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1

Foulonneau, Anthony. "Les technologies persuasives adaptatives." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM085/document.

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Cette thèse traite des technologies persuasives et plus particulièrement de leur adaptation, pour en optimiser l’efficacité et la pertinence auprès de l’utilisateur. Les technologies persuasives sont des technologies conçues pour modifier le comportement de leurs utilisateurs, sans utilisation de la coercition ni de la tromperie. L’étude de la persuasion technologique se caractérise par un grand nombre de techniques pour altérer le comportement de l’utilisateur, mais des méthodes pour mettrent en oeuvre ces technologies encoreperfectibles.Elles ont pour fondement la persuasion inter-personnelle, étudiée depuis plus de deux millénaires dans le champ de la rhétorique, de la philosophie, et plus récemment de la psychologie. Cette dernière discipline proposent des théories et modèles pour rendre compte et comprendre les processus à l’oeuvre dans le choix d’un comportement. Ces théories nous montrent en particulier que les situations persuasives sont complexes, variées, avec de nombreux facteurs d’influence. C’est pourquoi nous proposons la notion de technologies persuasives adaptatives, des technologies capables d’adapter leurs stratégies de persuasion à l’utilisateur dans son contexte. Pour mettre en oeuvre ces dispositifs, nous proposons dans un premier un modèle du contexte persuasif, c’est-à-dire de l’ensemble des contraintes qui influencent l’adoption d’un comportement cible par un individu et à un instant donnés. Chacune de ces contraintes est à la fois un critère d’adaptation et un levier d’action dans la quête persuasive de la technologie. Pour chacun de ces leviers, nous avons identifié les techniques de persuasion qui permettent de les actionner. Dans un second temps, nous avons caractérisé l’adaptation de la persuasion sur un espace problème autour de cinq axes : la finalité, la cible, les critères et la dynamique de l’adaptation, ainsi que le rôle joué par l’utilisateur dans ce processus. Enfin, nous avons montré l’intérêt de l’adaptation, et des outils précédemment cités, dans la mise en oeuvre d’un dispositif persuasif dédié à la régulation du temps d’usage du smartphone
This 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
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2

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.

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Cette thèse s'intéresse à la question des changements de comportement, et notamment à la manière dont cette question s'applique au domaine informatique à travers les technologies persuasives. Dans un contexte applicatif particulier, celui de la rénovation de logements, nous nous intéressons au rôle que peuvent jouent les informations à disposition des utilisateurs sur leur façon d'élaborer leur projet de rénovation. Une façon de modifier les comportements des utilisateurs est de modifier les buts qu'ils poursuivent, soit de manière explicite, soit de manière implicite. Si l'efficacité de la première a été montrée en contexte expérimental, elle semble toutefois moins adaptée à des situations naturelles. Nous proposons donc une approche visant à modifier les buts poursuivis par les utilisateurs implicitement.Dans cette optique, nous travaillons d'abord à l'emploi de normes sociales injonctives pour inciter les utilisateurs à travailler particulièrement sur la rénovation énergétique. Au cours d'une première étude, nous comparons norme sociale injonctive et objectif arbitraire à une condition contrôle. Nous nous intéressons à la performance des participants à la tâche (améliorer la performance énergétique d'un logement) ainsi qu'à la manière dont le projet se met en place tout au long de l'étude. Les résultats montrent que norme sociale et objectif explicite ont un effet similaire sur la performance à la tâche mais différent sur l'organisation temporelle. On observe ainsi des comportements plus stables dans le cas où la norme sociale est activée, et un effet qui semble globalement moins artificiel que dans le cas où on fixe un objectif explicite à l'utilisateur. Cette première étude met également en avant la nécessité pour la norme d'être saillante, ou activée.Nous nous intéressons donc dans une deuxième étude à ce qui caractérise la saillance du message normatif.Dans la première étude, nous avions utilisé deux types d'informations différentes : le message normatif et des indices concrets relatifs au comportement désirable. Cette deuxième étude vise à distinguer ces deux informations et tester leur effet respectif. Les résultats montrent que le message normatif semble avoir un effet légèrement plus important sur la performance mais aussi plus artificiel sur les comportements des utilisateurs.Dans une troisième étude, nous nous intéressons aux caractéristiques du message, en faisant l'hypothèse qu'un message mieux perçu pourrait appuyer la saillance de la norme qu'il porte. Dans le cadre d'une collaboration avec des chercheurs en intelligence artificielle nous avons ainsi testé différents types de cadrage afin d'évaluer leur effet respectif sur la perception de l'argument auquel ils s'appliquaient.Les résultats, mitigés, montrent essentiellement que le style argumentatif (rationnel et factuel plutôt qu'émotionnel ou moral) semble avoir un poids conséquent sur la perception de l'argument. En outre, la thématique abordée par l'argument semble jouer un rôle non négligeable et devrait donc faire l'objet d'une attention particulière pour le développement d'interventions similaires.Sur le plan applicatif, nos résultats mettent d'abord en évidence la pertinence de l'utilisation des normes sociales injonctives dans un contexte de technologie persuasive. Ils montrent également que les messages portant la norme sociale doivent être conçus avec soin, en tenant compte de multiples facteurs. Sur le plan théorique, nous montrons qu'une norme sociale peut avoir un effet comparable à celui d'un objectif explicitement fixé, mais que les deux génèrent la mise en place de processus cognitifs différents. Enfin, sur le plan méthodologique, nous appliquons l'analyse de traces de l'activité au champ de l'influence sociale, ce qui, à notre connaissance, n'avait pas encore été mis en place
This 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
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3

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.

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L'activité physique est un moyen reconnu de prévention des maladies non transmissibles. Elle a un impact positif sur la santé et le bien-être si elle est réalisée régulièrement, avec un seuil minimal d'activité. Le manque d'activité physique est une problématique de santé publique connue et documentée depuis longtemps, avec une importance sociétale forte, accentuée ces dernières années avec la crise liée au Covid-19. Il est donc nécessaire de motiver les gens à pratiquer des activités physiques accessibles et faciles à mettre en oeuvre, telle que la marche à pied. De nombreuses interventions de marche avec des dispositifs de suivi, tels que les podomètres ou les téléphones mobiles, ont entraîné une augmentation de l'activité physique, mais seulement à court terme, et les effets positifs de ces interventions s'estompent rapidement. Au-delà de l'effet de nouveauté d'un dispositif ou d'une application mobile, ce sont le manque de personnalisation et d'adaptation à l'utilisateur qui semblent diminuer les effets à plus long terme des interventions de marche.Dans cette thèse, nous proposons un nouveau modèle d'interactions humain-machine adaptatives pour la motivation à la marche sur mobile. Ce modèle s'inspire de deux théories de psychologie en particulier : la théorie de l'auto détermination, qui décrit trois besoins fondamentaux à satisfaire pour atteindre un état de motivation et de bien-être, et la théorie de l'orientation régulatrice, qui décrit les stratégies d'action des individus en fonction du contexte, de leur objectif et de la manière de l'atteindre. Notre modèle prend également en compte l'activité des utilisateurs afin de leur offrir des interactions motivationnelles adaptées à leur profil.Nous avons implémenté ce modèle dans une application mobile Android et nous avons évalué son efficacité en termes de performances de marche et de motivation par trois études longitudinales sur le terrain et une étude de conception. La première étude a mis en oeuvre la dimension d'adaptation d'un objectif quotidien de marche aux performances de l'utilisateur. Les résultats ont montré une hausse de la marche à court terme, puis une diminution de l'utilisation de l'application et des performances des utilisateurs. La deuxième étude a ajouté la dimension d'adaptation de messages motivationnels. Les messages motivationnels étaient adaptés au profil d'orientation régulatrice des utilisateurs. Les résultats étaient encourageants, notamment concernant la diminution de l'amotivation des utilisateurs, mais nous avons de nouveau constaté une baisse de l'utilisation de l'application à plus long terme. La troisième étude avait pour but d'évaluer la dimension d'adaptation de la ludification de notre modèle, remplaçant les messages motivationnels. Notre ludification tient compte à la fois de la théorie de l'auto détermination et de la théorie de l'orientation régulatrice pour proposer une interaction adaptée au profil de l'utilisateur.Nous revenons sur les forces et faiblesses de nos contributions et nous proposons des perspectives sur l'utilisation conjointe de ces deux théories pour concevoir des interactions humain-machine sur téléphone mobile visant la motivation à la marche
Physical 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
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4

Khaghani, Far Iman. "Persuasive Technologies for Active Ageing." Doctoral thesis, Università degli studi di Trento, 2016. https://hdl.handle.net/11572/368843.

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Most of the world countries are challenged with a large ageing population who spend most of their time at home and are mostly sedentary (8.5 hours per day as of today). Sedentary behavior and physical inactivity affect the social, physical and mental states of people leading to social isolation and physical declines and hence an ideal candidate for chronic and degenerative diseases. To maintain an active aging process (healthy state of physical, mental and social wellbeing), regular and daily exercising is necessary. However, many older adults do not maintain regular exercising due to poor health, lack of company, lack of motivation, lack of transportation and suitable outdoor facilities. In this context, home based physical exercises can help people maintain their physical activity and ICT can act as a key player and facilitator by providing interactive training applications (through desktops and mobile devices), self-monitoring (using activity trackers and wearables) and automated coaching (using rule-based systems or remote assistance). Yet, for many people and, in particular, the sedentary older population at home; even with the existence of the technology, there is not enough motivation to maintain a regular exercising routine. Thus, this thesis aims to investigate the IT-mediated persuasive strategies that help independent-living older adults at home to maintain a regular exercising lifestyle. In particular, this research examines the effect of social inclusion and group exercising on the motivation of trainees at home to adhere to the training program which has proven to be effective.
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Khaghani, 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.

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Most of the world countries are challenged with a large ageing population who spend most of their time at home and are mostly sedentary (8.5 hours per day as of today). Sedentary behavior and physical inactivity affect the social, physical and mental states of people leading to social isolation and physical declines and hence an ideal candidate for chronic and degenerative diseases. To maintain an active aging process (healthy state of physical, mental and social wellbeing), regular and daily exercising is necessary. However, many older adults do not maintain regular exercising due to poor health, lack of company, lack of motivation, lack of transportation and suitable outdoor facilities. In this context, home based physical exercises can help people maintain their physical activity and ICT can act as a key player and facilitator by providing interactive training applications (through desktops and mobile devices), self-monitoring (using activity trackers and wearables) and automated coaching (using rule-based systems or remote assistance). Yet, for many people and, in particular, the sedentary older population at home; even with the existence of the technology, there is not enough motivation to maintain a regular exercising routine. Thus, this thesis aims to investigate the IT-mediated persuasive strategies that help independent-living older adults at home to maintain a regular exercising lifestyle. In particular, this research examines the effect of social inclusion and group exercising on the motivation of trainees at home to adhere to the training program which has proven to be effective.
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Hanell, 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.

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In collaboration with HappyTail, a Swedish company developing a mobile application for dog owners, this qualitative research study examines and identifies important factors, for developers or other stakeholders, to have in mind when developing mobile applications that aim to support dog health. According to behavioural scientists, there needs to be a bridge between health themed mobile applications and behavioural change theories in order to achieve desirable results. Therefore, literature on dog health as well as on behavioural and persuasive technologies were reviewed. To fully understand dog owners’ behaviours, empirical data was collected from five in-depth interviews with dog owners recruited from groups on Facebook. The data collected, in combination with the reviewed literature, results in increased understanding of dog owners’ behaviours in relation to their dogs’ health, their sources of motivation and inspiration, and how persuasive technologies can affect their behaviours towards their dogs. It turned out that psychological aspects, such as the relationship between the dog and dog owner, was crucial among the interviewees, and that they prefer to use dog themed mobile applications with features such as social support and tailored content as parts of the design. Finally, ethical aspects that need to be considered when including dogs as stakeholders in new technologies were discussed. The result is valuable for researchers investigating dog owners’ behaviour as well as for those developing new technology, especially mobile applications, with focus on dog health.
I 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.
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Whelan, Maxine E. "Persuasive digital health technologies for lifestyle behaviour change." Thesis, Loughborough University, 2018. https://dspace.lboro.ac.uk/2134/32507.

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BACKGROUND. Unhealthy lifestyle behaviours such as physical inactivity are global risk factors for chronic disease. Despite this, a substantial proportion of the UK population fail to achieve the recommended levels of physical activity. This may partly be because the health messages presently disseminated are not sufficiently potent to evoke behaviour change. There has been an exponential growth in the availability of digital health technologies within the consumer marketplace. This influx of technology has allowed people to self-monitor a plethora of health indices, such as their physical activity, in real-time. However, changing movement behaviours is difficult and often predicated on the assumption that individuals are willing to change their lifestyles today to reduce the risk of developing disease years or even decades later. One approach that may help overcome this challenge is to present physiological feedback in parallel with physical activity feedback. In combination, this approach may help people to observe the acute health benefits of being more physically active and subsequently translate that insight into a more physically active lifestyle. AIMS. Study One aimed to review existing studies employing fMRI to examine neurological responses to health messages pertaining to physical activity, sedentary behaviour, smoking, diet and alcohol consumption to assess the capacity for fMRI to assist in evaluating health behaviours. Study Two aimed to use fMRI to evaluate physical activity, sedentary behaviour and glucose feedback obtained through wearable digital health technologies and to explore associations between activated brain regions and subsequent changes in behaviour. Study Three aimed to explore engagement of people at risk of type 2 diabetes using digital health technologies to monitor physical activity and glucose levels. METHODS. Study One was a systematic review of published studies investigating health messages relating to physical activity, sedentary behaviour, diet, smoking or alcohol consumption using fMRI. Study Two asked adults aged 30-60 years to undergo fMRI whilst presented personalised feedback on their physical activity, sedentary behaviour and glucose levels, following a 14-day wear protocol of an accelerometer, inclinometer and flash glucose monitor. Study Three was a six-week, three-armed randomised feasibility trial for individuals at moderate-to-high risk of developing type 2 diabetes. The study used commercially available wearable physical activity (Fitbit Charge 2) and flash glucose (Freestyle Libre) technologies. Group 1 were offered glucose feedback for 4 weeks followed by glucose plus physical activity feedback for 2 weeks (G4GPA2). Group 2 were offered physical activity feedback for 4 weeks followed by glucose plus physical activity feedback for 2 weeks (PA4GPA2). Group 3 were offered glucose plus physical activity feedback for six weeks (GPA6). The primary outcome for the study was engagement, measured objectively by time spent on the Fitbit app, LibreLink app (companion app for the Freestyle Libre) as well as the frequency of scanning the Freestyle Libre and syncing the Fitbit. RESULTS. For Study One, 18 studies were included in the systematic review and of those, 15 examined neurological responses to smoking related health messages. The remaining three studies examined health messages about diet (k=2) and physical activity (k=1). Areas of the prefrontal cortex and amygdala were most commonly activated with increased activation of the ventromedial prefrontal cortex predicting subsequent behaviour (e.g. smoking cessation). Study Two identified that presenting people with personalised feedback relating to interstitial glucose levels resulted in significantly more brain activation when compared with feedback on personalised movement behaviours (P < .001). Activations within regions of the prefrontal cortex were significantly greater for glucose feedback compared with feedback on personalised movement behaviours. Activation in the subgyral area was correlated with moderate-to-vigorous physical activity at follow-up (r=.392, P=.043). In Study Three, time spent on the LibreLink app significantly reduced for G4GPA2 and GPA6 (week 1: 20.2±20 versus week 6: 9.4±14.6min/day, p=.007) and significantly fewer glucose scans were recorded (week 1: 9.2±5.1 versus week 6: 5.9±3.4 scans/day, p=.016). Similarly, Fitbit app usage significantly reduced (week 1: 7.1±3.8 versus week 6: 3.8±2.9min/day p=.003). The number of Fitbit syncs did not change significantly (week 1: 6.9±7.8 versus week 6: 6.5±10.2 syncs/day, p=.752). CONCLUSIONS. Study One highlighted the fact that thus far the field has focused on examining neurological responses to health messages using fMRI for smoking with important knowledge gaps in the neurological evaluation of health messages for other lifestyle behaviours. The prefrontal cortex and amygdala were most commonly activated in response to health messages. Using fMRI, Study Two was able to contribute to the knowledge gaps identified in Study One, with personalised glucose feedback resulting in a greater neurological response than personalised feedback on physical activity and sedentary behaviour. From this, Study Three found that individuals at risk of developing type 2 diabetes were able to engage with digital health technologies offering real-time feedback on behaviour and physiology, with engagement diminishing over time. Overall, this thesis demonstrates the potential for digital health technologies to play a key role in feedback paradigms relating to chronic disease prevention.
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Larsson, 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.

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This thesis focuses on persuasion and how principles of persuasion embedded within mobile health applications are there to promote attitude and behavioral change. It includes a background in rhetoric; beginning with the Aristotelian method for persuasion, then stretching on to psychological rhetoric, and finally how the Aristotelian methods have worked its way into everyday society, especially in marketing and games. The thesis then benefits from the rhetoric background as it explores Dr. BJ Fogg’s model of behavior as well as his principles of persuasion. An analysis of the mobile health application “My Fitness Pal” is made. After which the principles are transferred into a mockup designed to fit another context, namely education. This to challenge the authors hypothesis, that the same principles of persuasion used to promote and persuade the user to do a physical activity, can also be used to persuade a user to study.
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9

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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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.

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This PhD thesis puts forward the results of research activities I have carried out at the Department of Mathematics and Computer Science of the University of Cagliari since March 2011. My work can be placed in the general field of Human-Computer Interaction and, more precisely, in the relative new and trending area of Persuasive Computing. Broadly speaking, a persuasive system is a system designed to change some habits or behaviors of the users by means of persuasion. My research activity sets out to address fundamental questions related to the application of mobile persuasive technologies to real-life problems, including: Are mobile technologies able to persuade people to a more physically active lifestyle? Are currently available systems actually effective? How can user experience design be improved in this class of softwares? How can human to device interaction be improved to favor users during their physical activities? Are these systems really effective over long time periods? The research activity this thesis presents, aimed at answering at previous questions through the study of the effects of mobile persuasive systems designed to foster people to a more active lifestyle. In literature, we can find many examples of prototypal persuasive mobile system. The results they reported are encouraging but, almost always, they are deducted from qualitative studies over short periods of time. This work endeavors to overcome these limitations through the development of a real world complex software platform designed to encourage people to a more active lifestyle. Users interact with the platform mainly through two Android-based applications freely available on the market. Thanks to our platform, our experimentations can rely on a conspicuous base of real users and a huge amount of automatically recorded statistics for potentially unlimited periods of time.
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Salutari, 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.

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The consistent growth in smartphone adoption together with the easy accessibility to internet usage on such devices, led to a shift in the development of personal technologies. The main change concerns devices that seek to capture user attention to those that aim to improve user well-being. Digital wellness, which entails all preventative measures aimed at regulating and improving the healthy use of technology, has therefore become of crucial importance in the development of such technologies, since their primary metric of success is influencing user behaviour. This paper answers the research question “Can persuasive technologies, especially digital wellness technologies, positively affect end users' time management skills and overall productivity?”. The theoretical background of this research investigates different definitions of persuasive technologies. McGregor’s Theory X and Theory Y is subsequently analysed to give the research a corporate background. Eventually, the analysis of Maslow's hierarchy of needs, allows to identify two of the main variables of the study, end users' time management skills and overall productivity, as growth needs (B-needs) for individuals. Based on the research strategy, an online survey has been designed to get information via a questionnaire and investigate correlation between the main variables of the study, persuasive technologies and their positive effect on the users' time management skills and overall productivity level. Amongst the 108 respondents, 45% (n=49) uses its smartphones for an average of 4+ hours per day, and 68% (n=73) has not set any time limit for apps on their smartphones. However, 76% of the sample (n=82) is aware of the impact smartphones/wearable technologies have on their overall level of wellbeing, and 57% (n=61) believes Smartphones/wearable technologies help them to achieve their goals. This study provides empirical evidence that persuasive technologies can improve time management skills and overall productivity levels amongst its end users. Moreover, around 60% of the sample (n=62) would rely on a behaviour-effecting platform to achieve personal growth and improve their overall level of well-being.
I 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
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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.

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This thesis shines a light on tools that can be used in order to create persuasive and meaningful video games. This research was designed as an exploration of the game Behind Every Great One, with the purpose to determine if and how the game could attain a persuasive and meaningful representation of a benevolent sexist situation. To achieve this, the research took on three different approaches: an interview with the developer, a textual analysis of the game, and a qualitative survey analysing players' reactions to, and perceptions of, the game. The findings suggest that displaying characters' emotions in ways that transmit them to the players, paired with a realistic, complex representation of the social situation portrayed, are imperative for making the game have a persuasive and meaningful impact on the players. The researcher also suggests the term persuasive meaningful play as an applicable way to refer to games that contain similar characteristics as Behind Every Great One.
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Rönnberg, 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.

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Helping drivers improve their driving skills and become safer drivers is a problematic topic. Most drivers have a lacking self-assessment ability and consider themselves above average driving skills. This is believed to be related to the lack of continuous feedback after getting the driver’s license. This has led to initiatives to find alternative ways of coaching drivers toward better self-assessment and thereby toward safer driving. Chatbots and conversational interfaces has received increasing attention over the years and could be technologies that can solve these challenges. However, a major challenge to chatbots is that they are mostly implemented in a “one-size-fits-all” approach, and while personalization of the chatbot could solve that challenge, it ishard to achieve. In this study, personalized chatbot conversations that aim to coach drivers are examined. The aim is to create a guide that can help designers and practitioners with design decisions that needs to be considered when creating coaching chatbot conversations. The study was performed as a Wizard of Oz study, where attributes for personalization as well as coaching considerations were tested with users in two iterations to iteratively develop the guide. The findings of the study include the guide itself with its guidelines (see appendix 4), as well as insights on considerations required chatbot personalization and coaching. Regarding personalization, chatbot personality and level of control were identified as two attributes that were fit for adaptation. These can lead to social benefits as well as more tailored services to the users. For coaching, the use of follow-ups, feedback and the chatbot’s attitude are identified as necessary considerations when designing coaching chatbot conversations.
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Gharibpour, 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.

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This thesis aims to explore what are the main factors for designers to consider, when they design persuasive technologies for improving environmentally sustainable behavior. This paper starts out with a definition of sustainability as such, while also describing the most pressing issues within ecological sustainability. The biggest part of related research is dedicated to the persuasive technologies and three main factors of ability, trigger and motivation. We also talk about a fourth, additional factor of an emotional relationship. Besides persuasive technologies, this part describes sustainable Human-Computer Interaction, location-based services, and ethical issues are mentioned as well. The first part of the next section is dedicated to the description of a High Fidelity prototype of persuasive mobile application. The second part talks about quantitative and qualitative methods used while collecting data. After that, the reader is presented with the study results, which are then also analyzed. The following part discuss these results in a more depth. In the end, we summarize obtained results and the whole study.
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Déléant, 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.

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Ces dernières années, la diffusion des technologies de l’information et de la communication (TIC) a conduit l’implémentation des techniques de persuasion à ces supports. Ces technologies sont appelées « technologies persuasives » pour faire référence aux TICs utilisées pour changer les attitudes et les comportements (Fogg, 2003). Ce champ d’études a conduit le domaine des interactions humain machine (IHM) et la psychologie sociale à se rencontrer. Notre projet s’inscrit dans cette dynamique. Nos travaux s’intéressent à l’impact de l’exposition régulière des internautes aux techniques de persuasion sur le processus d’influence. Nous avons délimité notre terrain d’étude aux sites web engagés pour l’environnement. Dans notre première étude, nous avons identifié les éléments persuasifs du site WWF lors d’inspections menées par des utilisateurs ayant différents niveaux de familiarité des techniques de persuasion. Les résultats mettent en lumière la cohérence des inspections, quel que soit le niveau de familiarité des techniques persuasives des participants. Notre seconde étude s’intéresse à l’impact persuasif des éléments identifiés lors de la première étude. Pour cela, cette seconde étude évalue les dimensions attractive, vivide (Nisbett & Ross, 1980) et persuasive des éléments du site WWF. Pour cela nous avons étudié (1) l’attractivité des éléments identifiés comme persuasifs ou non (étude 1) à l’aide des durées et nombres de fixations, (2) à l’impact de ces éléments sur les attitudes éco environnementale, les intentions comportementales favorables à l’environnement ainsi que (3) l’effet de la vividité des messages sur leur mémorisation et attractivité. Les résultats de cette seconde étude mettent en évidence des attitudes et intentions comportementales favorables des participants suite à la visite de WWF. Les éléments persuasifs n’attirent pourtant pas plus l’attention des utilisateurs que les éléments peu persuasifs
In 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
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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.

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Human-Computer Interaction (HCI) research typically studies behavior change by measuring behavior outcomes, but this is not always feasible nor the only way to study persuasive technologies. Understanding how users interact with and integrate persuasive systems into their daily lives can also guide the evaluation of such systems. Often times, theories about behavior change in persuasive systems lack contextual specificity, which is why this study explores the online courses of Lifted to understand behavior change within the context of online health coaching. Four coaches and eight users were interviewed about their interactions and perceptions of Lifted’s online health coaching platform to help understand which features of the course platform support user retention. Key features identified as persuasive were those that supported personalization, sense of community or users’ commitment to the course. In the future the identified themes and features can tentatively guide the development and design of online health coaching platforms.
Forskning 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.
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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.

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The concern about the rising food waste has drawn the attention of policy makers around the world, from France banning supermarkets throwing away unused food, to a more global perspective, with the UN aiming to reduce food waste by 50% by 2025 (Hinckley, 2018; Valencia, 2016). As the concern about food waste increases - so does the concern about what role e-grocery will play in it. By reason of the decreasing sense of ownership of the product, it is likely that food waste will increase (Illyuk, 2018). It has been demonstrated that persuasive design is an efficient tool to influence users’ habits within e-grocery, but currently it is primarily used to influence purchases and subsequently waste more (Chu et al., 2014).  We believed that e-grocery showed potential to also be able to counteract the food waste with the help of persuasive design. This research therefore aimed to investigate if persuasive design could be used for more sustainable purposes; meaning to decrease food waste instead of inciting overconsumption. Using current e-grocery triggers from Chu et al. (2014), this research has repurposed them to pursue a more sustainable approach. The triggers (default personalisation, reminder, suggestion & expertise-credibility) performed within a design- oriented research. The aim was to use the prototype in affiliation with criteria, that would prove their effectiveness through critical perspectives of the literature.  A study was set up with 12 respondents, in which they were asked to navigate the prototype with tasks. After navigating the prototype, they were asked questions based of the criteria. Analysing and evaluating the empiric data with the criteria helped to conclude three triggers that could be useful within e-grocery to reduce food waste.
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Vieira, 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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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
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.
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19

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.

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Les défis sociétaux sont une préoccupation internationale, avec des incantations quotidiennes au changement : “Fumer tue”, “Boire ou conduire, il faut choisir”, “Manger cinq fruits et légumes par jour”, etc. Toutefois, ces campagnes publicitaires restent à effet limité.Les technologies persuasives sont explorées depuis une quinzaine d’années pour mobiliser le numérique sur ces difficultés de changement de comportement. Les dispositifs et applications de monitoring se multiplient avec des succès commerciaux comme les bracelets ou les montres d’activités physiques. Toutefois l’incitation au changement reste limitée malgré le potentiel du numérique pour des stratégies personnalisées. La difficulté tient à l'interdisciplinarité inhérente au domaine : concevoir des systèmes interactifs persuasifs requiert de maîtriser les fondamentaux et les avancées en psychologie cognitive et sociale, ce qui rend l’exercice extrêmement ambitieux.Cette thèse contribue à l’ingénierie des systèmes interactifs persuasifs. Elle traite du processus de changement de comportement. Elle propose le concept de chemin persuasif pour stimuler l’utilisateur dans son changement de comportement. Le chemin persuasif est une succession d’événements incitant l’utilisateur à cheminer d’une certaine façon dans son ensemble de comportements possibles. Cet ensemble est modélisé en une machine à états explicitant l’ensemble des comportements et des transitions possibles entre comportements. Les transitions sont déclenchées en contexte, lorsque les déterminants des comportements correspondants sont satisfaits dans le contexte courant de l’utilisateur. Une architecture persuasive est proposée pour opérer les machines à état et chemins persuasifs. Le formalisme des machines à état permet aussi la caractérisation et la comparaison des processus de changement de la littérature.Une méthode de conception est proposée pour concevoir, étape par étape, la machine à états et le chemin persuasif. Les étapes procèdent, pas à pas, à des choix de conception rendant le système petit à petit réalité dépendant, problème dépendant, domaine dépendant, tâche dépendant et contexte dépendant. Cette conception progressive est structurante et permet une révision des choix de conception selon la performance observée de la persuasion.Les contributions conceptuelles (concepts et méthode de conception) sont illustrées sur deux cas d’étude complémentaires : d’une part, CRegrette, une application visant à stopper un comportement (fumer) ; d’autre part, Mhikes, une application visant à renforcer un comportement (marcher). Une implémentation complète de Mhikes (concepts et architecture) est détaillée pour démontrer la faisabilité technique des propositions. Sa maturité technologique a permis un déploiement de l’application en grandeur réelle et une évaluation expérimentale des contributions.Les résultats d’évaluation confirment la pertinence des modèles et de l’architecture pour placer des sondes logicielles permettant (1) d’identifier les rôles joués par les utilisateurs, 2) d’en suivre les éventuels changements et 3) d’émettre des notifications personnalisées. Les notifications s’avèrent plus performantes que les campagnes de communication aujourd’hui pratiquées par l’entreprise Mhikes. Toutefois le changement de rôle reste difficile, avec des transitions extra-rôles plus difficiles à franchir que les transitions intra-rôle.In fine, la thèse livre un ensemble complet de méthode, modèles et outils pour l’ingénierie des systèmes interactifs persuasifs. Plus largement, cet ensemble peut servir à d’autres communautés pour progresser dans la compression de l’humain en situation d’interaction
Societal 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
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20

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.

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21

Naczaj, 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.

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Cette thèse comprend trois expériences et deux prétests (N = 1135) dans lesquelles sont étudiés trois aspects fondamentaux du design statique des messages sur internet : son format (infographie, audio ou texte), sa couleur et sa typographie, sur la thématique du recyclage des déchets électroniques (études 1 et 2) puis à propos de la migration humaine (étude 3).L’étude des aspects graphiques est pertinente si l’on veut augmenter la force persuasive d’un message. Le format joue un rôle prépondérant (étude 1a), permettant à la fois de changer les attitudes, mais aussi d’ancrer ce changement dans le temps. Les couleurs, par contre, ne semblent pas faire varier la force persuasive du message ou amener les lecteurs à agir en faveur du recyclage (étude 1b). La typographie ne semble pas non plus jouer de rôle dans la dynamique persuasive, qu’elle soit jugée lisible ou peu lisible (étude 2). Des pistes théoriques concernant la personnalité des typographies et leur cohérence avec le contexte sont développées.L’analyse des composantes de l’ELM a révélé, dans chaque étude, le fort lien entre l’attitude des individus et leur sentiment de responsabilité personnelle envers la thématique abordée ainsi que leurs connaissances a priori. Nous avons également vu que les leviers de persuasion ne sont pas systématiquement les mêmes selon le besoin de cognition.Globalement, nous suggérons que les messages persuasifs doivent adopter un format permettant une analyse centrale à faible coût cognitif, utilisant une couleur principale et une typographie toutes deux lisibles et cohérentes avec la thématique développée, avec un argumentaire qui renforce le sentiment de responsabilité des lecteurs
This 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
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22

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.

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Much of the developed world is experiencing an aging population. This requires society to adapt to take care of a growing elderly population and improve their quality of life. Today, mobile systems are available that makes it possible to monitor and improve health (m-health). Even though these systems could be immensely helpful for the elderly population, this has not been the primary demographic for the current m-health systems. This case study aimed at examining how persuasive technology (technology for changing behavior and/or attitude) can be used to promote usage of m-health applications by the elderly. For this purpose, a theoretical framework for supporting m-health systems is proposed. This framework consist of persuasive technology (for motivation and support for fulfillment of human needs), knowledge of elderly issues in interacting with mobile interfaces, smartphone usability heuristics and the Plan-Do-Study-Act (PDSA) cycle (to support goalsetting and incremental progress). To determine how persuasive technology can be used to motivate elderly and find effective strategies for this purpose, the case study examined health behavior, motivations for healthy behavior, attitude to health, general goal setting behavior, needs, preferences, technological experience and self-efficacy, as well as usage of m-health systems using qualitative and participatory methods. Methods used included semi-structured interviews, future workshop, revolutionary rapid prototyping and usability evaluation. The findings of the interviews and the future workshop suggested the primary motivation for healthy behavior was derived from social aspects. Thus, the most effective persuasive strategies for the elderly likely target their need for social belonging and socialization. Based on the findings, an interactive prototype was developed. The prototype proposed an m-health application with self-monitoring that implemented an elderly community around healthy behavior, with opportunities to earn digital rewards and challenge other users to competition. The interactive prototype was then used in a usability evaluation to gauge its usability by the elderly and revised in higher fidelity according to their feedback.
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23

Philippi, 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.

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Technical advancements allow for increasingly sophisticated methods of self-tracking. Despite this, the ways in which we interact with our numerical representations seem not to have progressed equally, making it challenging to use the data in meaningful ways. This prevents us from making the most of self-tracking in order to facilitate a healthier lifestyle and self-improvement. In this study, we show how Dourish’s Embodied Interaction can motivate acting based on self-tracked data, with the example of walking. We conducted evaluations with experts and users of a software prototype that is built on the notion of embodiment. Based on the results, we draw a number of conclusions about the usefulness of Embodied Interaction in this area: That digital applications can support physical activity through providing context, motivation and feedback; that self-tracking applications should focus on goals rather than data; that motivation might be increased by placing the users efforts in a context that transcends them as individuals; and that Embodied Interaction offers a rich field of possibilities which are yet to be discovered.
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24

Ternynck, 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.

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Le contentieux prud'homal est le point d'entrée le plus significatif pour observer la réception judiciaire de la preuve électronique. Le pragmatisme et la lexibilité de la juridiction prud'homale offre un terrain d'étude propice à la confrontation axiologique des TIC et du droit du travail et à l'étude pratique des conséquences de l'insertion d'une telle preuve dans l'argumentation des plaideurs. La présente étude s’attache à démontrer qu’à l’invocation d’une preuve électronique, lejuge du contrat de travail offre une réponse mitigée. Il adopte en effet, un comportement paradoxal : d’un côté ; il fait preuve d’audace et prend part à la reconnaissance de la preuve électronique lors de la phase d’administration de la preuve, d’un autre côté, il adopte une position de défiance et la rendinopérante. Le bilan de la recherche est proche de la désillusion : le crédit alloué à la preuve électronique n’est pas à la hauteur de son utilité processuelle, elle mérite une approche plus ambitieuse et doit faire l’objet d’une réflexion générale et approfondie
Procedure 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
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25

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.

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Financée par l’Agence nationale de recherche sur le sida (ANRS), cette thèse de doctorat porte sur la communication d’action et d’utilité publique et spécifiquement sur la communication médiatique préventive du sida. L’objet communicationnel est appréhendé suivant une approche interactionnelle des trois pôles : production, dispositif et réception se réalisant dans un ensemble de contextes. La problématique théorique, relevant spécifiquement des sciences de l’information et de la communication, articule des ressources issues de la psychologie sociale, des sciences cognitives et des recherches en communication médiatique persuasive. Les interactions sujets sociaux - dispositifs en production sont étudiées grâce à une enquête qualitative visant à identifier les représentations sociales et « connaissances naïves » communes aux principaux producteurs de dispositifs de communication préventive du sida en France. L’étude des interactions dispositifs -sujets sociaux en réception permet de comprendre les processus d’influence socio-cognitive et comportementale des dispositifs communicationnels de prévention du sida en mobilisant le concept de communication engageante appliqué à Internet. Une expérimentation, menée sur deux cents personnes, teste le modèle de réception préalablement construit et confirme le caractère heuristique du concept de communication engageante. La thèse envisage enfin différentes perspectives ouvertes par la communication engageante pour l’étude du lien réception communicationnelle, sens et action sociale
Funded 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
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26

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.

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I dagens samhälle är användningen av sociala medier större än någonsin och den ökar för varje år. Med den stora användningen följer många positiva effekter som till exempel sociala interaktioner, lättillgänglig information, samt nytta och nöje. Det finns också negativa effekter som till exempel att användarnas välmående påverkas. Tidigare forskning visar på att det finns både psykiska och fysiska negativa följder vid överdriven användning av sociala medier. Syftet med studien var att undersöka vilka faktorer som påverkar digital natives beteende och användarupplevelse vid användning av sociala medier, samt hur ett verktyg kan utvecklas för att öka användarens upplevda beteendekontroll. Studien grundar sig i ett teoretiskt ramverk bestående av användarupplevelse, Theory of planned behavior och Persuasive technology, vilka tillsammans bidrar till en djupare förståelse av användarna. Med ett kvalitativt arbetssätt genomfördes fyra dagboksundersökningar och sex semistrukturerade intervjuer med deltagare som identifierar sig som kvinnor. Tidigare forskning visar på att kvinnor i större omfång än män drabbas av negativa effekter vid användning av sociala medier, vilket är anledningen till att urvalet endast bestod av kvinnor i denna studie. Alla studiedeltagare var även digital natives, det vill säga personer som vuxit upp med teknologi och besitter stora tekniska kunskaper. Resultatet visade på att användning av sociala medier till stor del påverkas av attityder gentemot dem, subjektiva normer och av den upplevda beteendekontrollen. Den sociala pressen av användningen, påverkan av vänner och familj samt den egna upplevda kontrollen över användningen var starka mönster som framkom i undersökningarna. Ett automatiserat beteende där användningen inte alltid skedde medvetet var en återkommande faktor som togs i beaktande vid utvecklingen av gränssnittet. Med hjälp av termen användarupplevelse samt Theory of planned behavior kunde studiedeltagarnas beteende och upplevelser förstås och tolkas. Denna förståelse tillsammans med Persuasive technology bidrog till ett förslag på ett hjälpmedel i form av ett gränssnitt där fokus ligger på att försöka förbättra användarupplevelsen och den upplevda beteendekontrollen, vilket i sin tur kan minska de negativa effekter som kan uppstå vid användning av sociala medier.
In 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.
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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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Research on financial decision aids, systems designed to help people make financial decisions, is sparse. Previous research has often focused on the theoretical soundness of the advice that the systems provide.The original contribution of this doctoral thesis is a set of empirical studies of how non-expert people understand the advice provided by financial decision aids. Since every piece of advice must be interpreted by a receiver, the accuracy of the advice can be corrupted along the way if the receiver does not understand complicated terminology, probabilistic reasoning, or abstract concepts.The design concept resulting from the studies visualizes a unique combination of short-term and long-term variables that are usually treated as separate and not interacting with each other; loans and amortizations, insurance, retirement saving, and consumption. The aim is to visualize the consequences of different decisions and possible adverse events in terms of their effect on the user’s future consumption, rather than abstract numbers detached from the user’s lived experience.The design concept was tested and evaluated by personal finance experts and professional financial advisors, as well as students and people without financial education, who represented the target users of the system. Results indicate that the system has a learning curve, but that once users understand how to read the graph, they find it more informative than conventional financial planning tools.

QC 20170809

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28

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.

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På grund av transportsektorns negativa påverkan på klimatet, miljön, och människans hälsa, är detväsentligt att identifiera alternativa transportlösningar såväl som det behövs förändrade resvanor ochbeteenden. Hållbarhet är särskilt viktigt för framtidens transportlösningar, och det är ett område därpersonliga behov och preferenser är avgörande för val av transport. Mobilitet som tjänst (MaaS) är ettinnovativt koncept med potential att adressera transportsektorns negativa påverkan, och människorspersonliga behov och preferenser på mobilitet, genom att erbjuda ett helt nytt sätt att resa på. Även omMaaS har potential att revolutionera vårt sätt att resa behöver människor övertygas att sluta följainvanda resmönster och istället lita på mobilitetslösningar som är hållbara. Äldre är enbefolkningsgrupp med etablerade resvanor som har byggts upp under lång tid vilket skapar svårigheteratt förändra mot hållbarare initiativ. Tidigare forskning indikerar att övertygande design är ett effektivtsätt för att forma, förstärka, eller ändra beteenden, men att det finns begränsad forskning kring hurdesign av övertygande teknologier kan personaliseras för att adressera individuella människors behovoch preferenser på mobilitet.Studien syftade till att bidra med kunskap om hur personalisering som övertygande strategi kandesignas för att övertyga äldre människor mot hållbara transportval. Studien har utforskat relevantforskning om övertygande design , personalisering samt hållbar mobilitet och äldre människor i syfteatt ge översikt över teoretiska utgångspunkter för att undersöka hur design av personalisering kananvändas för att övertyga äldre människor att göra hållbara transportval. För att svara påfrågeställningen användes i studien en designorienterad ansats med kvalitativa metoder. Genom attdesigna en prototyp baserat på insikter från tidigare forskning, utvecklades tre designförslag för hurpersonalisering kan designas i en mobilitetstjänst för att övertyga äldre om att göra mer hållbaratransportval.
Due 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.
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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.

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Interaction with digital products and interfaces concern more and more of human decision-making and the problems regarding environmental, financial and social sustainability are consequences much due to our behavior. The issues and goals of sustainable development therefore implies how we have to think differently about digital design. In this paper, we examine the adequacy of influencing sustainable behavior with a data-driven design approach, applying a conversational user interface. A case study regarding the United Nation’s goals of technological development and economic distribution was conducted, to see if a hypothetical business with a proof-of-concept digital product could be effective in influencing where companies base their operations. The test results showed a lack of usability and influence, but still suggested a potential with language-based interfaces. Even though the results could not prove anything, we argue that leveraging data analysis to design for sustainable behavior could be a very valuable strategy. A data-driven approach could enable ambitions of profit and user experience to coincide with those of sustainability, within a business organization.
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Chen, 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.

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Research on persuasive technologies for promoting healthy behaviours has been surging in recent years, but these technologies have the risk of being perceived as undesirable meddling. The current study puts forward a non-coercive and libertarian paternalistic alternative - the nudge theory. The foundation of the nudge theory is informed by the dual processing theory and can be categorized in two types - Type 1 nudging and Type 2 nudging. As design tools, two Type 1 nudging methods: default setting and manipulation of accessibility; and four Type 2 nudging methods: reminders, prompts, framing and precommitment strategies were selected to be featured. Sleep was chosen as the use case for this study, for it is associated with a number of non-communicable diseases yet considerably few studies of persuasive technology are about sleep. Better sleep hygiene is a significant means to improve sleep, therefore used as the design goal. The current study explores possible solutions for persuasive technologies for improving sleep hygiene, and better understand the design potentials and the persuasive characteristics of different types and methods of nudging. The research methodology is informed by scenario-based design. Five (four male and one female) academic professionals with backgrounds in interaction design, human-computer interaction, artificial intelligence and robotics took part in the study. Seven scenarios and thirteen prototypes were created to illustrate the situations and present the possible solutions. Results also showed that Type 1 nudging is considered more convenient and effective. However, the sense of control is better preserved in Type 2 nudging. In regard to nudging methods, default setting is considered as the most eective method under the condition of goal-alignment, but prone to error. Manipulation of accessibility should be designed so that the navigation is intuitive and the integrity of availability should not be damaged. Timing is the most prominent factor for reminders, and the influence of reminders could be reinforced by prioritizing and cross-platform availability. The presence of prompts could be emphasized by purposeful placement, and appropriateness should be considered. The perception of framing is highly subjective, therefore it should be user-tailored and context-aware. The effects of precommitment strategies are able to access higher-level motivation, but should be reinforced with other methods. To summarize the design principles, when designing nudges in persuasive technologies, the following factors should be considered: goal alignment, intuitiveness, context awareness, availability and accessing motivation.
Forskning 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.
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"DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES." Thesis, 2014. http://hdl.handle.net/10388/ETD-2014-06-1555.

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People generally want to engage in a healthy lifestyle, to live in harmony with the environment, to contribute to social causes, and to avoid behaviours that are harmful for themselves and others. However, people often find it difficult to motivate themselves to engage in these beneficial behaviours. Even adopting a healthy lifestyle, such as healthy eating, physical activity, or smoking cessation, is hard despite being aware of the benefits. The increasing adoption and integration of technologies into our daily lives present unique opportunities to assist individuals to adopt healthy behaviours using technology. As a result, research on how to use technology to motivate health behaviour change has attracted the attention of both researchers and health practitioners. Technology designed for the purpose of bringing about desirable behaviour and attitude changes is referred to as Persuasive Technology (PT). Over the past decade, several PTs have been developed to motivate healthy behaviour, including helping people with addictive behaviour such as substance abuse, assisting individuals to achieve personal wellness, helping people manage diseases, and engaging people in preventive behaviours. Most of these PTs take a one-size-fits-all design approach. However, people differ in their motivation and beliefs about health and what constitutes a healthy life. A technology that motivates one type of person to change her behaviour may actually deter behaviour change for another type of person. As a result, existing PTs that are based on the one-size-fits-all approach may not be effective for promoting healthy behaviour change for most people. Because of the motivational pull that games offer, many PTs deliver their intervention in the form of games. This type of game-based PTs are referred to as persuasive games. Considering the increasing interest in delivering PT as a game, this dissertation uses persuasive games as a case study to illustrate the danger of applying the one-size-fits-all approach, the value and importance of tailoring PT, and to propose an approach for tailoring PTs to increase their efficacy. To address the problem that most existing PTs employ the one-size-fits-all design approach, I developed the Model-driven Persuasive Technology (MPT) design approach for tailoring PTs to various user types. The MPT is based on studying and modelling user’s behaviour with respect to their motivations. I developed the MPT approach in two preliminary studies (N = 221, N = 554) that model the determinants of healthy eating for people from different cultures, of different ages, and of both genders. I then applied the MPT approach in two large-scale studies to develop models for tailoring persuasive games to various gamer types. In the first study (N = 642), I examine eating behaviours and associated determinants, using the Health Belief Model. Using data from the study, I modelled the determinants of healthy eating behaviour for various gamer types. In the second study (N = 1108), I examined the persuasiveness of PT design strategies and developed models for tailoring the strategies to various gamer types. Behavioural determinants and PT design strategies are the two fundamental building blocks that drive PT interventions. The models revealed that some strategies were more effective for particular gamer types, thus, providing guidelines for tailoring persuasive games to various gamer types. To show the feasibility of the MPT design approach, I applied the model to design and develop two versions of a Model-driven Persuasive Game (MPG) targeting two distinct gamer types. To demonstrate the importance of tailoring persuasive games using the MPG approach, I conducted a large-scale evaluation (N = 802) of the two versions of the game and compared the efficacy of the tailored, contra-tailored, and the one-size-fits-all persuasive games condition with respect to their ability to promote positive changes in attitude, self-efficacy, and intention. To also demonstrate that the tailored MPG games inspire better play experience than the one-size-fits-all and the contra-tailored persuasive games, I measure the gamers’ perceived enjoyment and competence under the different game conditions. The results of the evaluation showed that while PTs can be effective for promoting healthy behaviour in terms of attitude, self-efficacy, and intention, the effectiveness of persuasion depends on using the right choice of persuasive strategy for each gamer type. The results showed that one size does not fit all and answered my overarching research question of whether there is a value in tailoring PT to an individual or group. The answer is that persuasive health interventions are more effective if they are tailored to the user types under consideration and that not tailoring PTs could be detrimental to behaviour change.
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32

Fogg, 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.

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Ji-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.

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碩士
國立成功大學
工業設計學系
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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.
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Caraban, Ana Karina Caldeira. "Technologies that motivates healthy toothbrushing: practices through social translucence." Master's thesis, 2015. http://hdl.handle.net/10400.13/1046.

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Fifty percent of the European Union’s population suffers from an oral disease. Studies have repeatedly shown that while acquiring healthy toothbrushing practices early on in one’s life is of significance, children and adults often fail to adhere to those. In this thesis we attempt to design and prototype interactive technologies that motivate healthy tooth brushing habits on individuals. Rather than focusing on the technologies’ persuasive power over individuals, we tap on the social mechanisms employed by families. In this sense, we think of these technologies as social translucent rather than persuasive, whose goal is to raise awareness within the family on each other’s habits and that aim at leveraging families’ existing social mechanisms for behavior change, rather than replacing them. More specifically, we aim to gain insights with respect to the following questions: a) What are the drivers and barriers towards adhering to healthy tooth brushing behaviors? b) Can we effectively measure toothbrushing behaviors? c) How can technologies leverage family communication practices in motivating proper toothbrushing behaviors? First, we present two studies about children and adults’ tooth brushing behaviors and how these are influenced by social interactions within the family. Secondly, we present the design and prototyping of two systems that sense toothbrushing practices and provide feedback, using the Social Translucence Framework as a design lens. We conclude with an overview of lessons learnt from the prototyping of these systems supported by an analysis of the strengths and pitfalls of the developed technologies.
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Ornelas, 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.

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Individuals often struggle to move from the intention of attaining healthy lifestyles to their set goal. Long-lasting behaviors are hard to achieve, and despite the initial premises, the effectiveness of self-tracking tools has been found to wear off with time. In this work, we foster an alternative approach to the dominant narrative of quantification. We present CrowdWalk, a mobile application that leverages the wisdom of the crowd to produce location-based "walking challenges", thus supporting behavior change through highlighting opportunities for physical activity. We first present a study on how people find ways to perform physical activity in their daily routines. Based on these insights, we developed CrowdWalk, a tool that encourages those types of activities thus concluding with our design considerations for persuasive technologies. We present our full design and prototyping process along with a usability evaluation of the final tool. To begin with, we present a study on how people find ways to perform physical activity in their daily routines and then, we present CrowdWalk as a tool that encourages those types of activities thus concluding with our design considerations for persuasive technologies.
Existe 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.
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