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Persuasive technology

Technology designed to persuade

  • 11 min read
  • 6 chapters

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Through Technology, Persuasion and Social influence

Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent, in which technological features are deliberately designed to influence users' attitudes or behaviours.

Taxonomies

Functional triad

Persuasive technologies can be grouped according to the different ways they are designed to influence users. B. J. Fogg proposes the functional triad as a classification of three "basic ways that people view or respond to computing technologies": persuasive technologies functioning as tools, media, or social actors, or as more than one at once.

  • Tools: here, technologies can increase people's ability to perform a target behavior by making it easier or restructuring it. For example, an installation wizard can influence task completion, including completing tasks not planned by users (such as installation of additional software).
  • Media: interactive technologies can use both interactivity and narrative to create persuasive experiences that support rehearsing a behavior, empathizing, or exploring causal relationships. Here, simulations and games can use rules and mechanics to communicate a particular point of view and influence how people think and behave, an approach known as procedural rhetoric. A climate change simulation game might require users to. balance economic growth against carbon emissions, for example.
  • Social actors: here, technology "opens the door for computers to apply ... social influence". Interactive technologies can cue social responses through their use of language, assumption of established social roles, or physical presence. For example, computers can use embodied conversational agents as part of their interface, or a helpful or disclosive computer can cause users to mindlessly reciprocate. Fogg notes that "users seem to respond to computers as social actors when [they] adopt animate characteristics (physical features, emotions, voice communication), play animate roles (coach, pet, assistant, opponent), or follow social rules or dynamics (greetings, apologies, turn taking)."

Direct interaction v. mediation

Persuasive technologies can also be categorized by whether they change attitude and behaviors through direct interaction or through a mediating role: do they persuade, for example, through human-computer interaction (HCI) or computer-mediated communication (CMC)? The examples already mentioned are the former, but there are many of the latter. Communication technologies can persuade or amplify the persuasion of others by transforming the social interaction, providing shared feedback on interaction, or restructuring communication processes.

Persuasion design

Persuasion design is the design of messages by analyzing and evaluating their content, using established psychological research theories and methods. Andrew Chak argues that the most persuasive web sites focus on making users feel comfortable about making decisions and helping them act on those decisions. During the clinical encounter, clinical decision support tools (CDST) are widely applied to improve patients' satisfaction towards medical decision-making shared with the physicians. The comfort that a user feels is generally registered subconsciously.

Persuasion by social motivators

Previous research has also utilized on social motivators like competition for persuasion. By connecting a user with other users, his/her coworkers, friends and families, a persuasive application can apply social motivators on the user to promote behavior changes. Social media such as Facebook, Twitter also facilitate the development of such systems. It has been demonstrated that social impact can result in greater behavior changes than the case where the user is isolated.

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