Persuasive Technology 2009: Day 1

Here are some notes I took while at Persuasive Technology 2009. Unfortunately, I had to get back to work by mid-afternoon. I had to balance between different priorities.

“Meeting People Where They Are”
Brenda Laurel

  • intent –> strategy –> tatic
  • Structural analysis: computing (managing sensory input, senses its effects, adapts), persuasion ( embodes intent, orchestrates effects, manifests change)
  • Methodology: Primary research (talk w/ people), Quantitative research, analysis (identify patterns, combine findings w/ design principles)
  • Purple Moon: 1. Persuade girls to use computers, 2. Create contents to attract girls to use computers, conducted dyad research (use probe in focused groups/interviews)
  • Primate studies: Male (direct competition, direct measures), females (covert competition, affiliation & exclusion)
  • girl’s inner (fantasy world) and outer self (dealing with relationships)
  • Human centered research is essential
  • mobo: a product inspired by the insight that technology is comfort from market research.
  • Shades of green: product ideas inspired by kid’s desire for “outside” and a way to inspire kids to be a green hero.
  • Her students developed a framework for change. (look for the slides)
  • see,, and her Twitter.

Understanding Persuasive Software Functionality in Practice: a Field Trial of Polar FT60
Marja Harjumaa, Katarina Segerstahl and Harri Oinas-Kukkonen

  • Research area: Study persuasive techniques.
  • Product: a heart rate monitor for users with active life style (i.e. workout at gyms and running)
  • Persuasive Systems Design Model (PSD)
  • The goal of the use of hard rate monitor is to persuade users to not push over intensive exercise with feedback from heart rate monitor/training program
  • Categories
    • Primary task Support: most users got hooked to self monitoring and it empowers users to control their behavior.
    • Dialogue Support: Engaging initially, but the effect wears out after while.
  • The study did not do an user education on how to use the device fully.
  • There were 3 type of people: performance/long-term goal (thought the stars/trophies are ridiculous) , self-monitoring (can get motivated by stars/trophies), maintenance oriented (can get motivated by stars/trophies)

Towards a Handy Interactive Persuasive diary for Teenagers with a Diagnosis of Autism
Anja Meiland Ranfelt, Tony Wigram and Peter Ohrstrom

  • HANDS project, a European commission sponsored project, covers psychology, pedagogy, and persuasive design.
  • The provides a smart phone application as one of the tools to address issues of Autism

A Persuasive Interactive Mannequin for Shop Windows
Wolfgang Reitberger, Alexander Meschtscherjakov

  • Enhanced store map: improve shopping experience by informing the user about the collective shopping activity in a store
  • PerFrame: a setting posture feedback application
  • Design concept: Shop windows are an important interface between sops and their customers. Three steps of persuasion: 1. Attraction of attention 2. Engagement 3. _______
  • Design process: take pictures of an user to create a 3d model, use CryEngine 2 (a gaming engine)
  • Technical setup: Head-tracker with visual configuration based on fraunhofer libraries
  • The goal of the research project was to increase user engagement, which may lead to a purchase.
  • Majority of users agreed that: the mannequin should automatically adapt to one’s own gender, they wished to be able to change the color of the PIM’s clothes, they would also like to change the type of the mannequin’s clothes, the mannequin should recommend them suitable clothes.
  • User design suggestions: game, mood, and information
  • Conclusion: short-term behavior change –> increase of the perceived length of stay, no attitude change towards beter perceived image of the store, Usser suggested a more realistic and human-like design, Use natural behavior of the user (mirroring) as input modalities for additional features, explicit interactions (such as change color of the clothes and gender), Automatically personalize the PIM.
  • Young women are interested this technology and responded positively.

Persuasive Design Techniques

Influencing Interaction: Development of the Design with intent

  • 26-36% of household energy use are wasted(?)
  • Design with Intent: Design that’s intended to influence, or result in, certain user behavior. Motivating behavior, enabling behavior (example: eco button, an easy way to save energy and get energy saving information), Constraining behavior (this technique invites workaround that defeats the original intent).
  • A challenge: “We want people to switch off lights that don’t need to be on” –> Self-monitoring: “How is m behavior affects the system”, Kairos: “What’s the best action for me to take right now?”, Social proof: “What do other users like me do in this situation?”, framing: “Well, if you put it that way…”, Scarcity: “Not much left, better use it wisely”, commitment & consistency: “Stick to the plan”, a few other approaches has different recommendations. See paper for more information on this.

Design Methods for Ethical Persuasive Technology
Janet Davis

    Example issues: Bias in information systems (due to their design), web browsers persists cookies, accountability in design-support systems

  • principles in persuasive technologies: see paper by Berdichevsky & Neuenschwander
  • Value sensitive design: a theoretical grounded approach to the design of technology that accounts…
    participator design (end-user as participates)

Designing Empathic Computer: The Effect of Multimodal Empathic Feedback, UK
Hien Nuyen and Judith Masthoff

  • User’s mood can impact the amount of time he/she spend reading a web site.
  • 1. The positive attitude of the users toward active support. 2. The positive outcome of an empathic system regardless of the modality of content delivery. 3. A system represented by a human-like representation is expected to e empathic. 4. Adding a mechanism to allow the users to freely express themselves does not improve the effectiveness or liking of an empathic system.

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