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Persuasive Technology

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Title: Persuasive Technology


1
Persuasive Technology
  • Shan Jiang Tijana Milenkovic

2
(No Transcript)
3
Outline
  • Introduction Definitions and Trends
  • Types of persuasion
  • The functional triad
  • Computers as Tools
  • Computers as Media
  • Computers as Social Actors
  • Credibility and Computers
  • Credibility and World Wide Web
  • Mobility and Connectivity
  • Ethics of Persuasive Technology
  • Looking forward

4
Lets start!
  • Introduction Definitions and Trends
  • Types of persuasion
  • The functional triad
  • Computers as Tools
  • Computers as Media
  • Computers as Social Actors
  • Credibility and Computers
  • Credibility and World Wide Web
  • Mobility and Connectivity
  • Ethics of Persuasive Technology
  • Looking forward

5
Persuasive Technology - Definitions
  • Captology is the study of Computers As Persuasive
    Technology (CAPT-ology)
  • "Simply put, a persuasive computer is an
    interactive technology that changes a person's
    attitudes or behaviors or both.
  • Persuasion is "an attempt to shape, reinforce, or
    change behaviors, feelings, or thoughts about an
    issue, object, or action.

B.J. Fogg, founder of the field of Captology
B.J. Fogg
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A trend in interactive technology
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Next
  • Introduction Definitions and Trends
  • Types of persuasion
  • The functional triad
  • Computers as Tools
  • Computers as Media
  • Computers as Social Actors
  • Credibility and Computers
  • Credibility and World Wide Web
  • Mobility and Connectivity
  • Ethics of Persuasive Technology
  • Looking forward

8
Types of persuasion
  • Macrosuasion approach where computing products
    were created solely for the purpose of persuasion
  • QuitSmoking
  • Baby think it over
  • HygieneGuard
  • MetroNerd and Earth Dig it, but dig it
    right
  • Alcohol 101 Plus
  • Dole 5 A Day - Dole SuperKids
  • Microsuasion approach where interactive
    computing products were created for purposes
    other than persuasion (e.g., productivity,
    communication, entertainment), but they have
    elements of persuasion built into the user
    experience
  • E-Bay feedback system
  • Dialogue box in Quicken
  • Nagscreens in shareware
  • Videogames
  • Microsuasion is becoming more common in all
    software products

9
Next
  • Introduction Definitions and Trends
  • Types of persuasion
  • The functional triad
  • Computers as Tools
  • Computers as Media
  • Computers as Social Actors
  • Credibility and Computers
  • Credibility and World Wide Web
  • Mobility and Connectivity
  • Ethics of Persuasive Technology
  • Looking forward

10
The functional triad
  • Examples
  • Computer as tool - Baby Think It Over
  • Computer as a medium - Alcohol 101 Plus
  • Computer as social actor Pocket Pikachu

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Computers as Persuasive Tools
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Computers as Persuasive Tools
  • Amazon.com one click shopping

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Computers as Persuasive Tools
  • Software
  • installation

14
Computers as Persuasive Tools
  • Chemical Scorecard
  • E-commerce sites

15
Computers as Persuasive Tools
  • SMART
  • Timing is critical

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Computers as Persuasive Tools
  • Heart rate monitor
  • HelathyJump rope

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Computers as Persuasive Tools
  • Hygiene Guard
  • AutoWatch
  • Rewarding through
  • surveillance

18
Computers as Persuasive Tools
  • Operant conditioning
  • uses rewards to
  • shape behavior
  • (training dog to do tricks)
  • Telecycle
  • Games

19
Computers as Tools - Principles
  • Reduction Using computing technology to reduce
    complex behavior to simple tasks increases the
    benefit/cost ratio of the behavior and influences
    users to perform the behavior
  • Tunneling Using computer technology to guide
    users through a process or experience provides
    opportunities to persuade along the way
  • Tailoring Information provided by computing
    technology will be more persuasive if it is
    tailored to individuals needs, interests,
    personality, usage context, or other factors
    relevant to the individual
  • Suggestion - A computing technology will have
    greater persuasive power if it offers suggestions
    at opportune moments
  • Self-Monitoring Applying computing technology
    for tracking performance or status helps people
    to achieve predetermined goals or outcomes
  • Surveillance Applying computing technology to
    observe others behavior increases the likelihood
    of achieving a desired outcome
  • Conditioning - Computing technology can use
    positive reinforcement to shape complex behavior
    or transform existing behaviors into habits

20
Computers as Media Simulation
  • Computers can shape attitudes and behavior by
    providing compelling simulated experiences (for
    example, AOL gives trial membership on CD)
  • People often react to virtual experiences as if
    they were real-world experiences
  • Types of simulations
  • Cause and effect simulations (Cause and Effect)
  • Environment simulations (Virtual Rehearsal and
    Virtual Rewards)
  • Object simulations (Simulations in Real-World
    Contexts)

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Cause-and-Effect Simulations
  • They enable users to gain insight into likely
    consequences of their attitudes or behaviors
    users can explore and experiment in safe
    environment, free of real-world consequences
  • Principle of Cause and Effect Simulation can
    persuade people to change their attitudes or
    behaviors by enabling them to observe immediately
    the link between cause and effects
  • HIV Roulette A Cause-and-Effect Simulator
  • Results are more in your face and harder to
    ignore
  • Rocketts New School Learning Social Skills
  • Game inspires girls to build qualities like
    confidence, empathy
  • What guaranties that simulations are accurate?
  • Bias is inevitable

22
Environment Simulations
  • Again, safe place to explore new behaviors
    virtual environments are controllable user can
    stop and continue experience at any time
  • Principle of Virtual Rehearsal Providing a
    motivating simulated environment in which to
    rehearse a behavior can enable people to change
    their attitudes or behavior in the real world
  • Principle of Virtual Rewards Computer
    simulation that reward target behaviors in the
    virtual world, such as giving virtual rewards for
    exercising, can influence people to perform the
    target behavior more frequently and effectively
    in the real world
  • Health and fitness industry - leaders in using
    environment simulations to motivate and influence
    people

23
Environment Simulations
  • LifeFitness VR Rowing Machine competing in a
    virtual environment
  • Time pass more quickly and enjoyably
  • Uses many of persuasive strategies feedback,
    competition and rewards
  • The Tectrix VR Bike Pedaling to explore Virtual
    Environment
  • As you work out on this device, you explore a
    virtual world (tropical island, mountains, under
    the sea), navigating by plane or snowmobile,
    choosing whichever route you prefer
  • Multiplayer competition in a virtual world
  • Managing Asthma in a Simulated Environment
  • Click Healths Bronkie the Bronchiasaurus
  • Using Simulation to Overcome Phobia
  • Helping Doctors to Emphathize with Cancer
    Patients
  • In My Steps

24
Object Simulations
  • Real-world simulation less dependent on
    imagination make clear impact on everyday life
  • Principle of Simulations in Real-World Contexts
    Portable simulation technologies designed for use
    during everyday routines can highlight the impact
    of certain behaviors and motivate behavior or
    attitude change
  • Examples
  • Baby Think it Over An Infant Simulator
  • Used as part of many school programs
  • Helps teenage girls understand how much attention
    a baby requires
  • Drunk Driving Simulator
  • Specialized Dodge Neon automobile simulates drunk
    driving
  • Students first drive car in normal mode, and then
    in drunk mode

25
Computers as Social Actors
  • Im going to kill you! Im going to kill you!
  • Principle of Attractiveness - A computing
    technology that is visually attractive to target
    users is likely to be more persuasive as well
  • Principle of Similarity - People are more readily
    persuaded by computing technology products that
    are similar to themselves in some way
  • Principle of Praise - By offering praise (whether
    it is sincere or not), via words, images,
    symbols, or sounds, computing technology can lead
    users to be more open to persuasion
  • Principle of Reciprocity - People will feel the
    need to reciprocate when computing technology has
    done a favor for them
  • Principle of Authority - Computing technology
    that assumes roles of authority will have
    enhanced powers of persuasion

26
The functional triad
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Example - Persuasive Mirror
  • Purpose To motivate individuals to have a
    healthier lifestyle
  • Why mirror?
  • Three working modes
  • Progress representation - feedback on recent
    behavior
  • (e.g. silhouette slimmer and younger for a
    balanced meal, bigger and older for no meal or
    junk food)
  • Behavior summary
  • (statistics on good and bad behavior, areas
    to improve)
  • A regular mirror
  • (equivalent to switching the device off)

28
Persuasive mirror (contd)
  • It modifies the users reflection digitally to
    cause specific reactions in the user, based on
    the results of the user daily activity and
    behavior
  • The mirror has no pre-encoded universal values
    that it tries to impose on the user. It is the
    user that configures the device in order to
    receive daily assistance in achieving their goals
  • Persuasive Mirror can be seen as a persuasive
    social actor using attractiveness, similarity,
    reciprocity and authority visual suggestions, and
    as a simulation media showing cause and effect,
    virtual rewards, etc.

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(No Transcript)
30
Next
  • Introduction Definitions and Trends
  • Types of persuasion
  • The functional triad
  • Computers as Tools
  • Computers as Media
  • Computers as Social Actors
  • Credibility and Computers
  • Credibility and World Wide Web
  • Mobility and Connectivity
  • Ethics of Persuasive Technology
  • Looking forward
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