Final Flashcards
(94 cards)
Any computing technology designed with the goal of altering users’ behavior, often through impacting their internal states like attitude, motivation, and beliefs
Persuasive Technology Basic Definition
Must have the intention of changing the users’ attitudes or behavior in a planned and purposeful way
Persuasive Technology
is the field of computers as persuasive technologies (Computers As Persuasive Technologies + ology, or a branch of learning)
Captology
Who coined the term Captology in the late 1990’s?
BJ Fogg
For purposes of captology, persuasion is defined as
the attempt to change attitudes or behaviors or both, without coercion or deception
implies force
Coercion
involves misleading people
Deception
which implies voluntary change—in behavior, attitude, or both
persuasion
whether brought about by humans or computers - requires intentionality
True persuasion
Captology does not include such unintended outcomes; it focuses on the attitude and behavior changes intended by the designers of interactive technology products
These planned effects can range widely: which are…
from persuading people to buy things online
to motivating people to take stretch breaks after extended periods of desk work
to convincing people that bioterrorism is a serious threat
2 Different Levels of Persuasion
Micro and Macrosuasion
This term is used to describe theoverall persuasive intent of a product
Example: Fitbit
Macrosuasion
This term is used to describe a product that does not have an overall intent to persuade, but that incorporates smaller persuasive elements to achieve a different overall goal
Example: Quicken
Microsuasion
Persuasive-based computing technologies (PBCTs) can fill three major roles in their interactions with the user: they are:
Tools
Media
Social Actors
_______ augment the user’s performance in some way; they increase the abilities of the user
Tools
_______ enhance the user’s experience; they provide experiences, insight, behavioral rehearsal not otherwise possible, or insight into cause-effect relationships
Media
_______ form relationships with the user and take on the role of a virtual peer
Social actors
For the example Fitbit, As It Keeps track of steps automatically, computes statistics like average steps, numbers of calories to eat per day, etc. This is :
Tool
For the example Fitbit, As it Provides simulated experience by providing real-life comparisons
Media
For the example: Fitbit, As it Greets user by name, uses different encouraging phrases to motivate them
Social Actor
The fitbit Incorporates_________elements as well like Badges/Achievements and having a friends list/communication/competition
microsuasion
Steps to design Persuasive Technology
Step 1: Choose a simple behavior to target
Step 2: Choose a receptive audience
Step 3: Find what prevents (or facilitates) the target behavior
Step 4: Choose an appropriate and familiar technology channel
Step 5: Find relevant examples of persuasive technology
Step 6: Imitate successful examples
Step 7: Test and iterate quickly
Step 8: Expand on success
This can be any of the following:
a paper-based outline of a screen or set of screens
an electronic ‘picture’
a video simulation of a task
a three-dimensional paper and cardboard mockup of a whole workstation
a simple stack of hyperlinked screen shots
Prototype
What is a Prototype?
A prototype allows stakeholders to interact with an envisioned product, to gain some experience of using it in a realistic setting. and to explore imagined uses