analyserades med t-test. IMKV analyserades utifrån teori om persuasive design och beteende. Möjliga problem identifierades där persuasive design skulle kunna förbättra användarupplevelsen. Designprocessen började med brainstorm, sedan iterativ utveckling. I samtliga t-test påvisades en statistisk signifikant skillnad mellan grupperna, där de som testade prototypen hade en bättre användarupplevelse. Att utnyttja principer för persuasive designkan ge stor effekt på användarupplevelsen vid webbaserad kursvärdering och i längden eventuellt öka deltagandet. Resultaten i denna studie skulle kunna bidra vid framtida utveckling av kursvärderingsverktyg.
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Marquardson, James. "Achieving Alignment: System Design and Attitudinal Considerations to Increase the Persuasive Power of Technology." Diss., The University of Arizona, 2015. http://hdl.handle.net/10150/556848.

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Increasing amounts of data are being produced and consumed on a daily basis. Every mouse movement and click on a website can be analyzed to discover usage patterns and cognitive load (Jenkins et al., 2014), companies mine purchase histories to discover customer shopping patterns (Brin et al., 1997) and historical business transaction information can be used to improve business processes (Ghattas et al., 2014). Using sophisticated algorithms, data can be turned into information that helps guide marketers, policy makers, business managers, and other decision-makers. However, history has shown that increases in the amount and quality of information do not necessarily lead to better decision outcomes (Dawes et al., 1989). Human decision-makers may fail to understand the information, ignore it, or simply not believe it. Methods for effectively conveying information to humans must be studied so that the full value of information systems can be realized. This dissertation uses three studies to explain the factors that make technology persuasive. In the first study, attitudes toward technology measure how beliefs about technology influence the way people process information. Ordering effects are also examined to determine how people view information from decision support systems, and to find the optimal time to present information to decision-makers. In the second study, the persuasive power of text and audio modalities are compared. Additionally, the loss aversion bias is investigated to determine the utility of leveraging this cognitive bias in a technology context. In the third study, Protection Motivation Theory (Rogers, 1983) is used to extend the loss aversion model from study two. The study also investigates how message vividness and user participation through software personalization influence attitudes and behavior. Together, these experiments extend existing theoretical frameworks while giving actionable guidance to information systems practitioners. The studies demonstrate the importance of understanding cognitive biases, attitudes toward technology, and message delivery in a decision support scenario. These investigations are the first step in creating a more comprehensive model of factors that influence the persuasive power of technology.
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Johansson, Björn. "Model management for computational system design /." Linköping : Univ, 2003. http://www.bibl.liu.se/liupubl/disp/disp2003/tek857s.pdf.

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Books on the topic "Persuasive system design model"

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Obinata, Goro, and Brian D. O. Anderson. Model Reduction for Control System Design. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0283-0.

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Cavalloro, Patrizia, Christophe Gendarme, Klaus Kronlöf, Jean Mermet, Jos van Sas, Kari Tiensyrjä, and Nikolaos S. Voros, eds. System Level Design Model with Reuse of System IP. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/b105966.

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1976-, Lamm Jesko G., Roth Stephan 1968-, and Walker Markus 1965-, eds. Model-based system architecture. Hoboken, New Jersey: John Wiley & Sons, Inc., 2015.

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Cavalloro, P. System Level Design Model with RE-Use of System IP. Dordrecht: Springer, 2003.

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Forrai, Alexandru. Embedded Control System Design: A Model Based Approach. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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Molnos, Anca, and Christian Fabre, eds. Model-Implementation Fidelity in Cyber Physical System Design. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47307-9.

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Control system design based on exact model matching techniques. Berlin: Springer-Verlag, 1985.

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Bennett, Bart. A Conceptual design for the model integration and management system. Santa Monica, CA: The Rand Corporation, 1989.

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service), SpringerLink (Online, ed. Model Predictive Control System Design and Implementation Using MATLAB®. London: Springer London, 2009.

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Williams, Anthony D. An open simulation system model for scientific applications. [Washington, D.C.]: National Aeronautics and Space Administration, 1995.

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Book chapters on the topic "Persuasive system design model"

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Meedya, Shahla, Muhamad Kashif Sheikh, Khin Than Win, and Elizabeth Halcomb. "Evaluation of Breastfeeding Mobile Health Applications Based on the Persuasive System Design Model." In Persuasive Technology: Development of Persuasive and Behavior Change Support Systems, 189–201. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17287-9_16.

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Wiafe, Isaac, Muna M. Alhammad, Keiichi Nakata, and Stephen R. Gulliver. "Analyzing the Persuasion Context of the Persuasive Systems Design Model with the 3D-RAB Model." In Persuasive Technology. Design for Health and Safety, 193–202. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31037-9_17.

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Drozd, Filip, Tuomas Lehto, and Harri Oinas-Kukkonen. "Exploring Perceived Persuasiveness of a Behavior Change Support System: A Structural Model." In Persuasive Technology. Design for Health and Safety, 157–68. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31037-9_14.

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Yoo, Kyung-Hyan, Ulrike Gretzel, and Markus Zanker. "Implications for Recommender System Design." In Persuasive Recommender Systems, 37–44. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-4702-3_7.

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Mustaquim, Moyen M., and Tobias Nyström. "A System Development Life Cycle for Persuasive Design for Sustainability." In Persuasive Technology, 217–28. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20306-5_20.

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Räisänen, Teppo, Tuomas Lehto, and Harri Oinas-Kukkonen. "Practical Findings from Applying the PSD Model for Evaluating Software Design Specifications." In Persuasive Technology, 185–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13226-1_19.

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Gough, Kathryn, and Jillian Hamilton. "Improving the Design of Online Applications for Social Benefit through a Behaviour Change Model." In Persuasive Technology, 69–74. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-37157-8_10.

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Shao, Xiuyan, and Harri Oinas-Kukkonen. "How Does GDPR (General Data Protection Regulation) Affect Persuasive System Design: Design Requirements and Cost Implications." In Persuasive Technology: Development of Persuasive and Behavior Change Support Systems, 168–73. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17287-9_14.

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Schmitt, Heinz-Ulrich. "System Design." In Effective Model Building for Strategic Planning, 137–53. Wiesbaden: Deutscher Universitätsverlag, 1996. http://dx.doi.org/10.1007/978-3-322-99897-2_7.

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Taype, Geovanna Evelyn Espinoza, and Maria Cecilia Baranauskas Calani. "Extending Persuasive System Design Frameworks: An Exploratory Study." In Advances in Intelligent Systems and Computing, 35–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-40690-5_4.

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Conference papers on the topic "Persuasive system design model"

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Mohd Mohadis, Hazwani, and Nazlena Mohamad Ali. "Using Socio-ecological Model to Inform the Design of Persuasive Applications." In CHI '15: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2702613.2732835.

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Bakri, Aryati, Nor Hawaniah Zakaria, Siti Nazirah Muhamad Zainuldin, and Alaa H. AbuSafia. "A conceptual model of Al-Furqan courseware using persuasive system design for early learning childhood." In 2014 8th Malaysian Software Engineering Conference (MySEC). IEEE, 2014. http://dx.doi.org/10.1109/mysec.2014.6986040.

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Torning, Kristian, and Harri Oinas-Kukkonen. "Persuasive system design." In the 4th International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1541948.1541989.

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Fogg, BJ. "A behavior model for persuasive design." In the 4th International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1541948.1541999.

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Schneider, Hanna, Kilian Moser, Andreas Butz, and Florian Alt. "Understanding the Mechanics of Persuasive System Design." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2858036.2858290.

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Walji, Muhammad F., and Jiajie Zhang. "Human-Centered Design of Persuasive Appointment Reminders." In 2008 41st Annual Hawaii International Conference on System Sciences. IEEE, 2008. http://dx.doi.org/10.1109/hicss.2008.194.

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Han, Lizhen, Zhigeng Pan, Mingmin Zhang, and Feng Tian. "A Pleasurable Persuasive Model for E-Fitness System." In 2016 International Conference on Cyberworlds (CW). IEEE, 2016. http://dx.doi.org/10.1109/cw.2016.20.

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Oyibo, Kiemute, Ifeoma Adaji, Rita Orji, Babatunde Olabenjo, Mahsa Azizi, and Julita Vassileva. "Perceived Persuasive Effect of Behavior Model Design in Fitness Apps." In UMAP '18: 26th Conference on User Modeling, Adaptation and Personalization. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3209219.3209240.

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Shih, Li Hsing, Fenghueih Huarng, and Yi-Cin Jheng. "Selecting persuasive strategies for design for energy-saving behavior." In 2017 International Conference on Applied System Innovation (ICASI). IEEE, 2017. http://dx.doi.org/10.1109/icasi.2017.7988108.

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Win, Khin Than, Judy Mullan, Sarah Howard, and Harri Oinas-Kukkonen. "Persuasive Systems Design features in Promoting Medication Management for consumers." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2017. http://dx.doi.org/10.24251/hicss.2017.403.

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Reports on the topic "Persuasive system design model"

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G. Sequeira and W. M. Nutt Ph.D. Design Concept Evaluation Using System Throughput Model. Office of Scientific and Technical Information (OSTI), May 2004. http://dx.doi.org/10.2172/840124.

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Hamm, L. L. APT Blanket System Model Based on Initial Conceptual Design - Integrated 1D TRAC System Model. Office of Scientific and Technical Information (OSTI), October 1998. http://dx.doi.org/10.2172/4915.

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Horton, William D. Ground Vehicle System Integration (GVSI) and Design Optimization Model. Fort Belvoir, VA: Defense Technical Information Center, July 1996. http://dx.doi.org/10.21236/ada360935.

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Choi, Kyung K. System Reliability-Based Design Optimization Under Input and Model Uncertainties. Fort Belvoir, VA: Defense Technical Information Center, February 2014. http://dx.doi.org/10.21236/ada605988.

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Bennett, M. V., and J. M. Bennett. Aircraft Engine/APU Fire Extinguishing System Design Model (HFC-125). Fort Belvoir, VA: Defense Technical Information Center, May 1997. http://dx.doi.org/10.21236/ada373212.

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Quinlan, G. F., R. A. Reid, and N. D. Wenderlich. Design and construction of a computer system model for application development workloads. Office of Scientific and Technical Information (OSTI), February 1989. http://dx.doi.org/10.2172/6137929.

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Malczynski, Leonard A. Best practices for system dynamics model design and construction with powersim studio. Office of Scientific and Technical Information (OSTI), June 2011. http://dx.doi.org/10.2172/1029812.

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O`Hara, J. M. Advanced human-system interface design review guideline. General evaluation model, technical development, and guideline description. Office of Scientific and Technical Information (OSTI), July 1994. http://dx.doi.org/10.2172/10175091.

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Tung, L., and L. Eriksson. Pressure Model for the Vacuum System for the Electron Gun and Injector for LCLS Final Design Report. Office of Scientific and Technical Information (OSTI), April 2006. http://dx.doi.org/10.2172/889436.

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Zawislanski, P. T., and C. M. Oldenburg. Data analysis for preliminary conceptual model design, Vadose Zone Monitoring System (VZMS), McClellan AFB. 1997 annual report. Office of Scientific and Technical Information (OSTI), January 1998. http://dx.doi.org/10.2172/650226.

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