Dissertations / Theses on the topic 'Technologies Persuasives'
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Foulonneau, Anthony. "Les technologies persuasives adaptatives." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM085/document.
Full textThis thesis deals with persuasive technologies, and in particular adaptation of the persuasion in order to optimize efficiency and relevance of those technologies. Persuasive technologies are technologies design to change behaviors without using coercion or deception. Numerous techniques to shape user behavior but few and perfectible methods to design these technologies characterized the research domain of persuasive technologies.The background of persuasive technologies is the traditional interpersonal persuasion, studied for over two thousand years in rethoric, philosophy, and more recently psychology. This last discipline offers many theories and models to understand more precisely the process that determine human behaviors. These theories show in particular that persuasive situations are complex, varied, with many influence factors. That is why we propose the notion of adaptive persuasive technologies : technologies able to adapt their persuasive stategies to the user context. To design these products and services, we propose in the first place a model of the persuasive context, that is all the constraints that influence the practice of a targeted behavior by the user at a given time. Each constraint in the persuasive context is at the same time an adaptation criteria and an action lever for the adaptive persuasive technology. For each lever, we identify the persuasive principle that can be used to move it. In a second time, we propose a problem space that characterized the adaptation of the persuasion, thanks to five axis : the purpose, the target, the criteria and the dynamic of the adaptation, and the user role in the adaptation process. Finally, by making and assessing TILT, a persuasive application dedicated to smartphone usage regulation, we show that the adaptation of the persuasion, with the use of the persuasive contexte model and the problem space, benefits to the persuasive efficiency
Corrégé, Jean-Baptiste. "Application des normes sociales aux technologies persuasives : le cas de la rénovation énergétique." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS530/document.
Full textThis thesis deals with the question of behavioral changes, and in particular with the way this question applies to the computer domain through persuasive technologies.In a particular application context, that of the renovation of housing, we are interested in the role that the information available to users can play in the way they develop their renovation project. One way to change user behavior is to change the goals they pursue, either explicitly or implicitly. Although the effectiveness of the former has been shown in an experimental context, it seems less suitable for natural situations. We therefore propose an approach aimed at modifying the goals pursued by the users implicitly.With this in mind, we are working first on the use of injunctive social norms to encourage users to work particularly on energy renovation. In a first study, we compare injunctive social norm and goal setting to a control condition. We are interested in the performance of the participants in the task (improving the energy performance of a home) as well as the way in which the project is set up throughout the study. The results show that social norm and explicit goal have a similar effect on task performance but different on temporal organization. We also observe a more stable behavior in the case where the social norm is activated, and an effect that seems globally less artificial than in the case where we set an explicit objective to the user. This first study also highlights the need for the norm to be salient, or activated.In a second study, we focus on what characterizes the salience of the normative message. In the first study, we used two different types of information: the normative message and concrete cues of desirable behavior. This second study aims to distinguish these two types of information and test their respective effect. The results show that the normative message seems to have a slightly greater effect on performance but also more artificial on user behavior.In a third study, we are interested in the characteristics of the message, assuming that a better perceived message could support the salience of the norm it carries. As part of a collaboration with artificial intelligence researchers, we tested different types of framing to assess their respective effect on the perception of the argument to which they applied. The mixed results essentially show that the argumentative style (rational and factual rather than emotional or moral) seems to have a significant weight on the perception of the argument. In addition, the theme addressed by the argument seems to play a significant role and should therefore be given special attention for the development of similar interventions.At the application level, our results first highlight the relevance of the use of injunctive social norms in a context of persuasive technology. They also show that social standard messages must be carefully crafted, taking into account multiple factors. On the theoretical level, we show that a social norm can have an effect comparable to that of an explicitly fixed objective, but that both generate the setting up of different cognitive processes. Eventually, methodologically, we apply the analysis of traces of activity to the field of social influence, which, to our knowledge, had not yet been put in place
Rei, David. "Interactions Humain-Machine Adaptées à la Personnalité des Utilisateurs : Application de Motivation à l'Activité Physique." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG012.
Full textPhysical activity is a recognized means of preventing non-communicable diseases. It has a positive impact on health and well-being if carried out regularly, with a minimum level of activity. Lack of physical activity has long been recognized and documented as a public health problem, and is of major societal importance, accentuated in recent years by the Covid-19 crisis. It is therefore necessary to motivate people to take part in physical activities that are accessible and easy to implement, such as walking. Many walking interventions with tracking devices, such as pedometers or smartphones, have led to an increase in physical activity, but only in the short term, and the positive effects of these interventions quickly fade. Beyond the novelty effect of a device or mobile application, it is the lack of personalisation and adaptation to the user that seem to diminish the longer-term effects of walking interventions.In this thesis, we propose a new model of adaptive human-machine interactions for mobile walking motivation. This model is inspired by two psychology theories in particular: the self-determination theory, which describes three fundamental needs to be satisfied in order to achieve motivation and well-being, and the regulatory focus theory, which describes individuals' action strategies depending on the context, their goal and how to achieve it. Our model also takes into account users' activity, so as to offer them motivational interactions adapted to their profile.We implemented this model in an Android mobile application and evaluated its effectiveness in terms of walking performance and motivation through three longitudinal field studies and a design study. The first field study implemented the dimension of adapting a daily walking goal to the user's performance. Results showed an increase in short-term walking, followed by a decrease in application use and user performance. The second field study added the dimension of adapting motivational messages. The motivational messages were adapted to the users' regulatory focus profile. The results were encouraging, particularly with regard to the reduction in user amotivation, but we again noted a decline in application use over the longer term. The third field study was designed to evaluate the adaptation dimension of the gamification of our model, replacing the motivational messages. Our gamification takes into account both the self-determination theory and the regulatory focus theory to propose an interaction adapted to the user's profile.We look back at the strengths and weaknesses of our contributions, and offer some perspectives on the joint use of these two theories to motivate walking on smartphones
Khaghani, Far Iman. "Persuasive Technologies for Active Ageing." Doctoral thesis, Università degli studi di Trento, 2016. https://hdl.handle.net/11572/368843.
Full textKhaghani, Far Iman. "Persuasive Technologies for Active Ageing." Doctoral thesis, University of Trento, 2016. http://eprints-phd.biblio.unitn.it/1708/1/Iman-Khaghanifar-thesis-min.pdf.
Full textHanell, Jenny. "Quantified Dog: Supporting Dog Health through Persuasive Technologies." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209575.
Full textI samarbete med HappyTail, ett svenskt företag som utvecklar en mobilapplikation för hundägare, syftar den här kvalitativa undersökningen till att identifiera viktiga faktorer som personer verksamma inom applikationsutveckling med fokus på hundhälsa bör ha i åtanke under utvecklingsskedet. Enligt forskare inom beteendevetenskap är det viktigt att det finns en bro mellan mobilapplikationer med hälsotema och befintliga teorier inom området beteendeförändring för att kunna uppnå önskvärda resultat. Därför har litteratur som berör hundens hälsa samt viktiga faktorer för beteendeförändring i samband med utveckling av ny teknik beaktats. För att få ökad förståelse för hundägares beteende utfördes fem djupgående intervjuer med deltagare rekryterade från hundrelaterade grupper på Facebook. Tillsammans med den granskade litteraturen resulterade den insamlade datan i en djupare inblick i hundägares liv, vilka faktorer som motiverar och inspirerar dem till att ta hand om sin egen såväl som sin hunds hälsa, och hur teknik bör vara utformad för att påverka dem till att ändra beteende gentemot sin hund. Det visade sig bland annat att relationen mellan hund och hundägare var extra viktig för deltagarnas syn på sin hunds hälsa, och att social support och personalisering är grundstenar för en intressant mobilapplikation med hundrelaterat innehåll. Avslutningsvis diskuteras även vilka etiska aspekter som är nödvändiga att beakta när hundar inkluderas i utvecklingen av ny teknik. Undersökningens resultat har ett värde för forskare som specialiserar sig på hundägares beteende samt för utvecklare av ny teknik som strävar efter att förbättra hundars hälsa.
Whelan, Maxine E. "Persuasive digital health technologies for lifestyle behaviour change." Thesis, Loughborough University, 2018. https://dspace.lboro.ac.uk/2134/32507.
Full textLarsson, Emma. "CHALLENGING PERSUASIVE PRINCIPLES IN MOBILE APPLICATIONS." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-11382.
Full textShevchuk, 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.
Full textTiivistelmä 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
PILLONI, PAOLO. "Persuasive Mobile Systems Design to Help People be Physically Active." Doctoral thesis, Università degli Studi di Cagliari, 2014. http://hdl.handle.net/11584/266503.
Full textSalutari, Alessandro. "Persuasive technologies and digital wellness : Positive effects on end users' time management skills and overall productivity." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-301636.
Full textI takt med den konstant tillväxten av smarta telefoner som gett direkt tillgång till internet, utvecklades även personliga verktyg i form av applikationer (appar) på sådana telefoner och andra digitala verktyg som kan användas i kombination med smarta telefoner. Den största förändringen gäller appar och digital verktyg som försöker förbättra användarnas hälsa, även kallat digital hälsa. Digital hälsa, vilket inkluderar alla appar med mål att reglera och uppmuntra ett hälsosammare användande och andra verktyg, har kommit att spela en stor roll i utvecklingen av digital hälsa. Apparna och verktygens primära målsättning är således att påverka användarnas beteenden till att bli mer hälsosamma genom preventiva metoder. Denna studie ämnar besvara frågeställningen: ”Kan appar och andra verktyg av preventiv natur, i synnerhet appar och verktyg med fokus på̊ digital hälsa, ha en positiv inverkan och således påverka användarens tidsplanering och samlade produktivitet?” Tidigare forskning undersöker olika definitioner av influerande appar och verktyg. McGregor’s teori X och Y är senare använt och analyserat för att ge studien en bakgrund i hur det på verkar ens arbete. Vidare analyseras resultatet utefter Maslow’s behovstrappa. Utifrån Maslow’s behovstrappa identifieras två huvudvariabler vilket studien fokuserar på , användarens tidsplanering och samlade produktivitet. Studien genomförd en enkätundersökning för att samla information och utforska korrelationen mellan användarens tidsplanering och samlade produktivitet i kombination med preventiva appar och verktyg och deras effekter på användarens tidsplanering och samlade produktivitet. Av enkätens 108 respondenter, använde 45 % (n=49) sina smarta telefoner i genomsnitt 4+ timmar per dag och 68 % (n=73) har inte satt några tidsbegränsningar för deras användning. Dock visar studien att 76 % (n=82) av de tillfrågade är medvetna om apparna och andra digital verktygs på verkan på deras hälsa och 57% (n=61) tror att appar och andra digitala verktyg kan hjälpa dem att nå deras mål. Denna studie på visar empiriska bevis att preventiva appar kan förbättra respondenternas tidsplanering och samlade produktivitet. Sedermera, nära 60 % (n=62) litar på att appar och verktyg som har effekt på beteenden, kan hjälpa deras allmänna välmående
Castagnino, Ugolotti Vania. "Persuasive Meaningful Play : Exploring the video game Behind Every Great One." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17728.
Full textRönnberg, Sofia. "Persuasive Chatbot Conversations : Towards a Personalized User Experience." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166354.
Full textGharibpour, Sohrab, and Veronika Madzinova. "Designing for Sustainable HCI : Location-Based Mobile Application for Encouraging Environmental Friendly Ways of Transportation." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-120738.
Full textDéléant, Laura. "Persuasion et attention : étude oculométrique des éléments persuasifs sur internet pour promouvoir les attitudes et comportements pro environnementaux." Thesis, Université de Lorraine, 2020. http://www.theses.fr/2020LORR0108.
Full textIn recent years, the spread of information and communication technologies (ICT) has led to the implementation of persuasion techniques to these materials. These technologies are called "persuasive technologies" to refer to the ICTs used to change attitudes and behaviors (Fogg, 2003). Persuasive technologies field has led the domain of human machine interactions (HMI) and social psychology to meet. Our project is part of this dynamic. Our work is interested in the impact of regular exposure of Internet users to persuasion techniques on the influence process. We have delimited our study area to websites committed to the environment. In our first study, we identified the persuasive elements of the WWF site during inspections by users with different levels of familiarity with persuasion techniques. The results highlight the consistency of the inspections, regardless of the level of familiarity of the participants' persuasive techniques. Our second study is concerned with the persuasive impact of the elements identified during the first study. For this, this second study assesses the attractive, vividity (Nisbett & Ross, 1980) and persuasive dimensions of the elements of the WWF site. For this we studied (1) the attractiveness of the elements identified as persuasive or not (study 1) using the durations and numbers of fixations, (2) the impact of these elements on eco-environmental attitudes, behavioral intentions favorable to the environment as well as (3) the effect of the vividness of the messages on their memorization and attractiveness. The results of this second study highlight participants' favorable attitudes and behavioral intentions following the WWF visit. The persuasive elements, however, do not attract the attention of users more than the unconvincing elements
Piuhola, Petriina. "Persuasive features in online health coaching: A case study of coaching provider Lifted." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209578.
Full textForskning inom människa-dator interaktion (MDI) brukar fokusera på beteendeförändring genom att mäta utfallet av ett beteende. Detta är inte alltid möjligt att tillämpa eller det enda sättet att studera persuasiva teknologier. Att förstå hur användaren interagerar med persuasiva system och integrerar dem i sina vardagliga liv kan också styra utvärdering av sådana system. De flesta beteendeteorier är inte kontextspecifika, vilket är ett skäl till varför den här studien utforskar onlinekurser av Lifted för att förstå beteendeförändring i kontexten av online hälsocoaching. Fyra tränade och åtta användare intervjuades om deras interaktioner och uppfattning av Lifteds hälsocoaching för att förstå vad de är på plattformen som gör att användarna återvänder. Nyckelfunktioner som identifierades som persuasiva var sådana som stödde personifiering, gemenskapen eller användarnas engagemang i kursen. De identifierade funktionerna kan komma till användning vid utvecklingen av hälsocoachingplattformar.
Bishop, Källberg Kayleigh, and Crabtree Zephyr Orlando Vaquez. "Do you have any left? : Three triggers to persuade into sustainable behaviour within e-grocery." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44545.
Full textVieira, Aiane de Oliveira. "As estratégias persuasivas dos presidenciáveis na corrida eleitoral de 2014 nas redes sociais." Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/6508.
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This dissertation developed an analysis that aims to identify why political parties and candidates use social media websites as a campaign tool and the main persuasive strategies they use to convince the electorate. It also tried to comprehend how professionalization, medialization and personalization, contemporary campaigns main characteristics, influence political campaigns in digital environments. In this perspective, the research chose to analyze candidates’, Aécio Neves (PSDB) and Dilma Rousseff (PT), official pages on Facebook. The main goal was to understand the persuasive strategies they used throughout the presidential race. The study’s main hypotheses defends that the candidates, using advanced electoral marketing techniques, used social media websites in order to promote themselves and attack their opponents and, on the other hand, did not debate political issues. In order to reach the main goal and test the proposed hypothesis, the research developed a literature review that underwent the historical transformation that the electoral process experienced both in an international and national context. It also focused on New Information and Communication Technology rise in the political communication field as well as debated about their contributions to the quality of democracy and electoral campaigns. The research also promoted an investigation on the political scene that the 2014 presidential race took place, which discussed the polarization between PT and PSDB around the presidential election in the last two decades. The analysis focused, first, on former presidents’ Fernando Henrique Cardoso and Luiz Inácio Lula da Silva administrations as well as President Dilma Rousseff first term and, later, introduced the main events that happened throughout the campaign. The paper identified and debated the main communicational strategies adopted by campaign strategists, which suited as a theoretical sketch of the methodological model implemented. It was collected the content posted on the candidates’ official pages on Facebook between July 6th and October 26th , 2014 and it was developed a content analysis that classified each post in the following categories: Agenda; Support/Endorsement; Attack/Negative Campaign; Campaign/Call for votes; Defense/Counterattack; Institutional; Personal Matters/Personal promotion; and Political Proposals. Later, based on the results, it was done a comparative analysis, which tried to emphasize each variable analyzed and highlight each candidate’s strategies and goals according to the electoral context. This research concluded that institutional propaganda and personal promotion, political personalization main characteristics, in addition to negative campaign led the campaign and, on the other hand, political discussions were put aside.
Esta dissertação desenvolveu uma análise que busca identificar as finalidades para as quais partidos e candidatos usam as redes sociais como ferramenta de campanha política e quais as principais estratégias persuasivas usadas por eles para convencer o eleitor. Buscou-se também compreender como a profissionalização, a midiatização e a personalização, características das campanhas contemporâneas, influenciam as campanhas em ambientes digitais. Nesse sentido, escolheu-se como objeto de estudo as páginas oficiais dos candidatos Aécio Neves (PSDB) e Dilma Rousseff (PT) na rede social Facebook e o objetivo geral foi analisar as estratégias persuasivas usadas por eles ao longo da corrida presidencial. Partiu-se da hipótese de que os candidatos empregaram avançadas técnicas de marketing eleitoral e utilizaram as redes sociais para se autopromoverem e atacarem seus oponentes e, em contrapartida, deixaram de debater questões políticas programáticas. Para alcançar tal objetivo e testar a hipótese proposta, o trabalho fez uma revisão da literatura que perpassou as transformações históricas vividas pelas campanhas eleitorais, tanto no contexto internacional, quanto nacional; a ascensão das Novas Tecnologias de Informação e Comunicação na comunicação política e o debate acerca de suas contribuições para a qualidade da democracia e dos processos eleitorais. A pesquisa desenvolveu também um balanço do cenário político em que as eleições de 2014 se desenvolveram, o qual discutiu a polarização entre PT e PSDB em torno das eleições presidenciais nas últimas duas décadas, perpassando pelos governos de Fernando Henrique Cardoso, Luiz Inácio Lula da Silva e o primeiro mandato de Dilma Rousseff, para então introduzir os principais fatos que se desenrolaram ao longo do período eleitoral. Identificou-se e debateu-se as principais estratégias comunicacionais adotadas pelos estrategistas de campanha, análise esta que serviu como esboço teórico do modelo metodológico implementado na pesquisa, o qual, por meio de análise de conteúdo, coletou as postagens feitas nas páginas oficiais dos dois candidatos entre os dias 06 de julho e 26 de outubro de 2014 e classificou-as em: Agenda; Apoio/Endosso; Ataque/Campanha Negativa; Campanha/Apelo; Defesa/ContraAtaque; Institucional; Assuntos Pessoais/Promoção Pessoal; e Propositivo. Posteriormente, os resultados obtidos foram discutidos por meio de uma análise comparativa, que buscou evidenciar cada variável analisada e destacar as estratégias e os objetivos de cada candidato de acordo com o contexto eleitoral. Concluiu-se que a propaganda institucional juntamente com a promoção pessoal, características da personalização da política, bem como o discurso negativo tomaram conta dos discursos da campanha em detrimento da apresentação e discussão de propostas de governo.
Fenicio, Alessandro. "Ingénierie de l'Interaction Homme-Machine et Persuasion Technologique : étude du concept de Chemin Persuasif." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAM035/document.
Full textSocietal challenges are an international concern. Daily advertising campaigns rise attention of people to make them change: "Smoking kills", "Drinking or driving, choose", "Eating five fruits and vegetables a day", etc. However, these campaigns have limited effect.Persuasive technologies have been explored for fifteen years to orient technology on the difficulty of changing behavior. Monitoring devices such as bracelets or watches of physical activities and applications are multiplying obtaining commercial successes. However, despite the potential capabilities of technology of delivering personalized strategies, the incentive to change remains limited. The difficulty lies in the multidisciplinarity of the field: designing persuasive interactive systems requires mastering the fundamental concepts and the advances in cognitive and social psychology, which makes the persuasive practice extremely ambitious.This thesis contributes to the engineering of persuasive interactive systems. It deals with the process of behavior change and proposes the concept of persuasive path to stimulate users in their behavior change. The persuasive path is a succession of events designed to pave the progression of the user toward the change among the set of possible behaviors. This set is modeled with state machines describing all the possible transitions between behaviors. Transitions between behaviors are triggered when the determinants of the corresponding behaviors are satisfied in the current user's context. A persuasive architecture is proposed to orchestrate the state machines and the persuasive paths. The formalism of state machines also allows the characterization and comparison of change processes in the literature.An incremental design method is proposed to design, step by step, the state machine and the persuasive path. The steps proceed in order to actuate design choices that make the system little by little more dependent: problem dependent, domain dependent, task dependent and context dependent. This structuring progressive conception allows a revision of the design choices according to the observed performance of the persuasion.The conceptual contributions (concepts and design method): CRegrette, an application aimed at stopping behavior (smoking); on the other hand, Mhikes, an application aimed at reinforcing behavior (walking). A complete implementation of Mhikes (concepts and architecture) is made available to show the technical feasibility of the approach. The technological maturity of this approach allow the deployment of the application at real scale and an experimental evaluation of the contributions.The evaluation results confirms the relevance of the models and of the architecture, allowing the introduction of software probes (1) to identify the roles endorsed by users, 2) to follow the possible changes and 3) to produce personalized notifications. The notifications resulted more efficient than the communication campaigns operated by Mhikes. However, the role changes remains complex, with extra-transitions that are more difficult to actuate than intra-transitions.In conclusion, the thesis delivers a complete set of methods, models and tools for the engineering of persuasive interactive systems. More broadly, this set can be used by other communities to progress in the compression of human interaction
Beck, Estee Natee. "Computer Algorithms as Persuasive Agents: The Rhetoricity of Algorithmic Surveillance within the Built Ecological Network." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1427314196.
Full textNaczaj, Dimitri. "Aspects graphiques de la persuasion technologique : étude des messages persuasifs sur internet pour le recyclage des déchets électroniques." Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0619/document.
Full textThis thesis includes three experiments and two pre-tests (N = 1135) in which three fundamental aspects of static message design on the Internet are studied: its format (infographics, audio or text), its colour and typography, on the theme of electronic waste recycling (studies 1 and 2) and then on human migration (study 3).The study of graphic aspects is relevant if we want to increase the persuasive power of a message. The format plays a major role (study 1a), making it possible to change attitudes and to anchor this change over time. Colours, on the other hand, do not seem to vary the persuasive force of the message or to lead readers to act in favour of recycling (study 1b). Nor does typography seem to play a role in the persuasive dynamic, whether it is considered legible or difficult to read (study 2). Theoretical approaches regarding the personality of typographies and their coherence with the context are developed.The analysis of the components of the ELM revealed, in each study, the strong link between the attitude of individuals and their sense of personal responsibility towards the theme addressed as well as their a priori knowledge. We have also seen that the levers of persuasion are not systematically the same according to the need for cognition.We suggest that persuasive messages should adopt a format that allows for central analysis at low cognitive cost, using a main colour and typography that are both readable and consistent with the theme developed, with arguments that reinforce readers' sense of responsibility
Wei, Nicklas, and Richard Blomberg. "Home sweet home : a case study on persuasive technology to promote usage of an m-health application by elderly living at home." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86874.
Full textPhilippi, Andreas, and Victor Nihlwing. "Embodied Quantification of Self : Motivating and Informing Action in Self-Tracking." Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136555.
Full textTernynck, Élise. "Le juge du contrat de travail et la preuve électronique : essai sur l’incidence des technologies de l’Information et de la communication sur le contentieux prud’homal." Thesis, Lille 2, 2014. http://www.theses.fr/2014LIL20015/document.
Full textProcedure in labour contentious matters is the most significant place to observe the judicial reception of e-proof. Pragmatism and flexibility of the elected industrial tribunal offers a field of study which is suitable to observe the axiological confrontation between ICT and labour law and to observe the practicalconsequences of the inclusion of such proof in the litigants’ argumentation. This research endeavours to demonstrate that the use of e-proof receives a mixed appreciation from the Judge of the contract of employment. Indeed, he adopts a paradoxical behaviour: on the one hand, he shows boldness and takes part in the recognition of the e-proof during the phase of producing evidence; but on the other hand, he seems to be reluctant to make use of it in an effective manner. The result of this study is disappointing when considering the credibility given to e-proof is not equal to its procedural utility; it deserves to be the subjectof a more ambitious approach and of a general and more in-depth reflexion
Marchioli, Audrey. "La communication d'action et d'utilité sociétales : étude de la production et de la réception de la communication médiatique préventive du Sida. Perspectives ouvertes par la communication engageante." Thesis, Aix-Marseille 2, 2010. http://www.theses.fr/2010AIX22301.
Full textFunded by the French Aids Research Agency (ANRS), this doctoral thesis focuses on HIV/AIDS mass communication campaigns. The theoretical framework articulates concepts from communication sciences, social psychology, cognitive science and researches in persuasive communication. A qualitative survey made among AIDS prevention campaigners in France shows their social representations and implicit theories of AIDS communication. In particular, they believe in the effectiveness of targeted and interactive message. As their opinion does not derive from scientific literature, an experiment, conducted over two hundred people, examines the validity of campaigner's implicit theories in the context of committing communication applied to the Internet. The results show effects of interactive HIV/AIDS communication campaigns using “mini-acts” on attitude accessibility and behavior towards AIDS prevention. The doctoral thesis discusses the theoretical and methodological implications for research in Information and Communication Sciences
Kohnić, Selma, and Julia Sjöberg. "Att koppla bort i ett ständigt uppkopplat samhälle : En kvalitativ studie kring digital natives relation till sociala medier." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76701.
Full textIn today's society the use of social media is greater than ever and it increases every year. With this extensive use there are some positives, such as social interactions and easily accessible information, as well as uses for business and pleasure. There are also negative effects such as the well-being of users being compromised. Previous research shows that there are both negative psychological and physical consequences associated with excessive use of social media. The aim of the study was to examine what factors influence digital natives’ behavior and user experience when using social media, as well as how to develop a tool that increases the user’s perceived behavioral control. The study is based on a theoretical framework consisting of User Experience, Theory of Planned Behavior and Persuasive Technology, that together contribute to a deeper understanding of the users. With a qualitative approach, four diary studies and six semi-structured interviews were carried out with participants identifying as women. Previous research shows that women to a greater extent than men suffer from adverse effects following the use of social media, which is why the participants consisted of women in this study. All participants were digital natives, that is, people who grew up with technology and hold great technical knowledge. The results indicated that the use of social media was largely influenced by attitudes towards it, subjective norms and perceived behavioral control. The social pressure of usage, the influence of friends and family as well as the perceived control of use were strong patterns found in the surveys. An automated behavior where usage was not always a conscious choice was a recurring factor that was taken into account in the development of the interface. With the help of the term user experience and Theory of planned behavior, the behavior and user experiences of the informants could be understood and interpreted. This understanding, along with Persuasive technology, contributed to a proposal for an interface focusing on trying to improve user experience and perceived behavioral control, which in turn can reduce the negative effects that may occur when using social media.
Heyman, Susanna. "Visualizing Financial Futures." Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211657.
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Perälä, Alexander, and Jonatan Nyberg. "Designförslag för att övertyga äldre mothållbara transportval." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-43402.
Full textDue to the negative impact the transport sector has on the climate, the environment, and human health,it is essential to identify alternative transport solutions as well as the need to change travel habits andbehaviors. Sustainability is especially important for the transport solutions of the future, and it is anarea where personal needs and preferences are crucial for the choice of transport. Mobility as a service(MaaS) is an innovative concept with the potential to address the negative impact of the transportsector, and people's personal needs and preferences on mobility, by offering a completely new way oftraveling. Although MaaS has the potential to revolutionize the way we travel, people need to bepersuaded to stop following established travel patterns and instead rely on mobility solutions that aresustainable. The elderly are a population group with established travel habits that have been built upover a long period of time, which creates difficulties in changing towards more sustainable initiatives.Previous research indicates that persuasive design is an effective way to shape, reinforce, or changebehaviors, but that there is limited research on how the design of persuasive technologies can bepersonalized to address the needs and preferences of individuals for mobility.The study aimed to contribute with knowledge of how personalization as a persuasive designstrategycan be designed to convince older people towards sustainable transport choices. The study hasexplored relevant research on persuasive design, personalization, sustainable mobility and olderpeople in order to provide an overview of theoretical starting points to investigate how personalizationdesign can be used to convince older people to choose sustainable transport choices. To answer thequestion, the study used a design-oriented approach with qualitative methods. By designing aprototype based on insights from previous research, three design proposals were developed for howpersonalization can be designed in a mobility service to convince older people to make moresustainable transport choices.
Ljungren, Joakim. "Data-driven design for sustainable behavior : A case study in using data and conversational interfaces to influence corporate settlement." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-139199.
Full textChen, Hung-Chiao. "Exploring the Design of Nudging in Persuasive Technologies - Improving Sleep Hygiene." Thesis, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-186125.
Full textForskning inom temat persuasive teknologi för hälsoinriktade beteenden har ökat under den senaste tiden. Dock kan sådana teknologier oftast uppfattas som en oönskad inblandning i människors privata liv. Denna studie föreslår ett otvingade och libertarianskt paternalistiskt alternativ för att påverka val och beteenden – nudge teorin. Flera tidigare beprövade designverktyg betonas i denna teori. Nudge teorin har en dual process teoretisk bakgrund och kan delas in i två typer av nudging –- Typ 1 nudging och Typ 2 nudging. Bland Typ 1 verktyg väljs default setting och manipulation of accessibility, och bland Typ 2 metoder väljs reminders, prompts, framing och pre-commitment strategies. I syfte att illustrera detta användes sömn som exempel, då det har länkats till flera icke-smittsamma sjukdomar och få studier har försökt att undersöka motiverande design i relation till sömn. Bättre sömnhygien är ett betydelsefullt verktyg för att förbättra sömn och användes därför som målsättning. Denna studie undersöker möjliga alternativ för persuasive teknologi i syfte att förbättra sömn. Dessutom undersöktes potentialen av olika typer av persuasive teknologi och metoder för nudging. Den valda metodologi är en informerad scenariobaserad design. Fem akademiskt anställda, fyra män och en kvinna, med bakgrund inom interaction design, human-computer interaction, artificial intelligence och robotics, deltog i denna studie. Sju scenarion och tretton prototyper utarbetades för att illustrera en situation och presentera en möjlig lösning där sömnhygien kunde förbättras igenom persuasive teknologi. Resultaten visade att Typ 1 nudging ansågs vara mer lämpligt och effektiv. Emellertid bibehålls känslan av kontroll mer inom Typ 2 nudging. Default setting ansågs som mest effektiv inom betingelsen goal alignment, men med risk för bakslag. Manipulation of accessibility bör designas så att navigering är intuitiv och att integriteten av tillgänglighet inte störs. Tajming är den mest framträdande faktorn för reminders och deras påverkan skulle kunna framhävas igenom prioritering och cross-platform availability. Prompts skulle kunna framhävas mer igenom igenomtänkt placering där lämplighet är en drivande faktor. Uppfattningen av framing är mycket subjektiv och bör vara anpassad till användaren. Pre-commitment strategier har tillgång till högre motivation men bör förstärkas med andra medel.
"DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES." Thesis, 2014. http://hdl.handle.net/10388/ETD-2014-06-1555.
Full textFogg, Brian J. "Charismatic computers creating more likable and persuasive interactive technologies by leveraging principles from social psychology /." 1997. http://books.google.com/books?id=ZMnaAAAAMAAJ.
Full textJi-SianWu and 吳紀憲. "Design requirement for persuasive technologies to motivate blood sugar control in elder of Type 2 diabetes: a field study." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/mc8978.
Full text國立成功大學
工業設計學系
104
With the changes in dietary and living habits, the prevalence of diabetes keeps increasing year after year. It is one of the serious chronic diseases at the moment. Diabetes will not cure and might possibly generate many complications without being controlled continuously. On the other hand, the Type 2 patients with diabetes are usually diagnosed on the middle-aged or the elderly people. After being diagnosed with the diabetes, it is required to change the original habits and it is a big challenge to undertake correct cares. In addition, the medical treatment resource is limited that no doctor can give personalized cares at any time. Therefore it is an important topic as to how to let patients continue correct self-cares. With the convenience provided by mobile application technologies, at the moment there are already many studies and designs which utilize the mobile application technology to resolve this problem. However, current designs and research cares are less comprehensive and they do not consider the elderly people’s usage requirements. Moreover, Type 2 patients with diabetes include many elderly people, who usually have difficulties in self-cares. The persuasive design is able to let users change their behaviors continuously. Thus the purpose of this study is twofold: (1) Understand the current situation and demands of elderly cares; (2) in design of mobile application technology for the elderly patients with diabetes from the persuasive design philosophy. This study firstly constructed the diabetes and persuasive design considerations. Secondly, we developed semi structured interview topics based on diabetes considerations and used the focused group to explore the demands of the elderly patients with diabetes. After that, we hold the participatory design and each of the diabetes demands matching six persuasive design considerations as a way of carrying out brainstorming. Among them, the consensus converged into design guidelines. Finally, prototype designs and heuristic assessments were carried out based on the design guidelines. The results of the focused group indicated four main problems for the self-care of the elderly patients with diabetes, which include: (1) The problem of recording data; (2) The problem of constructing care knowledge; (3) The problem of sudden incident cases; (4) The problem of controlling diets. This study also constructed the model for resolving the problems for elderly patients with diabetes, along with 14 design requirements for designers’ and investigators’ reference. The results of the heuristic assessment scores indicated that this study’s design complies with the considerations of diabetes and the persuasive design. In addition, professionals indicated that the design that can effectively persuade the elderly people includes: (1) Giving feedbacks of positive and negative pet figures based on the values; (2) Values can be automatically transmitted to care related people for monitoring; (3) Managing the care pets; (4) A platform for joint cares; (5) Comparison of the care conditions between similar patients; (6) Pet competition games. The professional also suggested that: (1) The scope for setting goals should not be a particular value for avoiding the elderly people from worrying about the results and might give up cares; (2) The goals should consider physical and mental supports; (3) The goals should have time limits for exciting for the completion; (4) Adding design elements and rewards that the elderly people like. This study constructed a more comprehensive design consideration for exploring the usage requirement of the elderly patients with diabetes. The persuasive design was also applied to the design of diabetic cares so as to construct the design guidelines. This study is expected to enlighten diabetic designs, and related research which aims to understand the thinking of the patients with diabetes. It is also expected to give future related designers some design basis.
Caraban, Ana Karina Caldeira. "Technologies that motivates healthy toothbrushing: practices through social translucence." Master's thesis, 2015. http://hdl.handle.net/10400.13/1046.
Full textOrnelas, Tiago João Franco de. "On the design and prototyping of crowdwalk: leveraging the wisdom of the crowd to inspire walking activities." Master's thesis, 2017. http://hdl.handle.net/10400.13/1842.
Full textExiste uma grande dificuldade nos indivíduos em transformar a intenção de adotar um estilo de vida saudável em objetivos concretos. Comportamentos sustentáveis dificilmente persistem e, apesar de todas as premissas, tem-se vindo a descobrir que a eficácia das ferramentas de monitorização de atividade física diminui com o passar do tempo. Neste trabalho é desenvolvida uma abordagem alternativa à temática da quantificação. Apresentamos o CrowdWalk, uma aplicação móvel que beneficia a sabedoria das pessoas para criar “desafios para andar a pé” baseados em localizações e assim, incentivar a mudança de comportamentos destacando oportunidades para exercer atividade física. Efetuamos um estudo acerca de que atividades as pessoas praticam no seu dia a dia, apresentamos o CrowdWalk como uma ferramenta que incentiva essas mesmas atividades, e concluímos considerações relativas ao design para tecnologias persuasivas que encorajam a atividade física.