330 likes | 589 Views
Persuasive Technologies. Lynne Hall. Definition. “a computing system, device or application intentionally designed to change a person's attitudes or behaviour in a predetermined way” Fogg, 1999. How does Persuasion Occur?.
E N D
Persuasive Technologies Lynne Hall
Definition “a computing system, device or application intentionally designed to change a person's attitudes or behaviour in a predetermined way” Fogg, 1999
How does Persuasion Occur? “An interactive technology persuades by increasing a person's abilities, providing users with an experience or by leveraging the power of social relationships”
Is it new? • Not introducing new methods of persuasion • Using already established persuasive forms • positive feedback • competition / recognition • The technological setting is new
Functional Triad • Interactive Technology viewed as • a tool • a medium • a social actor
As a Tool • A computer application or system can provide humans with new abilities allowing people to do things more easily • Computer tools persuade by: • Increasing self-efficacy • By providing tailored information • By leading people through a process
As Media • Can convey symbolic content (such as text or icons) • Can convey sensory content (such as virtual worlds and simulations). • Can suggest different pathways to persuasion
As Media (continued) • Can influence people by • Providing first-hand experiences • Prompting insights into cause-effect relationships • Allowing cognitive and behavioural rehearsal
As Social Actors • Can invoke social response from users • Especially effective when: • Adopting animate characteristics (physical features, emotions and voices) • Playing animate roles (coach, pet or opponent) • Following social dynamics (greetings, apologies and turn taking).
As Social Actors (continued) • Persuade people to change their attitudes and behaviours by: • Providing social support • Modelling attitudes or behaviours • Leveraging social rules and dynamics
Persuasive Domains • Marketing • Health • Safety • Education
Categories • Desk-top • mass audience potential • limits interaction possibilities • Artefacts • portable • potentially expensive / hi-tech requirements • Environment based • incorporated into context • expensive, high maintenance, security
Persuasive Approaches • Simulated Experience • Marketing • Surveillance • Environments of Discovery • Virtual Groups • Personalising Information
Commercial Persuasion • Branding • Corporate awareness • Similar to advertising • Based on models of buyer behaviour
Example: Onsale.com • www.onsale.com • Auction Web site • Commercial with main aim to sell • Aims • Attract people to site • Register at site • Motivate people to purchase at site
Onsale.com • People have fun • Get good deals • Fair market price • Addictive… • Users getting into debt
Social Persuasion • Often reflect commonly held views • Can be highly educational • Widespread appeal • Address single significant issue
Example: Coping With Bullying • CD ROM sponsored by Rotary • Aimed at children • Offers variety of ways to deal with bullying • Allows users to try different approaches whilst in a safe environment • Used in classroom / home as teaching aid
Coping with Bullying • “Safe” environment • Decisions have no adverse consequences in real life • Wrong choices can demonstrate negative results that might occur • ”Better” choices result in positive outcomes • Can then be replicated in the real?
Persuasive Technology Trends • Most aimed at children and teenagers • Growing adult market • Elective Persuasive Technology • Compulsory Persuasive Technology • Buy-in by those with high socio-economic status
Ethics • Are there dangers in Persuasive Technologies? • What are the ethical issues?
Conclusions • Persuasive technology increasing in importance • Key domain likely to be commerce • Widely seen on the web and in edutainment style software • Has many positive applications • But… Ethical Issues must be considered