Persuasive Technology 11th International Conference PERSUASIVE 2016 Salzburg Austria April 5-7-2016 Proceedings
Persuasive Technology 11th International Conference PERSUASIVE 2016 Salzburg Austria April 5-7-2016 Proceedings
Persuasive Technology 11th International Conference PERSUASIVE 2016 Salzburg Austria April 5-7-2016 Proceedings
Boris De Ruyter
Verena Fuchsberger
Martin Murer
Manfred Tscheligi (Eds.)
LNCS 9638
Persuasive
Technology
11th International Conference, PERSUASIVE 2016
Salzburg, Austria, April 5–7, 2016
Proceedings
123
Lecture Notes in Computer Science 9638
Commenced Publication in 1973
Founding and Former Series Editors:
Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen
Editorial Board
David Hutchison
Lancaster University, Lancaster, UK
Takeo Kanade
Carnegie Mellon University, Pittsburgh, PA, USA
Josef Kittler
University of Surrey, Guildford, UK
Jon M. Kleinberg
Cornell University, Ithaca, NY, USA
Friedemann Mattern
ETH Zurich, Zürich, Switzerland
John C. Mitchell
Stanford University, Stanford, CA, USA
Moni Naor
Weizmann Institute of Science, Rehovot, Israel
C. Pandu Rangan
Indian Institute of Technology, Madras, India
Bernhard Steffen
TU Dortmund University, Dortmund, Germany
Demetri Terzopoulos
University of California, Los Angeles, CA, USA
Doug Tygar
University of California, Berkeley, CA, USA
Gerhard Weikum
Max Planck Institute for Informatics, Saarbrücken, Germany
More information about this series at http://www.springer.com/series/7409
Alexander Meschtscherjakov
Boris De Ruyter Verena Fuchsberger
•
Persuasive
Technology
11th International Conference, PERSUASIVE 2016
Salzburg, Austria, April 5–7, 2016
Proceedings
123
Editors
Alexander Meschtscherjakov Martin Murer
University of Salzburg University of Salzburg
Salzburg Salzburg
Austria Austria
Boris De Ruyter Manfred Tscheligi
Philips Research Europe University of Salzburg
Eindhoven Salzburg
The Netherlands Austria
Verena Fuchsberger and
University of Salzburg
Salzburg Austrian Institute of Technology
Austria Vienna
Austria
LNCS Sublibrary: SL3 – Information Systems and Applications, incl. Internet/Web, and HCI
papers. The Program Committee chairs examined the papers and their reviews and
compiled the final list of papers to be presented at the conference.
From the 73 submitted papers, 30 were accepted, yielding an acceptance rate of 41.1 %.
From the 59 long papers submitted, 27 were accepted (i.e., acceptance rate of 45.8 %).
From the 14 submitted, three were accepted (i.e., acceptance rate of 21.4 %).
In addition to the papers presented in this volume, the conference also published
adjunct proceedings, which included the accepted work-in-progress submissions to the
posters track, the accepted demo submissions to the demos track, the accepted position
papers to the doctoral consortium, as well as a description of the seven workshops:
• User Experience Design for Persuasion and Behavior Change
• Empowering Cities for Sustainable Well-Being
• The Challenge of Device Overload: Using the Persuasive Framework to Effectively
Use Modern Technologies to Encourage Health-Promoting Behaviors
• Where Are We Bound for? Persuasion in Transport Applications
• Persuasive Designs for Learning – Learning in Persuasive Design
• Behavior Change Support Systems (BCSS 2016): Epic for Change, the Pillars for
Persuasive Technology for Smart Societies
• Personalization in Persuasive Technology Workshop
To make this conference a success, a great number of people supported in various
ways. We would like to thank the authors for their high-quality contributions, and the
reviewers for their valuable feedback. Furthermore, we would like to express our
appreciation to the organizational and scientific committees, who took care of the
workshops, tutorials, doctoral consortium, posters, demos and showcases, the game
jam, and the main conference.
General Chair
Manfred Tscheligi University of Salzburg and Austrian Institute
of Technology, Austria
Program Chairs
Boris De Ruyter Philips Research, The Netherlands
Alexander University of Salzburg, Austria
Meschtscherjakov
Organizational Chairs
Verena Fuchsberger University of Salzburg, Austria
Martin Murer University of Salzburg, Austria
Alexander University of Salzburg, Austria
Meschtscherjakov
Poster Chairs
Alexandra Millonig Austrian Institute of Technology, Austria
Rita Orji McGill University, Canada
Workshop Chairs
Maurits Kaptein Tilburg University, The Netherlands
Peter Fröhlich Austrian Institute of Technology, Austria
VIII Organization
Tutorial Chair
Harri Oinas-Kukkonen University of Oulu, Finland
Local Arrangements
Carina Bachinger University of Salzburg, Austria
Kristina Karl University of Salzburg, Austria
Alexandra Leitner University of Salzburg, Austria
Scientific Committee
Magnus Bang Linkoping University, Sweden
Shlomo Berkovsky CSIRO, Australia
Robert Biddle Carleton University, Canada
Marc Busch Austrian Institute of Technology, Austria
Cheryl Campanella Bracken Cleveland State University, USA
Samir Chatterjee Claremont Graduate University, USA
Luca Chittaro HCI Lab, University of Udine, Italy
Janet Davis Whitman College, USA
Berardina De Carolis University of Bari, Italy
Boris De Ruyter Philips Research, The Netherlands
Peter De Vries University of Twente, The Netherlands
Sebastian Egger Austrian Institute of Technology, Austria
Alexander Felfernig Graz University of Technology, Austria
BJ Fogg Stanford University, USA
Jill Freyne CSIRO, Australia
Peter Fröhlich Austrian Institute of Technology, Austria
Verena Fuchsberger University of Salzburg, Austria
Luciano Gamberini University of Padua, Italy
Mark Gilzenrat CNN Digital, USA
Manuel Giuliani University of Salzburg, Austria
Thomas Grah University of Salzburg, Austria
Ulrike Gretzel University of Queensland, Australia
Marco Guerini FBK_Irst, Italy
Magdalena Gärtner University of Salzburg, Austria
Jaap Ham Eindhoven University of Technology, The Netherlands
Organization IX
Steering Committee
Harri Oinas-Kukkonen University of Oulu, Finland
Magnus Bang Linkoping University, Sweden
Shlomo Berkovsky CSIRO, Australia
Samir Chatterjee Claremont Graduate University, USA
BJ Fogg Stanford University, USA
Peter Hasle Aalborg University, Denmark
Cees Midden Eindhoven University of Technology, The Netherlands
Sponsors
Contents
Individual Differences
Theoretical Reflections
Smile Catcher: Can Game Design Lead to Positive Social Interactions? . . . . . 211
Niaja Farve and Pattie Maes
More than Sex: The Role of Femininity and Masculinity in the Design
of Personalized Persuasive Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Marc Busch, Elke Mattheiss, Michaela Reisinger, Rita Orji,
Peter Fröhlich, and Manfred Tscheligi
Luca Chittaro ✉
( )
Human-Computer Interaction Lab, University of Udine, via delle Scienze 206, 33100 Udine, Italy
[email protected]
http://hcilab.uniud.it
Abstract. On the Web, as in more traditional influence contexts, the most effec‐
tive persuasive strategies often depend on the individual characteristics of the
message recipient. Unfortunately, most persuasive technology applications
currently employ a one-size-fits-all approach to interventions. The study we illus‐
trate investigates two different techniques (message framing and color priming)
that can be used in tailoring a persuasive Web page about a prevention topic. The
findings of our study highlight interactive effects between message framing and
color priming, and advance the results in the literature by showing that red
enhances the effects of framing in a gender-based fashion. The obtained results
also provide practical guidance for automatic tailoring of persuasive Web pages
about prevention topics, suggesting a strategy based on gender, an information
about the user that is typically readily available in social network profiles, and
other Web sites to which people register.
1 Introduction
Two important features of Web pages that could affect their effectiveness are the
framing of the message contained in the page (for example, a message about health can
be framed in terms of gain or loss associated with following or not the recommended
behavior [28]), and the colors used by the page (for example, different background colors
of a Web page can prime different attributes related to its content, influencing viewers
[22]). The study in this paper focuses on both persuasion techniques (message framing
and color priming), exploring how they could be exploited in tailoring a persuasive Web
page. More specifically, the purpose of the paper is to (i) investigate message framing
and color priming in Web pages that deal with prevention topics, (ii) study possible
gender differences in users’ susceptibility to the considered techniques, which could be
very important for automatically tailoring Web pages based on gender as an individual
user’s characteristic, (iii) derive possible design guidance for tailoring Web interven‐
tions on prevention topics.
2 Related Work
A persuasive message can be framed in terms of the benefit (gain) or cost (loss) asso‐
ciated with adopting or not its recommendation. Several studies have shown that loss
and gain frames affect people’s attitudes and behavior in a different way even when they
describe objectively equivalent situations, see [19, 27, 28] for reviews. In particular, the
effects of framing can change with the addressed type of behavior, with gain framing
being more effective when the message is a prevention recommendation (e.g., sun screen
use, physical exercise, vaccinations,…), and loss framing more effective when it is a
detection recommendation (e.g., checkups, breast self-exam, HIV testing,…).
However, most studies did not consider gender as a possible individual difference
that may affect the influence of loss or gain framing on message recipients, see [19]. The
few studies which considered gender in health communication (e.g., about sunscreen
[27] and condoms [18] to prevent health risks) or in other domains (e.g., filling honestly
the tax return to prevent risks such as fines, penalties and jail sentences [16]) suggest
that gain framing could be more effective with women, while men could be more sensi‐
tive to loss framing. It is also worth noting that Fagley and Miller [10, 11], who studied
gender differences in risky decision problems, go as far as saying that framing experi‐
ments which do not address possible gender effects may simply reflect the gender that
predominates in the sample and be uninterpretable.
Another important feature of Web pages that can affect users is color. Research on
color priming has investigated effects of color on different aspects of cognition and
behavior, e.g. [7–9, 14, 23]. A study about Web persuasion was proposed by [22], who
considered simple Web pages containing a product description and showed how back‐
ground color can influence consumers. Participants who examined a car description on
a Web page with a red and orange flame-like background were later more likely to
mention safety as an important attribute for buying a car than participants who were
exposed to a different (green) background, showing that red can help in priming safety.
One of the color priming studies conducted by [23] focused specifically on prevention
aspects. Participants read descriptions of three pairs of brands on a computer screen and
Tailoring Web Pages for Persuasion on Prevention Topics 5
then reported their brand preferences. Within each pair, one brand highlighted a negative
outcome people try to avoid, whereas the other brand highlighted a positive outcome
people try to approach. For example, one of the pairs concerned toothpaste, with brand
A particularly good for cavity prevention and brand B particularly good for tooth
whitening. Across the three pairs, a red background increased preference for the brand
that emphasized prevention. After ruling out mood as an alternative explanation with a
post-hoc study, the study concluded that a red background contributes to activating
avoidance motivation.
Gerend and Sias [13] investigated color priming together with message framing in
persuasion about preventive behavior. In particular, the study concerned printed mate‐
rials (a red or grey leaflet recommending a vaccination), in which the message was
presented as either loss-framed or gain-framed. The results showed an interaction
between color priming and message framing: loss framing was more effective but only
when primed with red. Participants in this study were all male (a limitation that is
acknowledged by its authors), and this could explain why the sample was more sensitive
to the loss frame. The fact that red enhanced the effect of loss framing is consistent with
the increase in risk avoidance motivation pointed out by [23] and with the role of red as
a safety prime found by [22]. Moreover, Gerend and Sias [13] suggest that the enhancing
interactive effect of color red could originate from the fact that red primes threat via
associations with blood and danger, and acts as a peripheral threat cue that affects
processing of persuasive health messages. More generally, other authors point out that
red, as the single color most commonly associated with danger [34], has been shown to
make people more vigilant [23], and the amount of attention directed to the message is
an important aspect for the success of a persuasive intervention. Both perspectives would
be consistent with the activation of a recently postulated “human alarm system” [6], a
psychological system that people use to detect and handle threatening cues and, when
activated, prompts people to process more alertly what is going on (for a discussion of
the human alarm system, and some of its effects on judgment see [32]).
3 Method
The goal of our study was to advance the investigation of message framing and color
priming in Web pages for prevention topics, aiming at deriving possible guidance for
tailored persuasion based on gender.
We considered fires as a prevention domain of interest for their social relevance, e.g.
in 2014, in the US alone, 19’050 civilians were hurt (3,275 dead, 15,775 injured) as the
result of fires [17], with home fires accounting for 84 % of the death toll, and a fire
occurring every 86 s in the country. Adjusting for population, the fire death rate of some
former USSR countries such as Russia, Latvia, and Estonia, is about ten times higher
than the fire death rate of the US [5]. Fire risks are thus an important worldwide safety
issue, and also a public health issue because they lead to hospitalizations of survivors,
who can suffer long-term or even lifelong health consequences.
Current approaches to foster awareness of personal fire safety on the Web have
explored the creation of different pages based on a two-groups age segmentation,
6 L. Chittaro
producing a version of the Web site devoted to children, e.g. [24, 30], and one to adults,
e.g. [25, 31]. Web pages targeted at adults currently follow a one-size fits all approach
that uses the same messages for all visitors.
The study in this paper explores if tailoring message framing and color in this kind
of Web pages could increase their effectiveness. Among the topics dealt with by fire
prevention campaigns, the described experiment focuses on domestic smoke alarms, a
preventive measure that significantly increases occupants’ chances of surviving a deadly
home fire [25, 31].
Table 1. Gain- and loss-framed message. For reader’s convenience, the section titles and the text
paragraphs in the message are an English translation of the original (non-English) ones, and we
have highlighted differences between the gain- and loss-framed versions in italic.
Homes are particularly exposed to the Homes are particularly exposed to the
possibility of fire, due to a relevant possibility of fire, due to a relevant
concentration of electrical devices, sources of concentration of electrical devices, sources of
heat and flammable materials. heat and flammable materials.
Several studies show that in common home Several studies show that in common home
environments, detecting early the presence of environments, detecting late the presence of a
a fire can help prevent reaching conditions of fire can put at risk of reaching conditions of
non-sustainability (that is, the death of non-sustainability (that is, the death of
people). people).
Fortunately, many families saved their lives Unfortunately, many families lost their lives
because they did install an important safety because they did not install an important
feature in their homes: smoke alarms. safety feature in their homes: smoke alarms.
With smoke alarms, you are warned that Without smoke alarms, you are not warned
smoke is entering your bedroom while you that smoke is entering your bedroom while
are sleeping: in this way, you wake up in you are sleeping: in this way, you wake up too
time, when it is still possible to escape from late, when it is not anymore possible to escape
the building. from the building.
The causes of a fire can be very common and The causes of a fire can be very common and
trivial: a short circuit in an electrical trivial: a short circuit in an electrical
appliance, a cigarette left burning on an appliance, a cigarette left burning on an
ashtray, a cloth over a lit lamp,... The ashtray, a cloth over a lit lamp,... The absence
presence of a smoke alarm allows us to detect of a smoke alarm does not allow us to detect
these events early and frees us from a deadly these events early and imprisons us in a
trap. deadly trap.
• Perceived level of attention and alertness to the Web page. We were interested in
assessing this aspect because, in general, when a persuasive attempt employs textual
messages, it is fundamental that the user attentively reads the information contained
in them. Moreover, in this study, it is important to assess if and when the threatening
cue (color red) is actually able to increase the level of attention and alertness as the
color priming literature would suggest it is able to.
8 L. Chittaro
Based on the previously surveyed literature on color priming, which has shown the
general role of red in increasing vigilance and priming safety, and the specific study [13]
which has shown (on a male sample) that the enhancing effect of red on persuasion
shows itself with the loss frame (to which men are likely more sensitive), we hypothe‐
sized that we were going to obtain a similar result with men in our study. However, since
our study extends the investigation to women, who are likely more sensitive to the gain
frame, we hypothesized that we were going to obtain the best results in terms of attention
and persuasion with women through the gain frame, enhanced by the general role of red
mentioned above.
3.2 Measures
To measure the level of attention and alertness, we employed the items used in [32].
We asked participants whether the Web page led them to be alert (1 = very weakly,
7 = very strongly) and to be attentive (1 = very weakly, 7 = very strongly), and their
answers to the two items were averaged to form a reliable scale of participants’
alertness (Cronbach’s alpha = .78).
To measure participants’ attitudes towards the recommended prevention solution,
we used three questions that respectively asked how useful, important, and effective is
to have smoke alarms in houses. Answers were given on a 7-point Likert scale (1 = not
at all, 7 = a lot), and were averaged to form a reliable scale of perceived response
efficacy (Cronbach’s alpha = .92).
4 Results
We conducted a three-way ANOVA with framing (loss, gain), color priming (red, gray),
and gender (male, female) as factors. The results of the analysis yielded:
• for attention, a main effect of gender, F(1,118) = 10.17, p < .01, ηp2 = .079, and an
interaction among all three factors, F(1,118) = 10.53, p < .01, ηp2 = .082;
• for response efficacy, a main effect of gender, F(1,118) = 5.24, p = .024, ηp2 = .042,
and an interaction among all three factors, F(1,118) = 5.94, p = .016, ηp2 = .048.
Since a triple interaction among the independent variables characterized attention as well
as perceived response efficacy, we followed a standard unfolding procedure to determine
its meaning, by computing separately subsidiary two-way ANOVAs. Unfolding of the
triple interaction for attention (see Fig. 1) showed that, in men, color red generated more
Tailoring Web Pages for Persuasion on Prevention Topics 9
attention with loss (M = 4.97, SD = 1.66) rather than gain framing (M = 3.35, SD = 1.14),
F(1,28) = 9.08, p < .01, ηp2 = .25, and the gain frame generated less attention when
coupled with red (M = 3.35, SD = 1.14) rather than grey (M = 4.22, SD = 1.15),
F(1,29) = 4.39, p = .045, ηp2 = .13. On the contrary, in women, it was the gain frame that
generated more attention when coupled with red (M = 5.33, SD = 1.05) rather than grey
(M = 4.37, SD = 1.33), F(1,28) = 4.90, p = .035, ηp2 = .15. Finally, the difference in
attention between women and men was statistically significant only for the gain frame
enhanced with red, with higher attention elicited in women (M = 5.33, SD = 1.05) rather
than men (M = 3.35, SD = 1.14), F(1,26) = 23.95, p < .001, ηp2 = .47.
Fig. 1. Triple interaction among gender, color priming, and message framing on attention elicited
by the Web page. Capped vertical bars denote ± 1 SE (Color figure online).
Unfolding of the triple interaction for response efficacy (see Fig. 2) revealed no
statistically significant differences in men, while in women the gain frame produced
10 L. Chittaro
Fig. 2. Triple interaction among gender, color priming, and message framing on perceived
response efficacy of smoke alarms elicited by the Web page. Capped vertical bars ± 1 SE (Color
figure online).
higher perceived response efficacy when coupled with red (M = 6.58, SD = 0.71) rather
than grey (M = 5.62, SD = 1.01), F(1,28) = 9.05, p < .01, ηp2 = .24.
The difference in perceived response efficacy between women and men was statis‐
tically significant only in the gain frame with red, which elicited stronger perception of
response efficacy in women (M = 6.58, SD = 0.71) rather than men (M = 5.10,
SD = 1.73), F(1,26) = 9.20, p < .01, ηp2 = .26.
5 Discussion
The results for attention and response efficacy confirmed our expectation that the effects
on women and men were going to differ, and better results were in general going to be
obtained by employing a gain frame strategy with women and a loss frame strategy with
men, enhancing it with red color priming in both cases.
Tailoring Web Pages for Persuasion on Prevention Topics 11
The finding that, for male participants, loss framing was more effective in eliciting
attention but only when primed with red is consistent with and reinforces the results of
the previously mentioned study by Gerend and Sias [13] of a male-only sample that read
printed materials about a vaccination. In particular, the pattern suggested by the charts
concerning men in Fig. 1 (and also in Fig. 2) is remarkably similar to the one found in
that study when they measured the effectiveness of their persuasive message. However,
to the best of our knowledge, our study is the first to extend the investigation of the
interactive effects of message framing and color priming to women, showing that a
different pattern characterizes women, with gain framing (instead of loss framing)
primed with red as the possible strategy of choice.
Our results contribute evidence to what has been suggested (but not extensively
studied in different conditions and domains) by some authors in the literature (see
Sect. 2), i.e. that in communication about prevention topics a gain framing strategy
could be more effective with women, while men could be more sensitive to loss
framing. However, our study suggests that for this difference to become significant,
the persuasive intervention may have to enhance the framing of the textual message
with further stimuli. In our case, the additional stimulus was a peripheral threat cue
(red color in the page). An interesting consideration concerns how a subtle cue (such
as page color) peripheral to the information being processed can actually have
considerable effects. Previous research on Web pages had shown that different
choices of background color can change the perception of Web page loading time
[15], can influence final scores on general knowledge tests conducted through Web
pages [14] or influence users into considering some features of a product descrip‐
tion more important than others [22]. In our study, color priming was instead effec‐
tive in amplifying the effects of a persuasive framing strategy in terms of attention
obtained by the Web page and elicited perception of efficacy of the recommenda‐
tion made by the Web page. Taken together, these different studies highlight how the
design of persuasive Web pages should be very careful and grounded on persuasion
research, even for those peripheral page features such as background color that are
typically dealt with only from the point of view of usability (e.g., readability of
information) and aesthetics (e.g., pleasant and coherent color schemes).
It is worth remembering that color priming is context-dependent: while red activates
avoidance motivation [23] when associated with safety topics, it can have different
effects in other contexts, e.g. in interpersonal relationships it can enhance male (physical
and sexual) attraction towards a woman [9] instead of avoidance motivation. One should
thus be careful in trying to generalize the results of our experiment outside the context
of messages about risk prevention.
On a practical level, our findings indicate that gender-based tailoring of Web pages
in persuasive interventions concerning prevention topics can be effective. The versions
of the Web page we tested produced different results in participants, based on their
gender. For an automated system that has access to gender information, e.g. most appli‐
cations in social networks, it would be very easy to present the user with the version of
the Web page that maximizes the desired effects.
As a final consideration, a limitation of the study might involve cultural aspects: the
meaning attributed by people to colors can be culture-dependent (e.g., in some cultures
12 L. Chittaro
black is the color of mourning, while in others it is white) and our experiment involved
only a European sample. However, our finding on color concerned red, whose impact
is supposed to be universal [7].
6 Conclusions
This paper explored the effectiveness of a loss frame versus a gain frame strategy in
formulating a persuasive message for a Web page that included either a grey or red color
prime. We focused on possible gender differences that could provide design guidance
for rules that drive automated systems for Web page tailoring.
First, the results of the study support the idea of gender-based tailoring of Web pages
in persuasive attempts concerning prevention topics: the most effective conditions were
different between men and women.
Second, it confirms gender differences in the effectiveness of message framing
hypothesized in the literature [16, 18, 27]: gain framing was the best strategy for female
users, while loss framing could be more suited to male users.
Third, it confirms the interactive effects between message framing and color priming
obtained in the literature with men [13], but extends those results by showing that red
enhances the effects of framing in a gender-based fashion: it is better to associate red to
a gain frame for female users and to a loss frame for male users. This extended result
provides practical guidance for automatic tailoring of persuasive Web pages about
prevention topics.
A particular situation in which the suggested automatic tailoring could become less
effective concerns users who access social networks or Web sites with a fake profile in
which they misrepresent their gender. However, in the context of large-scale campaigns,
the benefits of maximizing effectiveness on the large number of people who build real
profiles on the social network will overshadow the suboptimal results that could be
obtained with the smaller number of those who fake their identity. Moreover, it must
also be noted that automatic technologies able to detect gender misrepresentation on the
Web are available, e.g. Twitter claims that its gender recognition technology is 90 %
accurate [29]. Gender recognition technologies based on multilingual automatic text
analysis [3] allow a social network to detect user’s gender also when the profile does
not include gender information (as in current Twitter profiles).
We now plan to carry out further studies to extend and refine rules for tailoring
persuasive Web pages based on simple information about the visitor that can be readily
available, such as gender. For example, recent research on health and safety campaigns,
e.g. [4, 20, 21], has suggested that men could be less sensitive than women to messages
that resort to high physical threats (such as death and injuries), while they might respond
better to humorous appeals, a difference that – if confirmed – could be important for
Web content tailoring.
Tailoring Web Pages for Persuasion on Prevention Topics 13
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Supporting Users in Setting Effective Goals
in Activity Tracking
Abstract. In this paper we present the development of the pedometer app Move
My Day which implements goal setting as its main persuasive design principle.
Manual goal input as well as two strategies to support users in setting realistic
goals, namely reference routes and personal goal recommendation, were imple‐
mented. The proposed algorithm for adaptive personal goal recommendation is
designed in a way that it recommends short-term goals considering motivational
aspects and gradually raises goals in the long term to meet physical activity
recommendations. In a 12 week field study, we investigated the potentials of the
two support strategies. Results indicate that about half of the users appreciate goal
setting support and that especially personal goal recommendation seems to have
potential to support users in setting effective physical activity goals.
1 Introduction
Physical activity plays an important role for a healthy lifestyle as it can prevent and
alleviate wide-spread diseases, such as diabetes, coronary heart disease, hypertension
or types of cancer. Increasing physical activity is thus a goal frequently addressed in
persuasive systems research. One of the core design principles used in these systems is
goal setting. According to the goal setting theory [1] pursuing a goal has a motivating
effect on performance. To be motivating and effective, goals should be precise, chal‐
lenging and achievable. Moreover, self-set goals should be preferred over externally
assigned goals as they have been shown to be more effective [1]. However, research [2]
has revealed that people have problems in setting realistic goals, especially for moderate-
intensity physical activity. Also our own research results of an online pre-study (n = 194,
age: M = 27, range = 14–74) showed that participants had problems in estimating real‐
istic goal distances. From these results and findings reported in the literature, it becomes
clear that better strategies for supporting users in setting realistic activity goals are
required when designing persuasive technologies to increase physical activity.
While from a motivational point of view goals should be challenging and realistic,
these goals should also conform to common physical activity recommendations
provided from a medical perspective. A key problem is that users start from very different
initial activity levels. For many users, standard activity recommendations would be too
high compared to their current activity level to constitute a realistic next goal. For others,
these goals are achievable but may not be challenging. Therefore, we propose an adap‐
tive algorithm that is designed to gradually raise goals in the long term to meet standard
activity recommendations, but recommends realistic and motivating short-term goals.
The algorithm calculates suggestions of individual step goals for a week.
As an alternative support strategy we suggest reference routes, i.e. usually well-
known or user-specific routes or distances which are transformed to the corresponding
number of steps aiming at making these goals more precise.
We implemented a pedometer app integrating these strategies as well as the possi‐
bility to manually enter goals and investigated the supportive potential of these strategies
in an empirical field study.
2 Related Work
Adaptivity of persuasive systems for behavior change is often addressed in research [3–
5]. Based on a literature review, op den Akker et al. [6] identified adaptive goal setting,
among others, as an important research topic. The authors recommend to define a user-
specific, challenging and achievable goal based on the user’s prior activity data.
However, most activity tracking devices and applications that allow goal setting just
assign fixed, non-adaptive goals or provide the opportunity to set a goal without any
support. Example applications for assigned goals are the Houston system [7],
Fish’n‘Steps [8], and UbiFit [9]. An example for user-generated activity goals is an
application targeting persons 50 + on a PDA [4] which enables users to set daily and
weekly individual goals, but does not provide any goal setting support. Until now, only
few approaches provide user-specific, adaptive goals or goal recommendations.
An early approach used a fixed threshold to select a goal level [10]. Users who
achieved more than 5000 steps a day as baseline were given 10000 steps as their new
goal. Those below 5000 steps were given a goal of 5000 steps a day. Burns et al. [11]
also used participants’ baseline activity in their application ActivMon, measured in the
first study week, to define a goal level of 5 % more than baseline activity.
A smartphone application developed by King et al. [12] allows users to type in their
weekly activity goal or choose among three suggested goals based on health recom‐
mendations. The suggested goals increase week by week, provided the previous week
goal has been reached. Otherwise, a lower goal is recommended.
The persuasive system Move2Play offers a personalized recommendation of a
training plan [13]. It bases on a user model, a domain model and the common recom‐
mendation of 10000 steps a day. The user model contains information e.g. on the user’s
fitness and active time slots. The domain model contains data e.g. about the current day,
the user’s age and sex. The author does not mention how this data is considered in the
recommendation nor describe the concrete algorithm.
Also the virtual training system MOPED [14] implements user-specific and adaptive
recommendations in terms of specific exercises. Therefore, a user model was initialized
with manually entered information about sex, age, weight etc. During usage, further data
Supporting Users in Setting Effective Goals in Activity Tracking 17
are added such as fitness test results and historical training data such as exercise level
or frequency as well as the user’s heart rate. Based on these data, recommendations for
the exercise count and speed of the concrete exercises are calculated.
3 Move My Day
We developed the pedometer App Move My Day to investigate our research question.
Three versions with different functions were developed as described in Sect. 4.1. (Three
additional versions were developed for another investigation that is not topic of this
paper.) Goal setting is the predominant persuasive design principle. Permanent graphical
and textual feedback indicates the progress towards the goal (see Fig. 1). In another view
a list of selectable goal components is presented, i.e. distances used as goals or sub-
goals. The app allows for goals consisting of more than one component. Moreover, the
app contains views for recording reference routes (see Sect. 3.1), for typing in goals,
and for viewing one’s personal history. History includes records, average steps per day
and week as well as statistics of the previous days and weeks. In another view, the app
offers the opportunity to manually correct the step number counted by the system. This
function was integrated to obtain valid data also in case of special situations e.g. when
the smartphone’s battery was exhausted or the user forgot it at home that day.
Fig. 1. Screenshots of the home view and goal selection of the pedometer app Move My Day
Goals are set for one week starting on Monday. They are not assigned automatically,
but are set by the users themselves, however, supported by the app. The app provides
three different ways to set a goal– two of them implement support strategies, one is
unsupported. First, goals can be chosen from a list of pre-defined reference routes which
are described in the following section. These reference routes are provided to make goals
more concrete and conceivable than just numerical step counts. Second, as an alternative
to reference routes, Move My Day provides a personal goal recommendation that is
18 K. Herrmanny et al.
updated each Monday. Its calculation is based on historical user data, general health
recommendations, as well as on motivational aspects and is described in detail in
Sect. 3.2. Third, users can type in their goals manually, without any support of the app.
It is possible to combine different types of goal components into one goal. However, in
some study conditions not all of the three methods are available (see Sect. 4.1).
The algorithm should also consider specific situations. These situations are:
• Historical data are not yet available (cold-start situations).
• The previous step count is unrealistically low (e.g. because usage started the day
before, but not in the morning, or the person is far too little active).
• The user has already achieved a high average level that should not raise to unreach‐
able values.
To meet these demands, thresholds are used to ensure reasonable overall minimum and
maximum values (see Fig. 2). Also, a default value is used to alleviate the cold start
problem which exists in the first week of usage. Modelled after the physical activity
recommendations of the WHO [17], the default, minimum and maximum values are
age-dependent, dividing age groups below 18 years and above. If the user has not entered
his or her age, calculation for adults is used. The default goal recommendation for adults
in case that no historical values are available is 50000 steps a week. This is above mean
step levels former research has identified, but below health recommendations that prop‐
agate 10000 steps a day respectively 70000 steps a week [18]. Thus, it can be seen as a
challenging but achievable goal for an average person. For children and adolescents,
who are recommended much higher levels of physical activity, the default goal is 100000
steps. Unrealistically low goal recommendations, e.g. caused by reasons described
above, are replaced by a minimum value of 21000 steps for adults and 63000 steps for
children and adolescents. Referring to Tudor-Locke et al. [19] the minimum chosen for
adults can be classified as “Limited Activity”, which is in the lower range of physical
activity but above “Basal Activity”. As WHO activity recommendations for persons
under 18 years are three times higher than those for adults, the minimum value for
children and adolescent has been defined as the one for adults multiplied with three. As
maximum values that are implemented to avoid unachievable goals we chose 140000
steps for adults (which is two times the recommendation of 10000 steps a day) and
20 K. Herrmanny et al.
300000 steps for children and adolescents. In this case, we decided not to multiply the
140000 steps with the factor three as it seemed to be an unrealistic high goal and is
consequently not expected to be motivating.
The goals retrieved from the described algorithm are adaptive to the user’s current
medium-term activity level. In phases with high performance, goals increase whereas
they decrease in phases with low performance due to the decreasing mean step number.
However, by not using the previous week as other approaches do (see Sect. 2) but the
mean and record performance, too high variations from one week to the other are
avoided. Goal adaption is therefore very smooth. In the long-term view, the algorithm
tends to recommend increasing goals by integrating the record which cannot decrease.
4.1 Method
The observation period covered 12 weeks. Logged data were filtered to meet our inclu‐
sion criteria for a high data quality:
Supporting Users in Setting Effective Goals in Activity Tracking 21
• First usage week was eliminated as we supposed that users would test the functions
and select different goal components just to try them.
• If users terminated using the app during the investigation period, also the last incom‐
plete week was eliminated.
• Only weeks of active usage were included in the analysis. Our defined criterion for
active usage was opening the app at least seven times a week.
• Further criteria were used to check the trustworthiness of data, especially regarding
manual corrections. Criteria include negative step counts resulting from manual
corrections, unrealistic high step counts (more than 70000 steps a day), and manual
corrections on Sunday with nearly the amount of missing steps for reaching the goal.
Unfortunately, due to technical problems some data was not stored for some data sets
resulting in further exclusions. Furthermore, we removed combined goals (i.e. goals
consisting of more than one type of goal component) from statistical comparison of the
support strategies as no clear allocation is possible. As there is a naturally high variation
in step performance and goals, statistical methods considering such variance had to be
chosen. Therefore, we focus on descriptive data, effect sizes and report confidence
intervals for better interpretation of the results. As there is an ongoing debate about the
informative value of significance testing, we also provide results of significance tests
for the sake of completeness.
4.3 Results
Sample. After the described exclusions, a sample size of 79 participants (27 male, 34
female) and 206 weeks remained. Mean age was 47 years (n = 62, min = 12, max = 72).
18 participants didn’t indicate their age or sex. Asked about previous experience with
activity tracking (at least one month during the last year), 12 indicated to have experi‐
ence, 50 were unexperienced and 17 did not indicate any experience information.
Investigation of Steps Per Week. We compared the steps users took per week
between the three conditions as well as between the types of goal. Results are
presented in Tables 1 and 2. Participants in condition Rec + Ref + M achieved
higher performance than those in condition Rec + M and Ref + M, however with
high standard deviation. Calculation of effect size showed a small effect
22 K. Herrmanny et al.
Table 2. Descriptive results of achieved steps per week, grouped by used type of goal
Type of goal n min max M SD 95 % CI
Recommend. 9 4145 80133 42195.67 26702.71 21670.15 - 62721.19
Ref. Route 28 591 70288 35462.86 22439.32 26761.80 - 44163.92
Man. Input 41 913 92783 31774.44 25923.79 23591.88 – 39957.00
Investigation of Set Step Goals. Set goals were also compared between the conditions
and the types of chosen goals. Mean goals were very similar for all study conditions (see
Table 3). For all conditions they comply on average with common physical activity
recommendations. Regarding the type of goal the targeted steps also comply with phys‐
ical activity recommendations for personal recommendation and reference routes. For
manual input they are slightly below (see Table 4).
As mean goals are of limited informative value when investigating if realistic goal
setting can be supported, further analysis focused on the difference between actually set
goals and a reasonable goal. Based on goal setting theory [1], a reasonable goal should
be challenging and achievable. However, there are large inter-personal performance
Supporting Users in Setting Effective Goals in Activity Tracking 23
differences. Goals that seem high or even not achievable for one person might not even
be challenging for another. Thus, we investigated deviation of set goals from an indi‐
vidually realistic level. This level was estimated by the steps actually reached.
Comparing the mean deviation values between the different types of goals shows
that performance was overestimated in all groups (see Table 5). Highest deviations are
revealed for combined goals, lowest for goals based on the personal recommendation.
This is a small effect . A Kruskal-Wallis test shows that differences are
statistically not significant (χ2(2) = 2.27, p = .322).
Table 5. Descriptive results of deviations (pos. and neg.) between estimated realistic perform‐
ance and set goals, grouped by used type of goal
Type of goal n min max M SD 95 % CI Mean rank
Rec. 9 -32089 30083 -5396.56 20201.27 -20924.63 - 10131.51 47.89
Ref. Route 28 -85527 41399 -12180.25 28826.70 -23358.08 - -1002.42 47.64
Man. Input 41 -172566 27783 -17361.44 32306.63 -27558.67 - -7164.21 39.88
Comparing the step count deviations ensures a uniform level of deviation. However,
additionally we compared the percentage deviations from the realistic goal level in order
to consider highly varying goals and performances. Therefore, we calculated the abso‐
lute value of mean percentage differences between the estimated realistic performance
and set goals (see Table 6) and compared them between the types of goal. Again, we
found a small effect and no significance (F(2, 75) = 1.807, p = .171).
Table 6. Descriptive results of the absolute value of percentage deviations between estimated
realistic performance and set goals, grouped by used type of goal
Type of goal n min max M SD 95 % CI Mean rank
Rec. 9 10.21 406.63 75.17 125.80 22.77 – 176.94 40.22
Ref. Route 28 0.06 10105.92 764.54 2267.26 52.33 – 1752.71 36.39
Man. Input 41 0.91 1093,32 162.79 228.81 80.48 – 254.19 41.46
Realistic goal setting might not only be supported when participants make use of a
type of goal component. Also just offering these types of goal component could have a
supportive effect on manually entered goals. Therefore, we compared the deviations for
the manually entered goals of all conditions. As Table 7 shows, differences between
goals and estimated realistic level as well as standard deviations are obviously lower in
condition Rec + Ref + M than in the other conditions. For condition Ref + M descriptive
analysis shows a slightly lower negative mean value and lower standard deviation than
for Rec + M. For this comparison between the study conditions a Kruskal Wallis test
revealed a significant effect (χ2(2) = 9.40, p = .009). Effect size is medium-ranged
. Post hoc testing indicates a significant difference between Rec + M and
Rec + Ref + M (p = .041) as well as Ref + M and Rec + Ref + M (p = .012).
24 K. Herrmanny et al.
Table 7. Descriptive results of deviations (pos. and neg.) between estimated realistic perform‐
ance and manually entered goals, grouped by condition
Condition n min max M SD 95 % CI Mean rank
Rec + M 20 -172566 27783 -21018.15 39976.46 -39727.71 - -2308.59 19.00
Ref + M 10 -60739 10274 -28474.50 25241.67 -46531.30 - -10417.70 15.00
Rec + Ref + M 11 -19803 23069 -610.09 10301.07 -7530.44 - 6310.26 30.09
4.4 Discussion
When having all three opportunities of goal setting, participants used supported and unsup‐
ported goal setting equally. When just one support strategy was provided, users preferred
manual goal input or reference routes, depending on the study condition. Personal goal
recommendation was used less than the other opportunities, but still in 20-31 % of set
goals. Obviously it is a matter of individual preference whether users want goal setting
support or not and which strategy they like. Regarding reference routes only predefined
ones were selected although participants had used the recording function. Taking a deeper
look at the recorded routes showed that step numbers were very low and thus not suitable
for week or day goals. Labeling of these routes, e.g. “Home to work”, indicates, that people
used the recording function to evaluate the step number of their everyday routes. Consid‐
ering that the observation period did not cover holiday time, it seems plausible to assume
that there was not yet much opportunity to record suitable routes (e.g. a longer walk, or a
hiking trip). Thus, investigating the use of personal reference routes remains an interesting
research aspect for long-term evaluation.
The absolute goal levels did not differ substantially between the study conditions,
whereas deviations between personally realistic and actually chosen manually entered
goals did. The significant medium-sized effect indicates that adding both supportive
strategies, reference routes as well as personal recommendation, to the manual goal
provides larger support in goal setting than just one of these opportunities even when
these components are not selected.
When comparing absolute goal levels between the types of set goals, those based on
reference routes were apparently the highest, those on manual input the lowest.
However, evaluating how realistic these goals were, shows a unified picture: Goals based
on personal recommendation obviously had lowest mean deviation between goals and
estimated realistic goal level as well as lowest standard deviation for all calculations
(absolute difference and percentage difference), indicating that the personal recommen‐
dation has most potential in supporting users in setting realistic activity goals. Goals
based on reference routes do not seem superior to manually entered goals regarding user
support. Although there is no statistically significant effect, at least descriptive differ‐
ences between the achieved steps are in accordance with this tendency as highest
performance was achieved when using the personal recommendation. In general, natu‐
rally high inter-personal variation regarding goals as well as step performance makes
valuation of statistical significance difficult. However, descriptive data, found small
effects and a unified picture regarding the different calculations indicate, that the found
differences might not be random effects.
Supporting Users in Setting Effective Goals in Activity Tracking 25
We presented the app Move My Day which implements goal setting as its core persuasive
design principle. Two strategies to support users in setting realistic goals, namely refer‐
ence routes and personal recommendation calculation, as well as manual goal input were
implemented. In a 12 week field study, we investigated the potentials of these supportive
strategies. Results show that users set goals with and without support equally, if all types
of goal setting are provided. Reference routes were the preferred support strategy, but
also the personal recommendation was used. However, on average the chosen goals that
based on personal recommendation tended to be more realistic than goals from other
sources and might have led to descriptively higher performance.
Even though the found effects are not strong, results indicate that many users appre‐
ciate being supported in goal setting and that personal recommendation based on the
described algorithm might have a supportive influence in realistic goal setting. When
defining goals by manual input, providing reference routes and personal recommenda‐
tion as additional supportive information seems to be most effective. However, in order
to investigate users’ acceptance and preferences regarding the type of goal setting and
the influence of just offering support on manual goal input, in our study design all
conditions additionally contained the possibility of unsupported goal setting. For further
investigation it would be interesting to only provide one opportunity of goal setting per
condition and have a larger sample size, to alleviate comparison of the strategies.
However, for the design of activity tracking technologies we recommend integrating
manual input as well as goal setting support, ideally user-adaptive.
Regarding self-recorded reference routes, long-term data will reveal if people use
them for their goals and if they are effective in supporting realistic goal setting.
Although the developed algorithm for personal goal recommendation shows prom‐
ising results, there might be limitations for long-term use. In long-term use, the algorithm
will get more and more insensitive to new records or variations in the mean performance.
Possibly it will be necessary to neglect older information units in order to remain the
flexibility of the algorithm, which is topic of our further evaluation. We also plan to
differentiate days of work, holiday and illness to improve the recommendation. We will
investigate these aspects in a long-term analysis of the ongoing study.
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Persuasive and Culture-Aware Feedback Acquisition
1
Taibah University, Medina, Kingdom of Saudi Arabia
[email protected]
2
Bournemouth University, Bournemouth, UK
[email protected]
1 Introduction
In the context of software system, the software’s ability to adapt to different cultures in
users’ space is important for improving its success in wider contexts and constructs a
key requirement for professional and ethical reasons [1]. Generally speaking, most soft‐
ware designs follow a western cultural cues. This has caused a design gap when users
coming from different cultures (i.e. eastern cultures) use the software within their
cultural context. An example is clearly seen in the different ways people from all over
the world use social networks. This is perhaps due to the fact that software industry is
largely led by western management and developers [2]. Therefore, software systems
that are marketed worldwide need to be tailored to fit the different cultures [3] as designs
that are successful in one culture may fail dramatically in others [4, 5].
User’s feedback constructs an important source for information needed for planning
software evolution and adaptation [6]. This means that users need to be persuaded to
provide feedback frequently. However, persuading users is not an easy task as the
majority of users have little motivation and interests in providing such feedback in an on-
going style [7]. Moreover, motivating users would highly depend on their culture and
values. This sheds the lights on the potential use of persuasive technology in order to
empower users’ willingness to give feedback thus their experience and software’s success.
Persuasive technology refers to the technology that is designed to change the attitudes or
behaviors of users through persuasion and social influence, but not through coercion [8].
It has been used as an effective approach to increase users’ engagement in many areas
including the area of human-computer interaction. Recent research indicates that persua‐
sive technology is more effective when it is tailored to the culture of its intended target
audience [9]. However, little research has explicitly investigated the relationship between
persuasive technology and culture [10].
In this paper, the authors qualitatively (using a focus group approach) study the effect
and impact of cultural backgrounds on users’ social motives to give feedback. The study’s
focus is on two different cultural backgrounds: Middle Eastern users and European users.
The paper also advocates the need to design the acquisition process taking into account the
persuasion goal of feedback acquisition in different cultures. The results of this study are
meant to help devising a persuasive and systematic method for conducting a socially aware
feedback acquisition that can adapt to different types of users in terms of their cultural
backgrounds (Middle Eastern and European users). This will ultimately maximize feed‐
back quality, users’ satisfactions and motivations to give feedback.
The paper is structured as follows. In Sect. 2 we briefly discuss feedback acquisition
and its relation to cultural backgrounds. In Sect. 3 we describe the research method
adopted. In Sect. 4 we present and discuss the results of our study and in Sect. 5 we
present our conclusion.
In [7] the authors conducted an empirical study to investigate users’ behaviour to feed‐
back requests and discover what motivates them to provide feedback. The study
consisted of two phases: a qualitative and a quantitative phase. In the qualitative phase
7 interviews were conducted whereas in the quantitative phase, a survey was used and
100 responses were collected. The results of their study showed a preliminary indication
that the variant cultural backgrounds of users has a noticeable impact on their behaviour
and how they are socially motivated to give feedback. The preliminary results and survey
questions related this aspect are provided in [22].
While a number of researchers have already investigated cultural differences in rela‐
tion to software such as how graphics, language, object formatting, colours, and layout
of web sites and other user preferences is perceived in different cultures [11–14], to the
our best knowledge no studies have yet investigated how users with different back‐
grounds behave in response to feedback acquisition and how their culture frame affect
their motivations to feedback requests. This paper aims at qualitatively investigating
this aspect to help improving the design of a persuasive and culture-aware feedback
acquisition.
3 Research Method
results [15]. This design is suitable for researchers who need qualitative data to explain
significant, non-significant or surprising quantitative results [16, 17]. The results
discussed in [7] indicated that the variant cultural backgrounds of users have a noticeable
impact on users’ behaviour and how they are socially motivated to give feedback. This
was only an indicator which would need confirmation and clarification. To achieve that,
this study follows up the quantitative results in [7] with a qualitative phase through focus
groups which is a powerful tool to get insights and stimulate discussions in a small group
of participants.
A focus group is a qualitative research method in which a group of people are gath‐
ered to be asked about their opinions, beliefs, or attitudes regarding an issue, phenomena,
service, etc. The questions are asked in an interactive setting which allows participants
to talk freely about their thoughts to other group members. Due to the nature of the study
where social/group interaction is needed and the type of the asked questions which
mainly relate to the culture impact (Middle Eastern and European cultures) on social
perception of feedback acquisition of both the feedback provider and those who watch
it, this paper adopted Focus Group as a data collection method in this investigatory study.
3.2 Sampling
Purposeful sampling is a common technique in qualitative research [18]. In this study,
purposeful sampling was used to recruit the participants. The inclusion criteria of this
study allowed for participants who are European or were born and raised in Europe to
take part in the first two focus groups dedicated to study European people (7 participants
for the first focus group and 6 for the second). On the other hand, participants who are
Saudis or were born and raised in Saudi Arabia were recruited to take part in the other
two focus groups dedicated to study Middle Eastern people in which 7 participants took
part in each focus group.
In addition, the inclusion criteria allowed for participants within an age range of 18
to 71 and average computer users who use typical and diverse set of popular software
applications rather than domain specific software for everyday life activities. This
sampling criterion were developed to allow for more variety in selecting participants
and reflecting users’ experience with popularly used software applications. This can
maximize the generalizability of the results. For more details about the participants’
characteristics (e.g. age, gender, home country, etc.) please refer to [22].
The authors assumed that Saudi users could be a good fit to represent the Middle
Eastern culture. It is due to the fact that Saudi Arabia is one of the largest countries in
the Middle East and could fairly represent users’ cultures in the region when it comes
to the use of software. Statistics indicate that Saudi Arabia has over 6 million active
Facebook users which is the highest Facebook user rate in the region. With more than
3 million active Twitter users, Saudi Arabia takes the lead not only in the Middle East,
but in the world in its Twitter users’ growth rate. In addition, More than 90,000,000
videos are watched daily on YouTube in Saudi Arabian which is more than any daily
YouTube video views number in the world [19]. Based on this statistics, the available
resources to the authors and time, the authors assumes that Saudi Arabia is a reasonable
fit to be adopted in this study to represent Middle Eastern culture to feedback acquisition.
3.3 Analysis
Focus groups were audio taped and transcribed verbatim analysis was performed in
several steps which included: (1) initial exploration of the gathered data by reading the
transcripts; (2) coding data by labelling and segmenting the text; (3) using codes to
generate themes by gathering similar codes together; (4) connecting, comparing and
interrelating themes. Credibility of the findings was maximized by using an inter-coder
agreement check and academic advisor’s auditing [18, 20].
4 Findings
As previously stated, the focus group design covered how a number of social factors
influence Middle Eastern and European users with regard to feedback acquisition. In
this section, these social factors are used to structure, represent and discuss the main
themes of the findings. The themes and codes that highlight the encountered behavioural
differences between the two studied groups (Middle Eastern and European users) to
feedback acquisition are shown in Table 1.
Persuasive and Culture-Aware Feedback Acquisition 31
Generally speaking, the responses from Middle Eastern participants and European
participants are noticeably different when they were asked whether the visibility of
others feedback (the ability to others feedback before giving feedback) and the similarity
of their feedback to others feedback would have effect on their willingness to give feed‐
back. Although feedback visibility plays a role in motivating both Middle Eastern and
European participants to give feedback, Middle Eastern participants seemed to be more
concerned and socially motivated by this factor than European participants. This trend
became more obvious when they were asked whether knowing the similarity of their
feedback to others would affect their willingness to give feedback. One the participants
mentioned in this regard “I’m normally interested in replying to reviews that I do not
agree with”. Figure 1 gives a general view of how the different cultures’ impact on this
social factor could affect the quality of given feedback. In addition, the following
dimensions of this theme were extracted from the participants’ responses:
Fig. 1. The effect of feedback visibility and similarity in Middle Eastern and European culture.
Fig. 2. The effect of anonymity on feedback in Middle Eastern and European culture.
Fig. 3. The effect of cross conversation and language used on feedback in Middle Eastern and
European culture.
An example of this was given by one of the participants “if the cross conversations
or the harshness of the used language leverage among users feedback such as two large
groups of users fighting around irrelevant specific religious or political party, this can
highly result in users from either group degrading and disliking the service or the
product just to cause a harm to the service provider who they think he might be from
the opposite party”. Figure 3 gives a clearer view of how the different cultures’ impact
on this social factor could affect the quality of given feedback.
Fig. 4. The effect of gender, position or relationship on feedback in Middle Eastern and European
culture.
that they always tend to be supportive and on the side of their friends (i.e. software service
provider who is asking for their feedback) regardless of the discussed product and their real
opinion about it. Although this can be harmful to the quality of the feedback, it gives a nice
example of a caring relationship among users. Figure 4 gives a clearer view of how the
different cultures’ impact on this social factor could affect the quality of given feedback.
When participants were asked whether the number of feedback already provided on a
software service or a product would affect their willingness to give feedback, Middle
Eastern users showed a consensus on that they would like to provide feedback if there
were only few feedback given rather than a large number of already given feedback.
One of the participants commented “it makes me feel sorry when only few reviews are
given especially when the app or service is good. I would certainly find a time to write
my own review and help”. In comparison, European users had a similar attitude but they
perceive this as a less important factor when compared to Middle Eastern users.
Feedback Objectivity and Relevancy. The degree of feedback relevancy and objec‐
tivity given by both parties (Middle Eastern and European users) does not seem to be
influenced by the volume of already given feedback. However, the low number of
already given feedback can sometimes impose potential risk to the software service or
product. Several users from both parties indicated that when a low number of feedback/
reviews is already given it makes them lose interest in the provided service since it does
not seem to be popular among users otherwise it would be highly reviewed by a large
number of users. One of the participants commented “The first thing I do before down‐
loading an app is to look at the number of reviews. A low number means to me less
popular and useful”. Figure 5 gives a clearer view of how the different cultures’ impact
on this social factor could affect the quality of given feedback.
groups were noticeably different. Users from Middle Eastern backgrounds indicated that
being socially recognized as a feedback provider is an influential factor that could posi‐
tively maximize their willingness to give feedback. There could be still some constraints
on this, e.g., some participants commented that “it is nice to be visible only when others
can see their feedback which led to some changes on the system”.
Fig. 5. The effect of feedback volume on feedback in Middle Eastern and European culture.
On the other hand, European users seemed to be far less motivated by the same aspect
as few participants would have thought in a similar way. In fact, some of the European
participants mentioned that some of the socially recognized feedback providers might
have been selected and sponsored by the software/service provider for marketing reasons
(e.g. being a celebrity). One of the participants commented “You know nowadays in
advertisements they use popular names and faces to attract people. It can be the same
case for feedback too”. Although Middle Eastern users are also aware of this threat but
they would still be more interested in the social aspect (social recognition) regardless
of the potential threats it might cause. Generally, these potential threats could result in
users having negative attitudes towards the provided software service or the product.
Figure 6 gives a general view of how the different cultures’ impact on this social factor
could affect the quality of given feedback. In addition, the following dimensions of this
theme were extracted from the participants’ responses:
Fig. 6. The effect of social recognition on feedback in Middle Eastern and European culture.
their behaviour is always under the spot light of the community. This could result in an
overall improved social behaviour and an online user community.
Similar to the above dimension, Middle Eastern users showed a much higher interest in
conducting feedback acquisition as a social activity (i.e. social games) and emphasized
that it would increase their willingness to give feedback. This was true especially for
young users. Example of such an activity could be the users’ ability to visualize how
their direct and indirect social contacts are rating a certain service and how their feedback
influenced the trend in their community. Compared to this, the majority of interviewed
European showed a negative trend towards this factor. In fact, they believe feedback
requests should be straightforward and simple by default and conducting it as a social
activity could make the process of feedback acquisition more discouraging, complex
and distracting from the main purpose which is evaluating a provided software service.
One of the participants said in this regard “I think it should not look more than what it
is supposed to do. It is to get your feedback and not a game to play with”.
Persuasive and Culture-Aware Feedback Acquisition 37
Fig. 7. Eeffect of feedback acquisition as a social activity in Middle Eastern and European culture.
In general, this paper advocated that culture variations has a noticeable impact on
how Middle Eastern and European users’ behaviour in response to feedback acquisition
and how they are socially motivated to give feedback. The results suggest that having
carfully tailopred persuasive method for the design of an adaptive and cultural-aware
feedback acquisition could highly improve the quality of the collected feedback as well
as users’ satisfactions and response rate to feedback acquisition.
5 Conclusion
In this paper reported on an empirical study that investigated qualitatively the culture
impact on users’ behaviour and motivations to feedback acquisition. The result high‐
lighted key differences between Middle Eastern and Western users with regard to their
social motives to give feedback. Generally, European users found to be more socially-
independent and showed less interest in being socially motivated to give feedback than
Middle Eastern users. The paper also advocates the need to have a persuasive and
culture-aware feedback acquisition which opens the gate for further research in this area.
Acknowledgment. We would like to acknowledge that this research was supported by an FP7
Marie Curie CIG grant (the SOCIAD Project). We would also like to thank the participants who
took part in our study for their valuable input.
38 M. Almaliki and R. Ali
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Theoretical Reflections
Crowd-Designed Motivation:
Combining Personality
and the Transtheoretical Model
1 Introduction
Over the past few years, human-computer interaction (HCI) research, in partic-
ular persuasive technology research, has focused on designing motivational tech-
nology, assisting or encouraging people to change their behavior [1]. To increase
the effectiveness of the strategies used in these technologies, researchers aim for
personalization [2]. This can be done by, for example, tailoring the strategies
to certain user characteristics, like personality [3]. Additionally, authors have
been advocating the use of behavior change theory [4] aiming to increase the
effectiveness of the strategies used in these technologies. However, using theory
or models when designing motivational technology for behavior change comes
with a challenge: there is no well-established method to translate theoretical
constructs and insights to persuasive or motivational interaction designs to be
used in practice.
We aim to combine these two approaches to increase the effectiveness of
persuasive and motivational strategies. For our long-term goal, the objective is
to design a smartphone application that motivates users through text messages
c Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 41–52, 2016.
DOI: 10.1007/978-3-319-31510-2 4
42 R.A.J. de Vries et al.
The Transtheoretical Model (TTM) from Prochaska et al. [5] is a dynamic, inte-
grative behavior change model focused on the individual. The stages of change
associated with the TTM can be practically applied [12] and classify people into
(not necessarily linearly) progressing stages for changing behaviors, i.e., Precon-
templation, Contemplation, Preparation, Action, and Maintenance. While the
stages of change are useful in explaining when changes in cognition, emotion, and
behavior take place, the processes of change help to explain how and why the
progression through these stages occur. Ten covert and overt processes will usu-
ally be experienced when successfully progressing through the stages of change
and attaining the desired behavioral change. The ten processes can be divided
into two groups: Experiential processes and Behavioral processes. Experiential
processes are focused on changing people’s ideas and Behavioral processes are
focused on changing people’s actions, see Table 1 for an overview. The effective-
ness of the processes of change depends on their associated stages of change.
Crowd-Designed Motivation: Personality and the TTM 43
Table 1. The processes of change divided in experiential and behavioral processes with
a short description.
Experiential processes
Consciousness raising (CR): The individual seeks increased knowledge about the
causes, consequences and cures for their problem behavior
Dramatic relief (DR): The individual’s emotions about the problem behavior and
possible solutions are evoked
Environmental reeval. (ER): The impact that the individual’s problem behavior has
on their environment is reevaluated
Social liberation (SOL): Attempts are made to increase alternatives for the
individual’s former problem behavior
Self-reevaluation (SR): Cognitions and emotions regarding the individual with
respect to their problem behavior are reevaluated
Behavioral processes
Self-liberation (SEL): The individual has the belief that he can change and commits
to it by choosing a course of action
Helping relationships (HR): The individual seeks trust and open discussion about
the problem behavior as well as support for the healthy behavior change
Counterconditioning (CC): The individual substitutes positive behaviors for the
individual’s problem behavior
Reinforcement manag. (RM): Steps or changes made by the individual are rewarded
when in a positive direction or punished when in a negative direction
Stimulus control (SC): Stimuli that may cue a lapse back to the problem behavior
are avoided and prompts for more healthier alternatives are inserted
If we could also account for individual preferences, for example those caused by
differences in personality [10], we could increase the effectiveness even further.
Personality is a way to describe long-lasting individual characteristics (simi-
larities and differences) between people. In the psychology literature, a lot of dif-
ferent personality classifications can be found. The most important one is the Big
Five [13] model, also known by its acronym for the personality traits; OCEAN.
This framework classifies people in five dimensions: Openness to experience,
(O), Conscientiousness (C), Extraversion (E), Agreeableness (A) and Neuroti-
cism (N). A well-known measure for this five-factor model is the NEO-PI-R [14].
Although there are other personality theories, we chose to work with this model:
it is practical in use, it is temporally stable [15], and measurement tools (i.e.,
questionnaires) for the model are widely available and well validated [16].
3 Related Work
The use of theory or models, such as the TTM, has been advocated in design-
ing strategies to change behavior (e.g., [17,18]) because this will help evaluate
44 R.A.J. de Vries et al.
this theory or model and the use of this theory or model then offers an expla-
nation when the designed intervention strategy does or does not work. Hence,
a theoretical foundation will help in understanding and targeting determinants
of behavior, like the stages of change or personality. However, there is little
guidance on how to apply theory to the design of intervention strategies [18].
In the context of changing or determining physical activity behavior, some
direct relations have been found between physical activity and certain person-
ality traits. Overall, Extraversion and Conscientiousness seem to be positively
correlated with physical activity and exercise behavior [19–21] while Neuroticism
appears to be negatively correlated to physical activity [21].
Research on personality as a factor for tailoring messages to encourage phys-
ical activity has been rather limited. The most closely related works can be
found in [22,23]. In a study by Courneya et al. [22], exercise behavior, motives,
barriers, and preferences were correlated to the Big Five. Among other things,
it was found that: the personality trait Openness was related to the motive of
fun and enjoyment; Conscientiousness was related to the motive of fitness and
health; Extraversion was related to the motive of socializing and meeting peo-
ple, Agreeableness was negatively related to preference for competitive exercises;
and Neuroticism was related to the barriers of lack of energy, lack of motiva-
tion and embarrassment. From these correlations, one could derive guidelines
on how (not) to tailor motivational messages to each personality type. Another
study [24] also addressed the relation between personality and motives in exer-
cise participation. It was found that different personalities have different motives
for change in exercise participation, indicating that people with different per-
sonalities should be motivated in different ways to participate in exercise. Halko
et al. [23] explores the relationship between personality (Big Five) and persua-
sion in the context of health-promotion with mobile applications. Their results
showed that all personality types had different preferences for (mobile) persua-
sive messages (for healthy living). Finally, there have been some studies that
suggest that the stages of change can benefit from personalization [25], that
future research should tailor messages that promote physical activity to peo-
ple’s personalities [26], and that “Individuals with certain personality traits are
more likely to be perceptive toward the idea of physical activities” [3, p. 8]. All
these studies indicate that personality is a decisive factor in explaining the indi-
vidual nature of people and their motivations and barriers for physical activity
participation.
There has been some recent research into the role of personality when
designing tailored persuasive strategies [9,27,28]. For example, Kaptein et al. [9]
developed six persuasive strategies and a questionnaire to measure the user’s
susceptibility to those six persuasive strategies. They tested a setup where they
tailored to the user’s susceptibility versus a contra-tailored setup in the con-
text of snacking and found a greater decrease in the tailored version. In a
study about tailored persuasive messages for advertisement (advertising mobile
phones), Hirsh et al. [27] let participants rate the level of persuasiveness of the
messages that were tailored to each personality type. For example, people with
the Extraversion personality type would receive messages like “With XPhone,
Crowd-Designed Motivation: Personality and the TTM 45
you’ll always be where the excitement is” [27, p. 579] because extraverts are espe-
cially sensitive to rewards and social attention. The results show a clear benefit
in tailoring messages to personality type features. Similar results were obtained
in a study [28] where an application was developed to persuade users to study
more using persuasion strategies that were tailored to users’ personalities: dif-
ferent personalities indeed preferred different (persuasive) study behaviors. All
these studies show promising results and are good examples of how persuasive
strategies and personality targeted design can influence participants and increase
their participation in a HCI context.
4 Expectations
Our long-term goal is to develop technology that motivates people to exercise
and adhere to exercising for a longer period of time such that long-term behavior
change can be accomplished. We argue that motivational text messages tailored
to personality, as a stable, distinctive factor, and framed in behavior change
theory, will contribute to longer-term exercise adherence.
In the current work, we explored the relation between personality and the
stages, and between personality and the stages, and the processes of change. For
the first relation, we expected to find that personality correlates to the stages of
change. More specifically, given that Extraversion and Conscientiousness have
been found to correlate positively to fitness and health [19–22], and Neuroticism
was found to correlate negatively to physical activity [21], we expected to find
a positive correlation for Conscientiousness and Extraversion and a negative
correlation for Neuroticism in relation to stage of change. For the second relation,
we expected to find that different personality traits together with the stages
of change related to different processes of change, but we had no expectation
specifically, about how traits, stages and processes related.
5 Study
Our study was framed as an online crowdsourcing (language-elicitation) task
with questionnaires. The same study was also described in [29] but reports on
different results. In the current paper, we focused on the results of the ques-
tionnaires. The participants were gathered through Amazon Mechanical Turk
(AMT), with a link to SurveyMonkey where the study was hosted. In the ques-
tionnaires, we measured the participants’ personalities, their self-assessed stage
of change and the processes of change.
5.1 Sample
The sample size consisted of 500 people. The data of 19 respondents was excluded
because their questionnaires were incomplete. The final sample included 481
respondents (250 male and 231 female). The minimum age was 18 and the max-
imum was 68. The average age was 31.09 (SD = 9.22) and the median 29.
46 R.A.J. de Vries et al.
With respect to education, 201 respondents received some college education, 183
obtained a college degree, 46 obtained a masters degree, 42 completed their high
school, 5 obtained a PhD and 4 received other types of education.
The AMT requirements for the respondents were that they had already com-
pleted >1000 tasks on AMT, >98 % of them were approved successfully and the
respondents were located in the United States. These requirements ensured that
respondents were already familiar with surveys, that they were serious about fill-
ing in the survey (only 19 were not, which is low for online anonymous surveys)
and that they had some proficiency in English.
5.3 Procedure
Participants were recruited through AMT. They were informed of their compen-
sation, the goal of the survey experiment and the estimated completion time. On
SurveyMonkey, the goal of this survey was summarized and participants were
asked to complete a consent form. Our study was framed as an online crowd-
sourcing (language-elicitation) task with questionnaires. First, the participants
were given a crowdsourcing language-elicitation task: the description and analy-
sis of this task fall outside the scope of this paper. Second, participants were
asked to fill out questionnaires for personality, stage of change and processes
of change. We address the results of these questionnaires in the current paper.
1
adopted from http://ipip.ori.org/.
2
adopted from http://www.uri.edu/research/cprc/measures.htm.
Crowd-Designed Motivation: Personality and the TTM 47
Table 2. Averages (M), standard deviations (SD), and Cronbach’s alpha’s (α) for
all the construed scales. Scales are added, instead of averaged to keep origin clear.
Personality scales are 10 items with scoring from 1 to 5 added up (possible scores
from 10 to 50). Ordinal regression with stage of change as dependent variable and the
personality traits (OCEAN) as independent variables. (N = 481)
The participants were debriefed about the detailed goals of this survey and
given a completion code to fill in on AMT to receive payment. The survey took
about 45 min to complete. Participants were compensated 3 US dollars for their
participation.
6 Results
Data from 481 participants was analyzed. Important to note is that the self-
assessed stages of change measure was not equally distributed: 175 participants
rated themselves to be in the Maintenance stage (M), 114 in the Preparation
stage (P), 91 in the Action stage (A), 68 in the Contemplation stage (C), and
33 participants rated themselves in the Precontemplation stage (PC).
Table 3. Averages (M), standard deviations (SD), and Cronbach’s alpha’s (α) for
all the construed scales. Scales are added, instead of averaged to keep origin clear.
processes of change are 3 items with scoring from 1 to 5 added up (possible scores from
3 to 15). Standardized regression coefficients of personality traits, stages of change and
the processes of change are reported. (N = 481) 1 p < 0.05, 2 p < 0.01, 3 p < 0.001.
PoC M SD α R2 SoC β Oβ Cβ Eβ Aβ Nβ
3 1 2
CR 8.81 3.38 .89 .246 0.398 0.102 0.014 0.151 0.005 0.018
DR 9.10 3.10 .75 .112 0.2783 0.080 0.1271 0.072 -0.068 0.115
ER 10.65 2.88 .75 .071 0.087 0.1602 0.1141 0.072 0.011 0.047
SOL 10.64 2.57 .63 .121 0.087 0.064 0.1472 0.1712 0.1712 0.1431
SR 12.34 2.75 .86 .260 0.3893 0.2253 0.014 -0.010 0.1191 0.007
3 1 2
SEL 10.98 3.07 .82 .476 0.619 0.083 0.112 0.045 0.006 -0.001
3 3
HR 7.81 3.75 .90 .194 0.297 -0.077 0.035 0.203 0.027 -0.046
CC 8.08 3.29 .85 .462 0.5783 -0.005 0.1462 0.1112 0.008 -0.011
RM 11.21 3.11 .84 .310 0.4413 0.1643 0.062 0.058 0.074 0.001
SC 8.30 3.45 .77 .335 0.4713 0.053 0.1151 0.1262 -0.033 -0.015
7 Discussion
Using theory in practice is not always easy and effective. Although there is a
general consensus on the value of most behavior change theories and more specif-
ically the Transtheoretical Model, there is also still plenty of room to increase
Crowd-Designed Motivation: Personality and the TTM 49
a relation between Conscientiousness and the stages of change, but found that
this was fully mediated by the relation between Conscientiousness and certain
processes [32]. In any case, the results show a relation between different processes
of change and personality traits, which serves as an indication that the tailoring
of processes to personality trait preferences could be very helpful in making the
messages more salient for behavior change.
There were some limitations to the present study. Firstly, we used a cross-
sectional design which does not provide strong evidence for causation, only cor-
relation. A second limitation is that we ran our study on AMT. This could
misrepresent the ‘general’ population, although some studies have reported that
AMT can give very good representation of general society, especially for online
survey standards [33]. A third limitation is the self-assessment nature of the
measures, which asks people to think about what strategies influence them. This
does not necessarily mean these strategies will influence them, or that they will
be influenced by textual representations of these strategies.
8 Conclusion
As part of a larger study, we sought to leverage certain HCI practices, like crowd-
sourcing, to explore theory on behavior change from psychological research to
come to useful and practical insights about how to further adapt the processes
of change to (robust) user characteristics (e.g., personality traits). We identified
new dependencies between the different processes, stages and personality traits
in the context of the exercise domain. And we made a first step in translating
theoretical constructs and principles of behavior change theories to information
structures and interaction designs. These findings can help inform developers of
motivational and persuasive technology who want to use the TTM as a founda-
tion for long-term behavior change and who want to use personality to tailor to
individuals. Concretely, we argue that: (1) when designing for behavior change,
one should take into account the relation between someone’s personality and
the stages of behavior change; (2) when designing for more than one-size-fits-all,
one should take into account the relation between someone’s personality and the
preference for different processes of change.
In future research, we will address the limitations of the current study (see
Sect. 7.3), and carry out a long-term in-the-wild study to look into the effective-
ness of personality-tailored behavior change messages.
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The EDIE Method – Towards an Approach
to Collaboration-Based Persuasive Design
1 Introduction
In this paper, the initial steps towards a collaboration-based method for persuasive
design is presented and discussed. The framework is based upon the Design-Based
Research Methodology (DBR) [1], but distinguishes itself by combining different
context- and system-oriented approaches from the persuasive technology field, and by
enabling ethics to be applied constructively throughout the design process. The method
constitutes some of the results found by applying DBR when exploring the potential of
persuasive learning designs in the Danish army.
Over the past decade, different methods to persuasive design have been discussed
and exemplified, as researchers have taken either a primarily system-oriented [2] or
primarily user-centred approach to the design process [3, 4]. Simultaneously, the theo‐
retical underpinning of the notion of persuasive technologies has been explored and
developed through both practical exemplifications and thorough literary investigations
[5, 6]. Across these different approaches the rhetorical notion of Kairos [7] continuously
establishes itself as a key concept to persuasion, both from a narrow system-oriented
angle and a wider more contextual perspective. From the foundation of this classical
rhetorical understanding of timing and appropriateness, it has been argued that persua‐
sive initiatives are only successful when applied within the intended use context,
that the notion of persuasion and subsequently persuasive technologies hold a strong
ethical demand, and that a user-centred approach to design is a requisite to successful
persuasive designs [6].
Within the persuasive technology research field, several researchers have argued that
Value Sensitive Design and Participatory design are particular relevant to the develop‐
ment of persuasive designs [10–12], partly due to the ethical implications related to
designing for behaviour change, and partly in respect to the rhetorical notion of Kairos.
Kairos sums up the concept of the opportune moment, in consideration of time, place
and manner in which a persuasive initiative is taken. Kairos constitutes both a narrow
understanding of the appropriate time for something to take place, and a wider more
philosophical understanding of appropriateness within an intended use context. In order
for designers to grasp this opportune moment, they must strive to create an appropriate
balance between the persuasive initiative and the intended use context. [7]. Whilst both
the temporal and location-based perspectives of Kairos may possibly be defined and
formalised without user involvement, detecting the appropriate manner is dependent on
user participation [6]. As designers we may share our ideas regarding new approaches
to digital learning, but only those who understand the practice of the intended use context
can determine whether or not our ideas may be both applicable and persuasive.
This paper presents the argument that the system-oriented and user-centred approaches,
which have been developed and/or discussed in relation to persuasive technology, may be
constructively combined in the development process. Considering Kairos throughout the
design process facilitates this bridge between design approaches, leading to the initial
version of the EDIE method - a collaboration-based persuasive design approach.
As previously stated the Edie method is inspired by and developed in accordance with
the DBR methodology - an iterative process for developing, testing, evaluating, and
refining design solutions. As a research methodology it is most often applied in the
context of learning and education, but the applicability of the approach is not restricted
to this domain. By design based, it is understood that research is conducted as designs
are developed and implemented in practice and that the research is oriented towards
exploring best practices or generating directions for future design processes [1]. Partic‐
ular attention is directed towards DBR’s consistent focus on stakeholder collaboration
and the mentioned focus on the intended use context. By maintaining yet adjusting this
constituent, both the wider notions of Kairos and the ethical demand related to persua‐
sion, may be taken into consideration.
The EDIE method is a collaboration-based persuasive design methodology, consti‐
tuted by the four phases Explore, Design, Implement, Evaluate (EDIE) visualised in
Fig. 1. The method aims to facilitate a bridge between the human-centred and the system-
centred approaches, which have dominated the persuasive technology field. Rather than
focusing solely on either the user-centred or the system-oriented aspects of persuasive
design, the method provides directions for designers to include both perspectives in the
design process, and to let the different perspectives constructively influence each other.
The EDIE Method – Towards an Approach 55
The different steps in the process, enable designers to consider and apply aspects of
e.g. persuasive system design [13] and ambient persuasion [14], while consistently
considering the intended use context and applying ethics constructively throughout the
design process. Thereby, both the wider and the narrow perspectives of Kairos are
acknowledged and considered.
Whilst DBR and similar approaches are iterative both in the understanding that all four
steps can be repeated several times, and internally within the test and refinement phase,
it is predominantly a research methodology, and iterations will expectedly come to an
end once the research questions have been answered. Persuasion on the other hand can
be understood as a continuous process of shaping, reinforcing or changing the behaviour
of users [2, 15], as users are constantly influenced not only by the persuasive system
with which they are interacting, but also by changes to their use context and their
community of practice. From a persuasive design perspective, it is important to acknowl‐
edge that when a technology is added to a context, whether this be within the physical
56 S.B. Gram-Hansen
or digital realm, the context and the user’s perception of the context is altered [6]. In
order for this to be taken into consideration when applying the the EDIE method, iter‐
ations must continuously take place both on a wider scale and within the different phases.
Furthermore, the EDIE method distinguishes itself from DBR by including ethical
reflections throughout the design process. One of the distinct claims of persuasive
design, may be seen as a strong ethical demand, calling for ethical reflections not only
regarding the overall persuasive intention, but also regarding the appropriateness of the
different persuasive initiatives [12]. The DBR approach already emphasises the impor‐
tance of stakeholder collaboration, but does not have a distinct focus on applied ethics.
The EDIE method on the other hand, considers ethics both within the individual phases
of the process, and more importantly, transfers ethical considerations from one phase to
another. Furthermore, participatory design is applied throughout the four phases of the
EDIE method, in order to ensure acknowledgment of domain experts, and to enable the
ethical considerations to be constructive for design process.
As mentioned above, persuasion can be defined as the intent to shape, reinforce or
change attitudes and behaviours. The persuasive intent will most likely spring from an
already established need for behavioural influence, and as a result, the first step of the
EDIE method distinguishes itself from DBR by a more exploratory approach to gaining
an understanding of the domain and potentially determine why the intended behaviour
does not already take place.
The design and implementation phases are distinguished by the inclusion of theories
and methods with specific relevance to persuasive design. Evaluation in the fourth phase
however, is directed towards establishing the effect of the persuasive initiatives, rather
than determine best practice or design directions.
In consideration of the aforementioned influence that technologies can have on the
context, new iterations must start by again exploring the intended use context in order
to identify significant changes. This particular distinction is visualised by the on-going
spiral in Fig. 1.
• Far from all Danish military establishments are equipped with sufficient digital
resources to enable the majority of their employees to attend an e-learning course
• The learning material presented in EDL does not differentiate between the different
segments of employees in the Danish Military
Whilst the practical issue regarding insufficient digital resources may easily be
solved, the problems related to lack of differentiation in the learning material constitutes
a greater challenge. When all employees are required to relate to all the learning material,
the topic may be perceived as less relevant to the individual employee, thus they may
be lead to believe that the EDL is generally meant for someone else in the organisation.
The lack of relevance to individual employees may potentially have negative conse‐
quences both in relation to transferability of the knowledge acquired (it may be difficult
to transfer the content of EDL to practical tasks at the military establishments), and also
to the long-term effect of the e-learning course.
The aforementioned problems related to EDL formed the basis of a new approach
to environment education, initiated by the Installation Management Command (IMC)
in 2014. In order to not just inform employees about environmental requirements in the
Danish Military, but to also motivate a more environment friendly attitude and behaviour
in the organization, IMC initiated the development of a prototype for environmental
education which distinctively draws upon motivational elements, and which reforms the
notion of digital learning within the organization.
The persuasive learning design discussed in this paper aims to educate the drafted
recruits in appropriate waste management and action in case of accidents. The central
element in this persuasive learning design is the prototype of a location- and situation-
based game Acttention, which has been designed and developed specifically to meet the
requirements of the Danish Military. As such, the content is targeted directly towards
the drafted recruits, whilst the game is designed to be flexible and easily adjusted to fit
the needs of other employee groups. In the following sections, the individual steps of
the EDIE method are elaborated and exemplified in practice.
the relevance of persuasive design in the case due to the understanding learning takes
place in the learner, and is dependent on his or her motivation towards the subject.
Consequently, traditional learning designs would likely prove to be insufficient.
In order to accommodate the requirement that the learning design should be appli‐
cable across different army bases, two very different army establishments were selected
as test locations for the pilot project, and field visits and in-situ interviews were
conducted at both locations. Observation studies and similar ethnographic methods are
often applied in relation to participatory design, and also exemplified by Davis when
she argued towards the potential of participatory design in relation to persuasive tech‐
nologies [4]. However, ethnography and similar approaches to understanding the
intended use context may hold even more potential, if considering the rhetorical notion
of Kairos a key concept to persuasion. Ethnography may facilitate the understanding of
the contextual perspective, which also sums up the three dimensions of Kairos. Addi‐
tionally, as the field research was done in collaboration with all primary project partic‐
ipants, the experiences shared formed the initial basis of a constructive ethical approach
throughout the design process [12].
The field research was followed up by a series of creative workshops attended by
representatives from the army, the navy and the air force, as well as from the IMC and
the Danish Ministry of Defence. Apart from providing valuable insights regarding the
basis of the mentioned reluctance towards the energy and environmental learning
designs, the workshop also aimed to establish a mutual understanding between the
participants. Thereby, the workshop also served as an initial step towards facilitating
the collaboration between stakeholders throughout the design process – an outcome that
was considered particularly important when working in a context with strong and evident
hierarchical structures. Moreover, the workshops were planned and executed in consid‐
eration of ontological ethics, thus strengthening the constructive influence of ethics [12].
The workshop participants applied LEGO and Play-Dough as they created proto‐
types of future green army barracks, leading to a number of specific requirements for
the architects to take into consideration. As the workshop progressed, it furthermore
constituted a significant contribution to the context exploration, as they provided a
number of rich explanations to practice within the intended use context. Amongst the
specific requirements uncovered during the workshop was the need for environmental
education to be included in other activities. Part of the reluctance towards the subject is
related to a well-known challenge in educational systems – that there is much to teach
and very little time to do it.
In order to also include evaluations of the existing technical solution, the PSD model
[13] was applied to analyse and evaluate the EDL. The PSD framework facilitated a
deeper understanding of the existing learning design, and helped initiate the discussion
of the potential of persuasive principles in learning technologies. The system analysis
led to the conclusion that the EDL failed to reduce and tailor the complex learning
material. The analysis clarified that one of the primary challenges of the EDL was the
intent to educate and motivate all employees through the same system. As mentioned,
this not only constituted a practical problem, it also imposed an educational challenge
as people are rarely motivated by material that they do not find relevant. For instance,
smokers who do not wish to stop smoking are seldom influenced by the many campaigns
The EDIE Method – Towards an Approach 59
regarding the subject, whereas smokers who have an endogenous wish to quit smoking
may be able to find help and support through the different initiatives. As a result, it was
decided that the prototype should focus on a specific group of employees (drafted recruits
in the Danish Army), but that the design should be scalable in way that would enable it
to be transferred to other groups of employees a later time.
Based on the information gathered from the analysis of practical problems, steps were
taken towards the development of a learning design that would both provide information
regarding appropriate environmental behaviour and motivate the learners to change both
their attitude and their behaviour. As was the case in the first phase, the design phase
was also conducted as a participatory design process. At this stage, the design group
was narrowed in and consisted of representatives from the IMC, researchers, and tech‐
nical developers with a background in experience design. All participants had been
involved in the first phase of the process, ensuring that not only practical but also ethical
considerations were brought along into this second phase.
In the acknowledgement that the employees do not see energy and environmental
issues as core focus areas, the persuasive learning design was developed with an intent
to influence the community of practice in the Danish Military. By doing so, the design
distinguished itself from traditional approaches to environmental education within the
army, by recognising that the learners do not consider the learning content important.
With a specific focus on army recruits, it was determined that traditional e-
Learning solutions such as the EDL would not be suitable, partly due to the age group
(18–20 year olds), and partly due to the daily practice of this particular segment.
Recruits spend most of their working hours outdoors, and the segment consists of a
highly diverse group of learners, where some may be on their way to university,
whilst others will have struggled all through school. Physical training is a high
priority for the recruits, as many of them are in poor physical condition when they
enlist. Competition is high within the segment, and training often includes an element
of behaviourism, where good results are rewarded. As a result, the design moved
towards a location-based game, which could be implemented as part of the physical
training.
The initial design proposal presented by the technical developers consisted solely of
the Acttention game. It was designed as a location-based game where the recruits would
interact with touch screens, be presented with waste management related questions, and
then sent to a relevant location on the Military base in order to link the content of the
question to a specific location. However, very early in the design process, this solution
was found inadequate both from a learning perspective and from a persuasive perspec‐
tive. As a learning technology, the game lacked information regarding the appropriate
action in different situations; information which was a necessity if the game was to
facilitate learning, rather than merely be a quiz game with a 33% chance of giving a
correct answer. From a persuasive design perspective, the game lacked transparent
persuasive intentions both with regards to the in-game situation and with regards to the
long-term effect. There was no apparent link between the individual components of the
game, and an overall persuasive intention.
60 S.B. Gram-Hansen
In order to address this issue, an instructional film based on the existing content from
EDL, was created to ensure that all recruits were presented with knowledge regarding
appropriate waste management. Consequently, the game was transferred from being a
learning game to becoming a tool for motivating reflections regarding appropriate
behaviour. A series of different scenarios with different solutions were implemented,
designed to simulate situations the recruits might find themselves in when needing to
recall their knowledge about appropriate waste management.
Persuasive design was considered both in the wider and more contextual aspect of
implementing a new technology within a context, and in the specific design of the game.
From a contextual perspective, the combination of specifically tailored learning material
and the distinct respect towards the general attitude that environmental education is
regarded as low priority, both became motivational elements in the learning design.
Also, the instruction film included examples from both the army bases and civilian life,
in order to highlight that the information provided by the film was relevant not only in
relation to personnel working on Danish army bases. By doing so, the instruction film
aimed to address one of the long-term goals of the Danish drafting procedure – educating
valuable members of society.
System specifically, persuasive design was taken into consideration with regards to
the user interaction with the touch screens and more specifically the feedback offered
by the system. In order to ensure that the Acttention game facilitated learning without
requiring too much attention, user feedback was provided as a combination of brief test
messages (e.g. right answer, wrong code), and supported by brightly coloured icons.
Furthermore, the correct answer was highlighted in green while wrong answers were
highlighted in red. Research conducted by Ham and Midden has shown that whilst users
have no relation to other colour codes such as blue/yellow, the combination of red/green
is subconsciously understood as positive and negative [14].
apart and can be reached on foot. Other army bases are much larger and the different
game related locations might be located so far apart that they cannot all be included. As
such, Almegaard served well as a location for the first test iteration, as it enabled a test
of the full range of the game.
The test took place over three days, thus enabling the design team to iteratively
evaluate and adjust from day to day. Adjustments to the setup were done in careful
consideration of data comparability, but whilst the overall learning design remained the
same, some changes were made in order to ensure higher stability in the game. Time
wise, it would have been possible to conduct all three tests during one day. However to
also exemplify the design’s ability to adapt to the practice within the intended use
context, the trial was included as an element within a three day course which besides
from waste management also included first aid and fire and rescue.
For each individual test of the learning design, the participating recruits met in the
army base auditorium, where they were informed about the overall plan for the event as
well as the evaluation activities that would take place during their participation in the
Acttention learning design.
The recruits then watched the short 15-minute instruction film before heading out to
the Acttention game base. Here they were given further information about how to play
the Acttention game, and divided in to smaller teams of 5–6 members. The Acttention
game is run via three touch screens and one administration screen, and these were set
up in a sheltered location with easy access to the surrounding perimeters. The recruits
were provided with individual chip bracelets, which enabled them to register their indi‐
vidual interaction with the system, thereby ensuring that all recruits were presented with
all the learning scenarios in the game.
Whilst a member of the design team gave the introduction to the course and evalu‐
ation, the commissioned officers were present and engaged throughout the process. Their
involvement both served as a way of introducing them to the learning design in practice,
thereby ensuring that they can handle future use of the system themselves, but it also
served as a way to ensure credibility of the learning design in the eyes of the participating
recruits and as an empowerment of the commissioned officers.
As the terms of the game and the team competition was explained, the recruits’
seriousness was replaced with a more playful and relaxed attitude – still without losing
focus on what was being required of them. The team spirit and the more relaxed and
collaborative attitude was facilitated further by elements such as selecting a team name
and enabling the system to tailor the touch screens to the different teams.
to ensure that both the learning potential and the persuasiveness of the design were
assessed through the same evaluation process. In practice, this included questionnaires,
observation studies and in situ interviews
Preliminary findings indicated that the combination of instructional film and loca‐
tion-based learning facilitated a transition from individual learning to collaborate
learning. This blended learning approach and in particular the collaborative activities in
the team-based learning game, ensured that all members of the platoon were able to
engage in the learning experience and reflect upon the learning material.
Results from the first test showed that more than 71% of the recruits completed with
results that meet or exceed the expectations of the Defence Academy. From a persuasive
perspective, the learning design was well received by the recruits, who found it partic‐
ularly positive to be physically active while learning, and who found the competitive
element to be highly motivating. After completing the game, 78% of the recruits indi‐
cated that they found the learning material relevant and useful, and 81% indicated that
learning about appropriate waste management had been fun. In light of the previously
mentioned negativity towards the subject, the feedback regarding the learning experi‐
ence was perceived as highly positive.
Moreover, the design enabled persuasion to take place at different user levels. Whilst
the recruits may have been persuaded by engaging in the Acttention learning design, the
commissioned officers and instructors were motivated and persuaded by a combination
of experiencing Acttention in practice during the test iterations and more importantly
having some sense of ownership of the learning design. To a great extent, this can be
credited to the participatory design activities that have facilitated the entire development
process. Feedback from the involved instructors and officers stated that it was a
welcomed change to traditional communication within the organisation to see that their
domain knowledge and input was distinctively taken into consideration in this new
approach to digital learning. Both identified in the overall design decision to implement
environmental education into a physical training session, and also specifically within
the different scenarios.
Through the practical application of the EDIE method, it has been possible to combine
context- and system-oriented approaches to persuasive design, whilst including ethical
considerations throughout the design process. The consistent focus on participatory
design facilitates both a deeper understanding of the intended use context, and the inclu‐
sion of ethical reflections in relation to persuasive designs.
By ensuring a continuous engagement by both designers and instructors, the meth‐
odology distinguishes itself from other similar design approaches, where participatory
design most often takes place with a group of domain experts and only few representa‐
tives of the design team. In the acknowledgement that persuasive design is highly context
dependent, the methodology presented in this paper suggests that all members of the
design team must share experiences within the intended use context in order to partake
in the design process. Not only to ensure that all members of the team acquire sufficient
The EDIE Method – Towards an Approach 63
knowledge about the intended use context, but also to ensure that crucial information is
transferred from one phase of the methodology to another. In consideration of Kairos,
it may be argued that only users, who are already a part of the intended use context, fully
understand what may be appropriate within that context. Consequently, the individual
members of the design team’s different interpretations of the intended context, all
become equally important pieces of a puzzle, which they must participate in putting
together.
Furthermore, the consistent attendance of all designers ensured that a mutual under‐
standing was established between them, based on the interactions that took place and
the experiences that were shared. Several researchers have argued that ethics is a distinc‐
tive aspect of persuasive design. When taking ontological ethics into consideration, this
persuasive design methodology facilitates that ethics becomes constructive for the entire
design process.
Future research will involve a thorough clarification of the different phases of the
EDIE method, so that they more precisely incorporate the different aspects of persuasive
design. In 2016 the framework is to be applied in two individual cases equally complex
to the one presented in this paper. From this it is expected that the individual phases of
the approach will be more distinctly described, as will the specific considerations related
to applying ethics constructively in the design process.
Acknowledgements. The practical exemplification presented in this paper was arranged and
conducted in collaboration with Thilde Møller Larsen from The Defence Installation Management
Command, Denmark
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Persuasive Backfiring: When Behavior Change
Interventions Trigger Unintended
Negative Outcomes
1 Introduction
Scholars have focused on the ways in which technology can produce positive out-
comes, such as increasing users’ physical activity [29], reducing binge drinking [10],
quitting smoking [26], or managing mood and anxiety disorders [14]. There is con-
siderable research on this topic, with several systematic reviews and meta-analyses that
focus on a wide variety of positive outcomes [9, 38].
However, few papers report negative outcomes, and possibly fewer report a special
class of negative outcomes, called a backfire, which we define as an intervention that
triggers audiences to adopt the opposite target behavior, rendering the intervention
partially responsible for causing the behavior it was designed to reduce or eliminate.
Examples of backfiring interventions include drug use reduction programs that
trigger drug use by accidently creating a social norm that triggers some youth to feel
like everyone else is trying drugs except for them; traffic safety campaigns that use
shame which accidently triggers denial and resentment which leads to increased dan-
gerous driving; binge drinking screeners that trigger some youth who drink less than
average to feel pressured to catch up to their peers; or a tobacco industry sponsored
anti-smoking campaign that encouraged parents to lecture their children on not
smoking which triggered more youth to smoke [20].
In this paper, we aim to start a wider scientific discussion on intervention back-
firing, to provide analytical frameworks to help structure this discussion, to support
academic research on the topic, and to raising practitioners’ awareness of the potential
risks of intervention backfires so they can better manage the potential risks.
2 Background
3 Framework
To aid discussions on intervention backfiring, this section presents two matrices that
define categories of backfires while clarifying their potential to undermine the efficacy
of behavior change interventions. Figure 1 presents the intention-outcome matrix,
which describes different types of outcomes.
• Negative Outcome. An outcome that does not serve the interest of the target
audience. For example, a binge-drinking screener that causes small segments to
drink more alcohol, or exposes them to greater risk.
4 Method
The taxonomy of persuasive backfires presented in this paper was derived through a
grounded theory methodology [6, 17], based on a corpus of academic, applied, and
personal experiences with backfiring behavior change interventions [3].
We began the process by defining and limiting our selection criteria to interventions
that backfire, that cause the opposite behavior, or unanticipated negative consequences
that were contrary to the intentions of the program. We excluded flawed interventions
that did not contribute towards any outcomes, positive or negative, as these programs
constituted poor implementations, not backfires. The first type of flawed intervention
includes programs that audiences did not find motivating, as these programs lacked the
capacity to achieve significant outcomes. Similarly, we excluded interventions that
faced implementation barriers, or created barriers among its target audiences, as it was
not possible to assess the outcomes of these interventions.
To gather qualifying sources, we ran a call for references and examples across several
academic, professional, and personal networks. The types of references we collected
Persuasive Backfiring: When Behavior Change Interventions Trigger 69
included journal papers, articles, program evaluations, and personal experiences. In total,
we collected 47 responses.
We systematically reviewed all sources, and only included submissions that
qualified as having demonstrated an unintended negative outcome, or which were
presented as having contributed an unintended negative outcome. We also included
behavior change interventions that were not implemented within technology per se, but
were reasonably implemented in a context that could be applied to online behavior
change campaigns or digital products. We also received submissions of backfiring
legislation, which is often used in conjunction with communication campaigns, to elicit
social change. In total 30 responses were included in our qualitative analysis.
We carried out a qualitative assessment of the corpus, with a view to developing
taxonomy of triggers for backfiring interventions.
5 Findings
The findings of our study are presented in Fig. 2, a risk management framework called
the likelihood-severity matrix. The four quadrants of backfires include (A) low like-
lihood and minor severity, (B) high likelihood and minor severity, (C) low likelihood
and major severity, and (D) high likelihood and major severity. Through our qualitative
assessment of backfires and their potential risks, we have synthesized twelve types of
backfires, within six categories: inexperience, fineprint fallacy, personality responses,
credibility damage, poor judgment, and social psychology.
Table 1. (Continued)
Description Examples
30 days. According to developmental
psychologists, teens 15 to 17 years old tend
to reject authoritative messages because
they believe they are independent, which
renders Philip Morris’ ad campaign largely
useless [16].
The presence of peer information decreases
the savings of nonparticipants who are
ineligible for automatic enrollment in a
saving plan, while higher observed peer
savings rates also decreased savings.
Discouragement from upward social
comparison seems to drive this reaction [4].
Self-Licensing
When someone does something good in one After donating to charity, people may feel
area, they sometimes feel like they have a licensed to behave less morally in
license to misbehave in other. subsequent decisions [30]. For instance,
donating to charity may have a dark side to
it, as it negatively affects subsequent,
seemingly unrelated moral behavior, such
as the intention to be environmentally
friendly.
C: LOW likelihood and MAJOR severity
Credibility Damage
Self-Discrediting
When the source disseminates discrediting People report less favorable thoughts and
information, causing a misalignment of attitudes towards a source, after reading
source and message credibility. weak arguments presented by a high vs.
low expertise source.
Too much fear mongering may discredit a
campaign to the point of disbelief or humor
[21].
Message Hijacking
Third party actors re-contextualize the Creative works designed to cause fear,
source’s message, bringing a new become a trendy meme with a different
meaning, which in many cases undermines meaning, such as humorous cigarette ads
the intervention by turning it into a public of smoking children, reefer madness,
joke. fashionable heroin chic [19], or the ad
campaign for TV PSA “This is your brain
and this is our brain on drugs” which
triggered numerous parodies [7].
England’s Beat Bullying Campaign triggered
bullying and violence. The campaign was so
popular at its launch that supplies of the
“Beat Bullying” wristbands quickly sold
(Continued)
72 A. Stibe and B. Cugelman
Table 1. (Continued)
Description Examples
out. Because of the scarcity of the bracelets,
and theme of the campaign, some kids were
bullied for wearing the bracelet [11].
D: HIGH likelihood and MAJOR severity
Poor Judgment
Mistailoring
When a tailored messaging system provides A drinking screener showed both low and
information that produces negative high drinking students how much they
outcomes in some users, that could have consume in comparison to an average
been avoided with an appropriate message. consumption. Those that were above the
norm felt encouraged to drink less, while
those below received an implied message
to drink more.
And a boomerang effect [35], when a
descriptive social norm was not
accompanied by an injunctive social norm
in a similar way as described above.
Mistargeting
When a message that was intended for one A one-size-approach to persuasive
audience segment is misinterpreted by messaging can deter healthy eating
another group of people. behavior change, leading to a negative
change in attitudes towards healthy eating
over time.
The Playpump program was meant for
children to pump water while playing, but
resulted in adults using the playground
pump, leading to back injuries and other
health problems [5].
Misdiagnosing
When a behavior change intervention does Gaze tracking software, designed to provide
not properly diagnose user behavior or proactive help as patients read medical
psychological processes. documents, used fixation time as a cue to
identify when users were struggling with
the material, and might need help. During
the trial, the participants with low health
literacy had a slower reading rate, causing
the system to inappropriately offer help
continually, which just annoyed the users,
leading to lower comprehension compared
to the control condition.
Misanticipating
Changes in policies or directives that lead to In the Netherlands, the drinking age was
unanticipated shifts in beliefs, attitudes or changed from 16 to 18, which news
behaviors. stations linked to an increase in drug use
among citizens in this age group.
(Continued)
Persuasive Backfiring: When Behavior Change Interventions Trigger 73
Table 1. (Continued)
Description Examples
Nebraska’s “Give Us Your Troubled Child”
law backfired, as the Nebraska Safe Haven
law enabled parents to drop off kids of any
age and the state for the state to take in,
resulting in some parents who dropped off
grownups [Gra2008].
Social Psychology
Anti-Modeling
Demonstrating negative behavior, which Being exposed to others experiencing the
exposes people to memory triggers of bad stress of quitting smoking, for example,
behaviors or temptations, potentially in triggers people to want to smoke.
moments of the greatest susceptibility. Anti-bad-behavior interventions can
remind people of the bad behavior, thus
potentially spark their motivation.
A cookie company that introduced a
100-calorie packs of snacks, triggered
people to eat far more of the small snack
packs [28].
Reverse Norming
Interventions that use examples of popular An anti-littering program used campaign
bad behaviors can establish the bad posters to stress how widespread littering
behavior as a social norm. was, accidently contributed to a social
norm for littering, by demonstrating how
many people were littering.
Two separate studies indicated that D.A.R.E.
program was ineffective and in some cases,
pushed kids toward drug use and lowered
self-esteem. Researchers suspected that the
intervention’s message made some kids
want to try drugs as a way of fitting in,
stating and the program’s message could be
misinterpreted by youth as conveying that
“peer pressure is around every corner,
because everyone is doing drugs but
you!” [34].
6 Scientific Considerations
interventions that trigger unintended negative outcomes. Although we have not dis-
cussed ethics in this paper, it provides a system to further define ethical and unethical
uses of persuasive technology.
Perhaps the most important contribution of this paper, is raising awareness of the
elephant in the room, the well-known but rarely discussed fact that applied interven-
tions targeting good outcomes, occasionally produce negative outcomes. It also raises
questions on the social stigma attached to the people and organizations that deploy
backfiring interventions, and how this may contribute to under reporting negative
outcomes, or omitting them altogether.
More concerning, this investigation has identified a potentially large source of
publication bias, as we believe that there are many incentives and disincentives,
including stigma and embarrassment, that motivate researchers to avoid publishing
research on negative outcomes.
We believe that scholars will need to develop innovative new research methods to
overcome the research barriers that surround this subject, due to the stigma associated
with reporting on interventions that backfire, and the limited ability of scientific studies
to identify backfires that are more likely to become apparent in evaluations of
real-world interventions, and often informally known by intervention staff but not
publicly reported.
For instance, given the ability of technology to employ tailoring techniques, where
content can be personalized, persuasive technology scholars are better equipped to
undertake research on backfiring psychology, and use this knowledge to advise inter-
vention designers when they need to omit influence principles that may be counter-
productive to particular segments.
7 Practitioner Considerations
To assist practitioners, the taxonomy and tools presented in this paper provides a list of
risks that can be addressed, if identified before they occur. Moreover, these risks can be
used to build more effective interventions, by teaching practitioners how to avoid,
mitigate, or manage backfires. The examples in this study suggest that backfires may
originate from political tampering during the intervention design phase, evaluations
that do not distinguish between groups, overusing a principle to the point of triggering
mistrust in a message (“your brain on drugs”), misdiagnosis that leads to subscribing
the wrong intervention leading to garbage-in-garbage-out interventions.
However, one ethically questionable practice we discovered was the potential
intentional use of backfiring as a dark pattern, designed to deploy an intervention that
superficially appears to promote a healthy behavior, but which actually promote
unhealthy behavior. When corporations are obliged, or volunteer to carry out public
health interventions to warn the public against their product, these corporations can
easily benefit from the intentional use of backfiring interventions.
For instance, the “Talk: They’ll Listen” campaign is frequently cited as an example
of a cleaver antismoking ad campaign that on the outside appeared to be a legitimate
antismoking campaign, but which in practice caused an increase in youth smoking [19].
Consequently, policy makers and regulators who empower tobacco, alcohol,
Persuasive Backfiring: When Behavior Change Interventions Trigger 75
and pharmaceutical companies to run their own interventions, need to be fully informed
about the potential intentional use, and abuse of backfire-based campaigns, that
superficially look effective, but at a deeper level, have been engineered to encourage
the opposite effect.
Finally, we believe that backfires are normally present to some degree in all
interventions, and that they can never be fully eliminated. It may be more practical to
focus on strategies to reduce the riskiest backfires, to manage those that cannot be fully
eliminated, and to continually monitor and improve interventions over time.
8 Conclusions
The stigma associated with reporting behavior change interventions that trigger neg-
ative outcomes, has relegated the topic of intervention backfiring to an informal
observation that is widely known, but rarely discussed or reported. This has created a
climate where scholars routinely overemphasize positive outcomes, while failing to
report the fact that the same principle, can also lead to unforeseen negative outcomes.
In this paper, we discussed multiple ways how behavior change interventions can
backfire. We provided a framework to help facilitate the discussion of this topic,
presented tools to aid academics in the study of this realm, and offered advice to
practitioners about potential risks. We encourage researchers to build on this work, and
take a more systematic look on approaches involving the design of behavior change
interventions.
In the future, researchers will need to innovate new ways to study this subject, and
extend our scientific and practical knowledge of what pitfalls need to be avoided when
designing technology-supported behavior change interventions. We advocate that
researchers and practitioners adopt an honest and open attitude towards identifying and
removing backfires as soon as possible, and to disseminating strategies to reduce their
occurrence, before they cause more harm than good.
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Persuasive Backfiring: When Behavior Change Interventions Trigger 77
1 Introduction
In this paper we open up a discourse around the design and use of interactive persuasive
technology (PT) by reflecting upon conceptualizations around technology appropriation and
unintended use. Since persuasion requires intentionality (e.g., [1, 2]), we argue that these
technological ‘built-in’ intentions will always be used within a context involving users’ own
intentions that may not always be accordingly anticipated by designers. Therefore, we
discuss in how far designing for the unexpected [8], in terms of unintended use, can be a
valuable source for designing PTs. In particular we will reflect upon Fogg’s captological
design [2] and on technology appropriation in terms of related design perspectives and prin‐
ciples. In doing this theoretical reflection, we highlight that also unintended use of PT does
not necessarily have to be a sign of ‘failure’ but rather a sign that the technology has become
“the user’s own” (e.g., [8, 17]). Such phenomena need to be named and taken seriously and
not neglected by considering them ‘side effects’ [2]. Especially, for the design of PTs the
study of unintended use is critical to understand the manifold ways of how technology can
be appropriated, to also counteract more systematically undesired negative consequences.
The following section details related work on PT and intentionality complemented with
remarks on technology appropriation and unintended use to outline the very character‐
istic foundations of these two concepts.
Verbeek talks about the uncertainty that surrounds eventual effects of PT, as persuasion
cannot be seen as an intrinsic property of technologies [6]. Therefore, technologies may
be approached as entities that have no fixed identities, rather embody interpretative
flexibility [16] and/or multistability [7]. These approaches towards understanding tech‐
nologies in their actual contexts of usage, derive from various research disciplines and
theorists, such as e.g., phenomenology [7], or mediation theory [6]. The theoretical core
idea is that technologies need to be interpreted and appropriated by the user in order to
be used [6]. There exist many examples of unintended use, coming from people’s
everyday life experiences and practices, but also from observations in various research
disciplines, such as HCI (e.g., [17]). Technology that is used differently than initially
intended by the designers and not simply what they gave to them [9], may not be a sign
of ‘failure’ rather than a sign that the technology has become “the user’s own” (e.g.,
[8, 17]). In regard to ‘failing’ technologies, Dix [8] and Carroll [9] counter that “design
can never be complete” as it is impossible to design for the unexpected, but that “you
can design to allow the unexpected”. Thus, users complete the design as they adapt and
appropriate it [9], fitting them into their working practices [10].
80 A. Krischkowsky et al.
An important question deriving from this discourse around persuasion and appropriation
is, in how far these concepts clash or complement with each other? In this section, we
discuss this question on basis of their theoretical foundations.
Captological design focuses on planned persuasive effects and not on potential side
effects [2]. Simply said, if a technological artifact is designed with an intent in mind to
change a specific attitude or behavior (e.g., persuade drivers to change their driving style
towards a more economic one), and you observe in your studies that your intended attitude
and behavior change is met (e.g., people adopted your designed fuel-saving technology to
drive more economical), your design has worked out. But what happens if the planned
outcome is different than intended (e.g., no or different attitude/behavior change adopted)?
We agree that unintended consequences categorically do not belong with having been
persuaded [3]. However, is it also a sign of failure from a design perspective? In many
disciplines, appropriation is considered as a positive phenomenon in system design and a
source for technological innovations [8, 9]. Atkinson [3] and Berdichewsky et al. [5] state
that it is central for the persuasive discipline itself to show (moral) responsibility and name
such phenomena, i.e., side effects that are neglected in captological design.
Thereby, appropriation holds several advantages, such as, situatedness, dynamics
and ownership [8]. Situatedness means that the end point of design is the intervention
[11], and not just an artefact or an artefact and its immediate ways of interacting with
it. It is rather the way it changes the environment in which it is set [8]. Therefore, in
designing PTs, we cannot expect to understand each usage context fully and meet every
possible need to change a certain behavior or attitude. It can rather be about the general
changes/interventions (also unintended) a new technology brings into a given usage
context that may be seen as initial leverage points to innovate and (re-)design.
Concerning dynamics, it is critical for the design process, to envision that usage envi‐
ronments and needs change. Over time, the use context of technology may change (e.g.,
a persuasive app that was designed for individual use, is used by multiple users). The
technology therefore needs to be responsive to this change (e.g., explicitly allowing for
collaborative use). With appropriation a certain sense of ownership evolves. When
designing technologies with a specific intent, people using these systems may feel a loss
of control, i.e., not doing things their own way. This aspect has already been discussed
in persuasive literature (e.g., [3, 5]), in terms of moral and ethic questions (e.g., human
autonomy) surrounding PT design and use. In contrast, appropriation argues for owner‐
ship, to allow people to do things their own way to raise positive feelings that can be as
important as the things that can be achieved with the very technology [8]. Therefore,
designing situated and dynamic PTs that also allow for ownership, hold the potential to
create technologies that persuade by being situated in peoples practices.
4 Action Points
Based on this general discussion around appropriable PTs that allow for situatedness,
dynamic use and ownership, the following section details action points of how we can
Captology and Technology Appropriation 81
leverage the users’ different ways of appropriating PTs and thereby, complete the design
through their actions. This is done by outlining how designers and users of PTs can learn
from appropriation and unintended use practices as well as how designers can apply
appropriation principles to fit the users’ respective appropriation ‘needs’.
Learning from Appropriation and Unintended Use. The knowledge on how a user
appropriates a specifc design or artifact is a valuable source for reflection for both, the
user (i.e., learning from own behaviour) as well as the designer (i.e., learning based on
the user’s unintended use in context). By deliberately designing for open-ended use, the
act of appropriation itself can become a reflective practice for the user, leading to new
layers a persuasive design can address. For instance, technology can allow for
confronting the user with his/her appropriations (i.e., how s/he uses the technology
differently on a daily basis). This confrontation can be used by designers of PT as a way
to induce behaviour change by allowing the user to reflect upon his/her own actions and
usage appropriations.
We further argue for open ended persuasive designs in order to address long term
persuasive goals, rather than short term. PT that is appropriable can potentially be more
deeply rooted in a user’s everyday practices. In that sense, persuasive techologies that
are integrated into users’ everyday routines, by the users themselves, can also become
natural for the user, making such technologies inherently part of their lives to address
long term persuasive goals. In that sense, technologies can become mediatory artifacts
constantly adapting and communicating with the user.
Designing for Appropriation: Intended vs. Unintended Use. There exist several
design approaches with a strong focus on appropriation, such as “continuous design and
redesign” [14], “continuing design in use” [13], and metadesign “designing for design
after design” [15]. What unites all of these approaches is that the main challenge for
designers is to design malleable technologies that can be adapted to users’ organiza‐
tional, social and personal practices to harvest users’ needs in order to improve its design
[9]. The main question that arises is– How can we balance intentionality (for persuasion
purposes) with open, flexible and dynamic design to allow for unintended use (for
appropriation purposes)? We believe that designing appropriable PTs is a challenge, but
the fact that design for appropriation is possible is made most clear by realizing that
some sorts of design make appropriation difficult or impossible [8]. This might be true
for PT as well. In the following we outline some major design principles from appro‐
priation literature that can provide an initial step towards designing appropriable PTs.
Interpretation allowed! (e.g., [6–8, 16]) It is important that not everything in a system
or product does have a fixed meaning. It is rather critical to include elements where users
can add their own meanings, contextualize their own interactions, to make them adapt‐
able to their own needs and surroundings of interaction.
Provide visibility! (e.g., [8]) It is central that the systems’ functioning is clear to the
users so that they can anticipate likely effects of their actions. This is how users are
empowered to make the system do what they would like. This is particularly relevant
for technologies when the effects of actions become visible at different time.
82 A. Krischkowsky et al.
Reveal Intentions! (e.g., [8]) Appropriation can be used to subvert systems (i.e.,
deliberately using something different than intended). This is of particular relevance for
persuasion, as designers may not try to prevent such subversion but aim to expose the
intention behind the system. This supports users in choosing appropriations that may
subvert the system rules but still preserve the intent. This means that persuasion may
work in its inherent usage and not exclusively with the given functions.
Learn! (e.g., [4, 8]) A user’s appropriation practices can lead to new technologies
that incorporate these adaptations created by the user, supporting the development of
new innovative technologies. In observing and documenting in our research the many
different ways in which technology has been appropriated, technology may be re-
designed or new technologies emerge to support newly discovered uses and resulting
behaviors. This form of co-design, has often been criticized as being lacking in persua‐
sive and specifically captological designs.
By considering interpretative flexibility, visibility and the exposure of intentions in
the design of PTs, we argue that users may be given the opportunity to complete the
design and persuasive intent with their own actions and appropriations.
With this paper we took an initial step towards designing for appropriable PTs. In our
discussion around persuasion and appropriation and our three derived ‘action points’
we have highlighted how conceptualizations around appropriation can potentially be a
source for the design of PTs. Nevertheless, with this theoretical discourse new important
questions emerge, such as, how to balance precise persuasive intent and open-ended
design at the same time? Such questions will be part of our future work, aiming to derive
concrete principles for the design of appropriabale PTs on basis of empirical ‘over time’
research and theoretical reflections thereof.
Captology and Technology Appropriation 83
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C., Eggen, B., van den Hoven, E. (eds.) PERSUASIVE 2006. LNCS, vol. 3962, pp. 171–182.
Springer, Heidelberg (2006)
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(2004)
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Prevention and Motivation
Self-Reflecting and Mindfulness: Cultivating Curiosity
and Decentering Situated in Everyday Life
Educational Communication and Technology, New York University, New York, USA
{ralph.vacca,tophe}@nyu.edu
Abstract. Research on the use of mobile to promote mindfulness states is still rela‐
tively nascent, especially when exploring how such states can be cultivated in
everyday life, outside of meditation-based approaches. In this study we investigate the
design of a mobile app that seeks to cultivate mindfulness states situated in everyday
life. Using reminders to prompt self-reflection and breathing exercises to prompt body
awareness, we sought to address the overarching question – how can we design
towards mindfulness situated in everyday living and how might it change what we
mean by mindfulness? Our findings suggest that mobile-based approaches can
promote curiosity and decentering through self-reflection, and that the valence and
likelihood of experiencing certain mental events may influence how self-reflection
is experienced, which in turn influences curiosity and decentering factors of mind‐
fulness states.
1 Introduction
In this study we investigate the design of a mobile app that seeks to activate and
support mindfulness states situated throughout a person’s everyday life. Using reminders
to prompt self-reflection and breathing exercises to prompt body awareness, we sought
to address the overarching question – how can we design towards mindfulness situated
in everyday living and how might it change what we mean by mindfulness? Specifically
we sought to explore how self-reflection throughout one’s day serves as a mediating
process that influences the way one experiences curiosity and decentering – two factors
commonly used to operationalize a mindfulness state [5].
2 Related Work
3 Study Design
Our study’s goal was to obtain a rich understanding of how specific design embodiments
in our tool influence curiosity and decentering through self-reflection.
In designing our tool, we laid out a conjecture map that outlined key design embodi‐
ments, their relation to mediating processes, and their relation to our target outcomes
(Fig. 1). The relationship we anticipated between embodiments and mediating processes
are our design conjectures, and the relation between mediating processes and outcomes
are our theoretical conjectures. The objective of specifying design conjectures is to trace
the observed effects back to the embodiments. This can be challenging in that each
conjecture is implemented in tools and activities in ways that their operation is not
isolated – in turn making the study of each of the pieces separately not possible [16]. In
short, our design seeks to provide specific mental events for users to self-reflect on and
explore how situating this self-reflective process in everyday life in a particular way
may influence how mindfulness states are experienced.
90 R. Vacca and C. Hoadley
The mobile app engages users in five different challenges each targeting different mental
event. All of the challenges shared the same design embodiments but they differed in
the specific mental event targeted (see Table 1).
Given we are viewing the self-reflective process as conceptual, the type of mental
event is especially relevant. A review of mindfulness-based interventions [3, 17] and
prior pilot testing led us to outline five different mental events categorized by valence
and scope. Valence describes whether the mental event is likely to be linked to a positive
or negative affective state. Scope describes how broad or narrow the mental event is
likely to be characterized by the user. For instance, self-criticism is a broad mental event
Self-Reflecting and Mindfulness 91
that can encompass other events such as envy. In addition we have a relational scope
that is both narrow and entails focusing on “conflict” with another person.
As illustrated in Fig. 2, a challenge is started by the user at the beginning of the day
and entails setting the intention to observe a specific mental event (e.g., self-criticism)
by accepting the challenge.
Fig. 3. Check-in. Step 1 – Recalling moment. Fig. 4. Check-in. Step 2 – Focus on breath.
After accepting the challenge, users are prompted throughout the day via reminders to
make an effort to observe that mental event. No action needs to be taken on part of the user
when the mental event is observed. At the end of the day, the user is prompted to check-in,
which consists of two-steps. First they are prompted to recall one moment where they
observed the mental event (Fig. 3), and second to focus on their breath for 15 s and let that
mental event recalled go as they shifted their focus (Fig. 4). The attentional shift to breath
is a common attentional control exercise used in mindfulness activities to promote decen‐
tering [18]. While throughout the day the reminders seek to prompt self-reflection and
curiosity on specific mental events, the end of the day interaction seeks to use the observed
mental events to engage users in a decentered form of self-reflection.
92 R. Vacca and C. Hoadley
3.3 Measures
Mindfulness State. Participants’ achieved levels of curiosity and decentering was
assessed both quantitatively and qualitatively. Quantitatively the 6-item Curiosity
subscale and 7-item Decentering subscale of the Toronto Mindfulness Scale (TMS) [5]
was used. The curiosity subscale asks participants to express how well what they expe‐
rienced is described by items such as “I was curious about my reactions to things”, while
the decentering subscale asks participants items such as “I experienced myself as sepa‐
rate from my changing thoughts and feelings”. Items on the subscales are rated on a
5-point Likert scale (0 = “not at all”, 4 = “very much”). Scores on the subscales summed.
Qualitatively, participants engaged in a semi-structured interview that prompted them
to describe the details of their curiosity and decentering experiences with interview
questions adapted from the TMS subscale questions.
Self-Reflection. Self-reflection for each challenge was measured primarily through a
semi-structured interview that focused on the how self-reflection was experienced. In
addition, the 12-item self-reflection subscale (SRIS-SR) of the Self-Reflection Insight
Scale (SRIS) [19] was used. Self-reflection items include; “It was important to me to try
to understand what my feelings mean”. The items are on 7-point scales (1 = Strongly
Disagree, 7 = Strongly Agree). Lastly, we added some customized survey questions that
sought to elicit insights on the frequency of moments of self-reflection.
Utility. At the end of the study each user completed ratings of how useful the different
design embodiments were to supporting self-reflection (See Table 3).
3.4 Participants
We recruited 11 participants from several New York City universities. Participants were
required to have never previously meditated or engaged in cognitive behavioral therapy,
as well as have a personal iPhone they can use for the study. The average age was
(M = 25.09, SD = 3.86), and 7 out of the 11 participants were female (64 %).
3.5 Procedure
Participants were asked to complete an initial survey when signing up to ensure they
had not engaged in any form of meditation or cognitive-behavior therapy prior to this
experience. Each user was prompted to complete all of the five challenges over one
week, and complete a survey each time a challenge was completed. The survey included
questions that span the TMS and SRIS-SR measures, as well as customized questions
that focused on the frequency of self-reflection. The order of the challenges completed
by users was counterbalanced to minimize any learning effects. After completing all of
the challenges, users completed a utility survey and engaged in an hour-long semi-
structured interview. The interview protocol was structured to address each of the design
and theoretical conjectures.
Self-Reflecting and Mindfulness 93
4 Results
This mixed method study was structured as sequential explanatory [20] in which the first
phase was to analyze our quantitative data so as to inform subsequent semi-structured
interviews conducted with all of the eleven participants (Table 2).
Curiosity, decentering and SRIS-SR scores for each mental event type were all normally
distributed, as assessed by Shapiro-Wilk’s test (p > .05). In addition, when running a
repeated measures ANOVA on curiosity, decentering, and SRIS-SR, we used Green‐
house-Geisser correction. For curiosity, post hoc tests using the Bonferroni correction
revealed that conflict significantly differed from every other mental event type in curiosity
(p < .005). For decentering, post hoc tests using the Bonferroni correction revealed that all
of the challenges differed from each other by mental event type (p < .05), except between
self-compassion and self-criticism. Lastly, for SRIS-SR post hoc tests using the Bonfer‐
roni correction revealed that all of the challenges differed from each other by mental event
type on SRIS-R scores, except for Gratitude and Self-Compassion (p < .0005).
The self-reflection in-action (SR-InAct) question served the purpose to inform subse‐
quent interview questioning only, rather than be used as part of an inferential analysis.
As such only the means were calculated. Negative thinking (M = 3.91, SD = 1.221) and
gratitude (M = 3.91, SD = .701) were slightly above neutral. Self-compassion had the
highest mean (M = 4.45, SD = .688), and envy (M = 1.36, SD = .505) and conflict
(M = 1.27, SD = .467) were on the lower end.
The mean ratings on the utility of the various design embodiments were 4 or above,
indicating that no embodiment did not contribute to self-reflective practices. In looking
at the response rate of end-of-day check-ins that required recalling the moment and
engaging in breath awareness, about 96 % of end-of-day checkin reminders led to a
completed challenge, while the remaining were incomplete and required an repeated
enrollment in the challenge – two challenges in the entire study.
94 R. Vacca and C. Hoadley
The eleven semi-structured interviews were transcribed and analyzed using analytic
codes that were directly mapped to the five design conjectures and two theoretical
conjectures illustrated in Fig. 1. Each coded interview was treated as a case with the unit
analysis as each user’s single experience with the mobile app. Cases were individually
analyzed for themes and concurrently arranged in a word table for cross-comparisons
and shared themes [21] across the seven different conjectures. From the word table a
review of themes was conducted and a list of the major themes contributing to the initial
research questions were outlined and are discussed below.
5 Discussion
The goal of this study is to better understand how specific design embodiments enacted
self-reflection and in turn influenced curiosity and decentering experiences. While
overall users scores on the TMS and SRIS-SR indicated high levels of curiosity and
self-reflection, and varied levels of decentering, we focused on how such processes were
experienced, and how specific embodiments shaped these experiences.
The theme of perceived control is about the extent to which users felt they could handle
the degree of self-reflection asked by the challenges. All of the users felt strongly that
initially accepting the challenge felt like they were formally setting the intention to self-
reflect. In addition, users felt “strongly” or “very strongly” that setting an intention for
the day was essential to feeling they would self-reflect.
In our interviews, the length of the intention (i.e., day), and clarity on what was
expected was highlighted as important to their perceived control over self-reflection.
For instance one user shared that he, “would have lost steam if I was committing to
something for more than a day, but I took it one day at a time.” Another user shared she,
“liked how simple it seemed at first” and another user said, “I could understand what I
was supposed to do, like, if I see it, just acknowledge I observed it.”
Self-Reflecting and Mindfulness 95
The use of reminders played into this perceived control in that forgetting was consis‐
tently mentioned, as a reason why they thought self-reflecting throughout the day would
be challenging. Over 90 % of users felt strongly that without the reminders they would
not have self-reflected throughout the day on specific mental events. This is line with
research that suggests that when situated in everyday contexts there may be a lack of
cognitive resources that can serve as an obstacle to challenging automatized cognitive
habits, such as not being aware of specific mental events [22].
The implications for design suggest there is value in the use of reminders to prompt
situated self-reflection in general. In addition, our findings suggest that short temporal
commitments (e.g. daylong) and clear implementation intentions may help create a
strong sense of control over being able to self-reflect throughout one’s often busy and
attention-demanding day. In addition, the use of reminders when motivation obstacles
are not apparent may be effective in supporting one’s perceived sense of control and in
turn strengthen one’s intention to observe internal mental events.
The implications for design are that focusing on mental events that are likely to
induce negative affect, may benefit from embedded emotion regulation activities that
can leverage impulse to self-regulate. In addition the findings also suggest the need to
explore differentiated interactions to support decentering. Given all five mental event
types used the same recall and breathing exercises, perhaps extended or guided decen‐
tering activities are needed to counteract ones desire to self-regulate.
Overall breath awareness was described easy to engage in. In our utility ratings, most
users reported that, “Focusing on breathing was helpful in changing the focus of [their]
attention.” Interviews indicated that body awareness provided a general sense of calm
and detachment before dealing with negative mental events. One user stated, “I felt like
I had to remember something annoying or shameful, and then just let it go by focusing
somewhere else.” Another described it as, “the breathing was like at school when you
have to take a minute before you do something you’ll regret. Except here I think you do
it so you could just be okay with what went down.” The design implication here is that
body awareness may be a powerful design embodiment in shifting attention during an
end-of-day reflection and leading to a sense of “letting go” and “being with it”, which
are in line with decentered experiences.
A limitation of this study is the limited data points on users’ engagement with the chal‐
lenges and mental event types. An increased number would have provided a larger lens
and reduction in confounding situational factors (e.g., a rough day at work) in the data.
Furthermore, there was no experimental design that may have allowed for different
causal claims to be made about specific design embodiments. In addition, the use of
SRIS-SR and TMS have their limitations. SRIS-SR is not written as a state-based retro‐
spective instrument, and TMS is intended for primarily meditation-based experiences.
Lastly, there was limited control over situational factors during sample selection (e.g.
heavy commuters, demanding work schedules).
Future studies may want to explore the potential for such situated approaches to
harness self-regulatory impulses to connect to more traditional forms of cognitive
behavioral strategies such as cognitive reappraisal. Recent research has made the case
that mindfulness states may support cognitive reappraisal [24]. Furthermore, an exper‐
imental design comparing different forms of decentering, and reflection prompts may
provide deeper insights into how variations in language, frequency, and body awareness
interactions can influence curiosity and decentering through self-reflection.
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Buddhism. 12, 19–39 (2011)
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Alcohol Behaviour Change: Lessons Learned
from User Reviews of iTunes Apps
1 Introduction
Binge drinking, drink driving, alcohol related violence, alcohol related illness
are some of the many ill effects of the over consumption of alcohol [17]. Var-
ious intervention strategies operate on a governmental level or through non-
governmental organisations with the ultimate aim of promoting awareness and
reminding people of the side effects of consuming alcohol in large amounts. In
addition, technology (such as computing, mobile, smart systems, etc.) has the
potential to transform how we deliver alcohol interventions and promote behav-
iour change from harmful alcohol for example [21]. In today’s digitally connected
world with a high penetration of smart phones, mobile technology can be utilised
as an efficacious tool as it provides users with the right information at the right
c Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 99–109, 2016.
DOI: 10.1007/978-3-319-31510-2 9
100 O. Mubin et al.
time allowing them to make informed decisions; in particular within the health
domain [19]. This ultimately promotes sustained behaviour change. Newer and
newer mobile apps are emerging day by day and they can provide obvious merits
to change behaviour by providing appealing interfaces and appropriate features.
Persuasive technology or captology is broadly defined as a stream of technology
that is designed to change attitudes or behaviors of the users through persuasion
and social influence, but not through coercion [7]. According to BJ Fogg [6] tech-
nology can persuade users by adopting certain guidelines; for example: increasing
self efficacy, providing tailored information, triggering decision making, guiding
users through a process, etc. In sum the goal of persuasive technology is to ini-
tially provide motivation and consequently the ability to change behaviour [8].
Technologies have had a significant impact in alleviating various social issues
(obesity, well being, sustainability, environmental awareness, etc.).
Accessing information and support for alcohol related issues through technol-
ogy deviates away from traditional rehabilitation procedures and therapy as it
can be done autonomously, anonymously and conveniently. The option of remain-
ing anonymous is important in sensitive areas such as substance abuse because
it is often easier to get information anonymously via an interactive computing
program, than face another human being [7]. Furthermore, the accessibility of
information is not confined to a physical location nor is it tied to a specific
time-frame. A self-administered and stand-alone intervention helps to eliminate
various barriers such as the stigma of attending a treatment facility, the high
cost of treatment, and scheduling and transportation issues. Currently there are
mostly web/desktop-based interventions in place to assist in persuading indi-
viduals to reduce their consumption of alcohol and inform them on the effects
of alcoholism [3]. The downfall with web/desktop-interventions is firstly their
feasibility and inability to be conveniently accessed at the end-users own discre-
tion. Secondly, customisation is usually low for such web based interventions -
personalisation is now being considered as an integral component of mobile based
behavioural change applications [11]. Consequently, it is imperative to build effi-
cacious intervention programs (possibly mobile based and on the go) to stimulate
or help sustain positive behaviour change for drinkers who do not connect with
support service as there is evidence that mobile intervention is suitable to recover
from alcoholism [12].
We have noticed that governmental organisations such as the National Health
Service England (NHS) [15] are slowly beginning to recognise and advocate the
importance of providing mobile apps for promoting reduced consumption of alco-
hol. However, little is known about the effectiveness of such apps especially for
behaviour change and user insights are relatively unexplored [5]. As the target of
those apps are a specific user group, it is very crucial to acknowledge their feed-
back in order to judge the quality of those apps. It has been observed that some
mobile apps are not designed according to the established rules so that they can
effectively change a particular behaviour. For example, a study of iPhone apps
for smoking cessation found that certain apps are not designed based on the
recommended guidelines for smoking cessation [1]. Similar violations of design
principles can be seen in apps from other domains [22]. Within Human Computer
Alcohol Behaviour Change: Lessons Learned from User Reviews 101
Interaction (HCI) and Mobile Computing the role of mobile apps in promoting
health and well-being is an acknowledged and promising research area. However
more recently [18] efforts are being dedicated in achieving a deeper understand-
ing of the implications of health monitoring through mobile applications, more
specifically recognising that the solution is not in simply providing digital infor-
mation but rather carefully designing the visualisation, presentation and modal-
ity of the information. In sum, although researchers have begun to understand
behavioural change techniques that result in a reduction of alcohol consumption
through mobile apps [13]; it is still necessary to look for user preferences and
opinions concerning those and other similar mobile apps.
End user review is very important in order to understand users’ perception of
a particular product. It has been found that end user reviews play a vital role in
order to buy items from web stores such as Amazon [14]. End user reviews appear
on app store as ratings, comments and sometimes with visual marks of goodness
or badness, which may influence the number of downloads of those apps. We
are not aware of any study which particularly focused on understanding mobile
app reviews on different apps designed to change alcohol consumption. Such an
investigation can provide us with some answers as to what design features are
the most efficient in incurring behavioural changes towards alcohol intake. There
are some studies which have investigated mobile apps in order to understand the
process of user ratings and user opinions [9]. Using analysis of user reviews on
social media (specifically iTunes, youtube, etc.) to determine and elicit user
insights, comments, feedback and complaints is slowly gathering interest in the
field of Human Computer Interaction and Mobile Computing [10]. With the
proliferation of Apple devices such as the iPhone and the popularity of the App
Store (as evidenced by 100 billion app downloads [2]) we proceeded with iTunes
as the platform of choice for our analysis.
As the first step in our design process towards creating a persuasive mobile
application (app) to control the consumption of alcohol we aim to understand
the impact of existing mobile applications to support the abstinence of over con-
sumption of alcohol. We also aim to realise what particular design features and
persuasive strategies are most preferred by the users. In order to determine such
insights from users we extracted comments from iTunes on a set of short listed
existing mobile applications of varying persuasive strategies that were aimed
to control drinking behaviour of its users. The comments were then analysed
using content analysis. In conclusion we discuss design guidelines and recom-
mendations for developing such mobile apps and attempt to ground our findings
through an overview of commercial apps recommended by the NHS in the UK
which are meant to control alcohol consumption.
2 Method
Our research methodology was primarily based on the prior work of [4] where
the authors conducted a needs assessment to examine mobile smart-phone apps
that promoted alcohol behavior change. Furthermore, in their research a meta
102 O. Mubin et al.
level categorical analysis of iTunes apps designed to mitigate and inhibit alcohol
addiction was conducted to understand the various behavioural strategies they
employ to control drinking behaviour. However, an analysis on user opinions,
feedback and insights was missing and they did not present any user interface
guidelines to inform the design of such mobile apps which is vital given the
explosion in the number of smart phones. Therefore, we build on top of the work
of [4] by conducting content analysis on a set of user reviews on relevant iTunes
apps with a goal of identifying recommendations to inform the design of mobile
apps that inhibit the over consumption of alcohol.
decision making. The number of apps that adopted a self control behavioural
change strategy were 6 in number. The intervention strategy employed by the
app (or simply the category of the app) was the independent variable of our
analysis as we wished to ascertain which of the two strategies were the most
effective and preferred by the users.
In total 204 comments (excluding comments that were junk, spam or not in
English) were retrieved from the set of 18 applications using data generated
from the script on March 27, 2015. 29 comments were from self control apps - see
details in Table 1. The average length of a review was 35.4 words. The maximum
length was 225 words and the minimum length was 2 words. The entire process
Table 1. Details of the chosen apps which were used to analyse user reviews
Keyword # of Keyword # of
Name Category Name Category
used Comm- used Comm-
of App of App of App of App
on iTunes ents on iTunes ents
Alcohol Self control Step Alcohol Motivational
Self Help 1 16
Self Help Self coping Away Reduction Counselling
How to Stop
Substance Alcohol Self control Alcohol Motivational
4 Drinking 1
Abuse Self Help Self coping Reduction Counselling
Alcohol
Stop Drinking
Alcohol Motivational Alcohol Motivational
With Andrew 36 Quit n Save 1
Reduction Counselling Reduction Counselling
Johnson
Alcohol Motivational Alcohol Motivational
iRecovery 13 I am Sober 50
Reduction Counselling Recovery Counselling
Alcohol Motivational Alcohol Self Control
Quit That 25 Addicaid 21
Reduction Counselling Recovery Self Coping
Addiction Alcohol Self Control New to Substance Self Control
1 1
Counter Reduction Self Coping Recovery Abuse Self Coping
Saying Alcohol Motivational Addiction Substance Motivational
3 12
When Reduction Counselling Avert Abuse Counselling
Alcohol Motivational Quit Self Control
Sober Tool 11 No Go 1
Reduction Counselling Drinking Self Coping
Quit Drinking Alcohol Motivational
7
Hypnosis Reduction Counselling
104 O. Mubin et al.
of shortlisting apps and comments is summarised in a block diagram (see Fig. 1).
Each comment was treated as one unit of data. Each comment was then coded
to determine:
One of the main trends observed in our analysis was that in general users
preferred the user interface and design features of self control apps as compared
to apps that followed a motivational strategy. Prior work [5] has depicted sim-
ilar trends (albeit in health-based behavioural change applications), primarily
due to the user feeling agitated by over prompting or by an over zealous sys-
tem. It can be suggested that in such situations the user would desire control
Alcohol Behaviour Change: Lessons Learned from User Reviews 105
and edit rights over the addiction control plan and strategy. Some of the negative
comments on the features of a motivational style of behavioral change referred
to the demanding nature of such applications, for example: “I have tried this
app several times it did nothing for me except give me some anxiety from the
fast pace and demanding tone used it gave me no positive results at all” or to
the inability of the strategy convincing them to incur a behavioural change,
for example: “It hasn’t really helped me to stop drinking”. Further research is
required to determine if the preference of the design features of self control and
self coping style of applications was due to a cause and effect relationship with
user interface inadequacies. It would not be naive to assume that implementing
motivational apps would be more challenging than apps of simple self reporting
or self recording nature. In our overview of the iTunes comments we noticed that
many users thought that motivational apps were “slow”, “useless”, “inaccurate”,
etc. The difficulty in implementing persuasive applications that facilitate behav-
ioural change explicitly and directly are known to be a technical challenge [20];
primarily due to real time monitoring requirements.
Many users preferred the simplicity in design of the self control and self
coping style of apps as indicated in the following comment: “The app is intuitive
and the design is bright and refreshing - nothing clinical or scary about it”. It
goes without saying that simple, engaging and motivational interaction (i.e., the
user interface) is imperative for the success of a persuasive mobile application -
as also emphasised in [16]. There were only 3 comments which were coded to
be positive in terms of the evaluation of their behavioural change strategy and
negative in terms of their application features. Overall, when an app had a usable
interface most users were positive about the prospects of being able to change
their behavior (only 1 comment which indicated otherwise).
– Incremental goals and targets also allowed users to set short term objectives
and perceive success on their completion: (“I love getting the alert every night
telling me I am one more day sober”) and (“I love the milestones. I set each
new one as my wallpaper”). This feature (i.e. milestones, daily goals, etc.) was
one of the most popular and sought after and was one of the key elements
appreciated in self control apps.
– Many users thought social interaction and the ability to communicate progress
through social media was important, as evidenced by the following: (“The only
thing I wish it did was allow me to post to a social network my progress, but
I worked around that by taking screenshots and posting those”) and (“Unless
I’m missing it, I’m really surprised that I can’t tweet or post anywhere for
that matter directly from app”).
– The ability to control other cravings besides alcohol through the same app
was also a desired aspect: (“Would be really nice if I could change it from
alcohol to something else”). Though we have seen several apps for alcohol
behaviour change a few apps were more generic. For example, they could
be used for multiple purposes such as smoke cessation, cutting down alcohol
consumption or quitting other bad habits.
As a final step in our analysis we sourced apps from the National Health Ser-
vice (NHS) England Health Apps Library [15] to benchmark, compare, ground
and contrast our findings. The Health Apps Library is aimed at people living in
England who want to use apps to manage their health; and health professionals
who may want to recommend an app to someone if needed. When we searched
the library we found in total eight apps which were associated with the keyword
alcohol and which have been reviewed by clinicians in the UK to ensure that they
are safe and trustworthy. Out of those eight apps there were three apps, which
were not related to alcohol behavior change rather they were either for general
health tracking or for creating awareness for other people. The apps, which are
related, to track or cut down alcohol consumption were 1. Leaf-your discrete
drink tracker, 2. DrinkCoach, 3. Change4Life drinks tracker, 4. Type 1 diabetes
friend, and 5. Drink meter. No user reviews were found for those apps except for
Change4Life drinks tracker. That particular app had a 4.5 start average rating
and had the following features: a. track drinks each day, b. view drinking levels
over a week or a fortnight to spot when someone is at an heightened risk, c. learn
more about the specific risks, d. get daily tips and feedback, e. add daily notes,
f. share with friends via Facebook or Twitter. In general users found the app
motivational and one person had been using it for two years. We noticed that
the overall goal of these five apps was to help people drink within the safe limits
rather than motivate them to completely quit. Clearly these five apps were of a
self control type relying on the user to him/herself manage their alcohol intake.
This is consistent with our earlier findings that motivational apps are not widely
implemented or deployed yet, probably due to user interface or user perception
issues.
Alcohol Behaviour Change: Lessons Learned from User Reviews 107
4 Conclusion
In this paper we have presented the preliminary content analysis of the com-
ments made by users on both self control and motivational type iTunes apps
that were designed to attempt to reduce the over consumption of alcohol and
ultimately cut down drinking. Our main results show that an self control apps are
more popular and were rated more positively primarily due to being less invasive
108 O. Mubin et al.
and more supportive of customisation. Users also found issues in the user inter-
face of motivational apps which may be due to the difficulty in implementing such
apps and sourcing real time information. The most sought after and preferred
feature was the ability of apps to support incremental progress using elements
such as daily milestones and goals. We have also summarised some key design
guidelines as a prospective checklist which would be useful for other researchers
and mobile app designers to incorporate in systems that aim to inhibit the con-
sumption of alcohol.
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Persuasive Strategies to Improve Driving Behaviour
of Elderly Drivers by a Feedback Approach
1 Introduction
Aging is a growing phenomenon in almost all countries of the world. The percentage of
people of 65 and older will more than double between 2010 and 2050 [1]. Elder people
want to continue to drive to maintain their independence, even more so for elderly drivers
living in rural or remote areas. Mobility is fundamental to them because it allows them
to maintain an active aging. Thus, it is in the best interest of societies to maintain elderly
adults driving as long as they can safely do so. In the last decade, there has been much
attention given to technologies focusing on elderly drivers’ mobility [2]. Indeed, the
development of transport technologies can address their mobility need by allowing them
to use safely their personal car as long as possible. For the past few years, there has been
a growing interest in intelligent vehicles. A notable initiative on intelligent vehicles was
created by the U.S. Department of Transportation with the mission of preventing
highway crashes [3].
Technologies can be useful as countermeasures to driving fatigue among elderly
drivers, as long as they induce behaviour changes. Persuasive technologies have this
feature. The association of persuasion strategies to technology is essential because
persuasive technologies can help changing user’s behaviour. To do so, it is essential to
take into account the characteristics of elderly people and to educate them on how to
use technology and when [2]. However, in the road safety scientific literature, there is
a lack of knowledge about persuasive technology applied to elderly drivers.
Therefore, this paper presents a persuasive system that was designed for helping
elderly drivers to manage their fatigue at the wheel. The paper is structured as follow.
Section 2 presents an overview of persuasive technologies, in light of elderly drivers
and driving self-regulation. In Sect. 3, we present our methodology to design the persua‐
sive system. Section 4 reports our first results. Finally, Sect. 5 concludes with the limits
of this exploratory study and suggestions for future research in that field.
2 Related Works
In [4], Fogg defines persuasion as “an attempt to change attitudes or behaviours or both
(without using coercion or deception)” (p. 16). The aims of persuasive technologies are
to induce attitude change and behavioural outcomes. Changing these outcomes is central
(e.g. reinforce attitudes, act of complying, etc.). And the concept of motivational afford‐
ance (motivation to use the system) is affiliated with psychological outcomes and target
behaviours. All persuasive technologies focus on these final effects. The results can be
positive (partially or fully), negative or with no effect [5].
Oinas-Kukkonen and Harjumaa [6] define the context analysis as the grouping of the
persuasion’s intent, the understanding of the persuasion event and the definition or recog‐
nition in the use of ongoing strategies. First, persuasive technology involves a voluntary
change by the user of his/her behaviours [4]. Indeed, persuasive systems have to influ‐
ence, motivate or convince the user to take action. Besides the intent, the event of persua‐
sion and the strategy have to be considered for the design and the use of a persuasive
technology. The event concerns the usage and the user of the persuasive system. First, the
usage (or the context of use) refers to the problem domains’ attributes (for instance, promo‐
tion of health or ecological consumption). Then, an analysis of the user is also important.
Indeed, there are individual differences between people on how to interpret information.
For instance, there are differences in cognitive processes between younger and elder
people. These differences have an impact on the persuasion strategy which is defined as the
message and how it is delivered [5, 6]. Once the context analysis has been determined, the
next phase is to design the persuasive system. To do so, the information content and
the software functionalities need to be understood to design and evaluate the software
system persuasiveness.
During the last 30 years, there has been growing progresses in the domain of in-vehicle
technologies. These technologies are likely to have used persuasive strategies. The best-
known persuasive technologies in automotive context are eco-driving technologies [7, 8].
In 2015, persuasive technologies have been designed in order to improve users’ safe driving
behaviours and their motivation. There are two basic workings. The first one is to give
real-time feedback to a current individual driving behaviour, for instance such as
112 P. Ruer et al.
Elders have specific driving characteristics. They are prudent, drive at low speed and
respect the traffic laws and their driving style is low risk taking [11]. Their main causes
of accidents are errors which are defined as judgment and observation failures dangerous
to other drivers [12]. When driving, a lot of information is asked from the driver in a
time constraint (for instance: changing direction, insertion in traffic, intersection, etc.).
Elderly drivers have difficulties to manage the unexpected and accidents happen when
they are making decisions under this time constraint [12].
Drivers have to respond rapidly to risks, which requires good abilities like attention,
perception, motor abilities, information treatment, etc. With aging, some physiological
impairments appear and have negative impacts on driving skills [13]. The cognitive
skills are affected and lead to a longer reaction time, a diminution of attention, and a
shorter memory [14]. Physical abilities are worsening with a deterioration of psycho‐
motor skills, development of arthritis, which causes neck problems, or also the vulner‐
ability of the body [10]. And sensory functions decline with a diminution of visual acuity,
diminution of hearing or even, perceptual ability [14, 15]. These impairments are
common among the elderly with normal aging. In addition, there is an increase of
diseases, associated with medication in-take and a higher risk of accidents. Medication
Persuasive Strategies to Improve Driving Behaviour 113
alters the driving skills and reduces sensorimotor performance (for example: decreased
alertness, impaired vision, etc.) [10]. Therefore, some authors propose license restric‐
tions to manage elderly drivers’ safety [16], even though empirical research has clearly
showed that driving cessation had adverse negative consequences [10, 15, 17] as it is a
stressful experience having a negative impact on their quality of life.
The design method we chose to apply to the development of a real driving feedback is
the Persuasive Systems Design (PSD) Process Model, proposed by Oinas-Kukkonen
and Harjumaa [6]. The advantages of this methodology are its usefulness to study feed‐
back with users in real-life contexts and its applicability to on-road situations.
Oinas-Kukkonen and Harjumaa have established a set of design principles that have
been classified in four categories adapted partially from Fogg’s work [4, 6]. They are
primary task, dialogue, system credibility, and social support. For each of them, Oinas-
Kukkonen and Harjumaa give the design principles, the requirements and offer imple‐
mentation examples. Primary task is defined by the authors as “the carrying out of the
114 P. Ruer et al.
user’s primary task”. For instance, the design-principle self-monitoring in the automo‐
tive context would be that the system should provide a feedback of the driving perform‐
ance (speed, braking, vigilance, etc.). The users can track their performance or status,
through a tool (in-car interface or mobile phone application), to improve decision
making.
Dialogue is the user’s feedback, via verbal-information or other kinds of summaries
to support and help the users to move closer to their target behaviour. An example of
the application of the praise principle to an elderly driver would be an image or some
words to motivate the person to adopt a better driving style. The other goal could be to
increase safe driving for the driver and the community (i.e. other drivers).
As for the system credibility, it allows designing a system that could be more
convincing for the users. For example, the fact that feedback can be transmitted to the
point of view of some authorities, such as a government transport ministry, could have
more persuasive power.
The fourth category, social support is about designing a system that will motivate
the users by leveraging social influence. An example of the social learning principle
applied to feedback for elderly drivers is a shared event log for encouraging good
behaviours.
3 Methodology
In our study, the intent is to persuade the elderly driver to manage appropriately his/her
fatigue on his/her subsequent conduct of the vehicle. We did a pilot study to evaluate
the perception of the driving fatigue with elderly drivers and compared it with their
driving behaviour. To do this, we did experimental work and we measured perceived
fatigue, speed, sleep habits, etc. During the experimentation, each participant drove
around 50 km on a closed driving circuit with the LiSA car (in French: Laboratoire
intelligent de Sécurité Automobile. In English: Intelligent Laboratory on Automobile
Safety) (Fig. 1). Participants were asked to respect a 60 km/h limit.
For the event, we took into account the driving context and the driver. In the context
of our research, we used an instrumented vehicle, the LiSA, a Nissan Versa 2008. The
car is equipped with a data logger AIM Evo4 which can collect data on speed, steering
wheel movements, acceleration, braking, 3-axis acceleration and GPS location from the
car embedded computer. LiSA also includes an eye tracking faceLAB 5.0 system, a
Microsoft Kinect (with a head tracking software [22]) camera and several other cameras
to monitor the driver. Finally, all the data are recorded by a computer installed on-board.
Thus, LiSA is able to collect a wide range of contextual information.
To complete the contextual information on the user profile, questionnaires were
filled before, during and after the experimentation to collect sociodemographic vari‐
ables, such as age, gender, driving experience, opinions toward safe driving, etc.
Moreover, in the context of our experiment, we collected the driver’s level of
perceived fatigue by using a scale ranging from ‘0’ not at all fatigued to ‘10’ very
much fatigued at four times during the experimental session. Each participant was
asked his or her level of fatigue just before starting driving (Time 1), after 15 min
Persuasive Strategies to Improve Driving Behaviour 115
of driving once the experiment had started (Time 2), after 30 min (Time 3), and when
the driving experiment ended (around 45 min) (Time 4). The focus of the experi‐
ment was to measure the level of perceived fatigue, not the physiological level of
fatigue. A 45-minutes driving task on a monotony road low (e.g., 60 km/h) has been
found to induce fatigue in prior laboratory experiments [18] and a field experiment
pretest. The pretest shows a significant increase in the assessed fatigue level for the
majority of the participants, without reaching a hazardous level.
Finally, in the present study, the data analysis strategies adopted was the use of a
tool with data mining and statistical evaluation algorithms. For example, one algorithm
transforms the data on the most common measure by aggregating the data from sensors
with an higher sensing frequency by computing the average values [23]. We also use a
quasi-monotonic segmentation algorithm [24] to reduce the noise and compute the rele‐
vant acceleration and deceleration behaviours of the participants. We used it to allow
an easy visualization of the data collected. This tool was used first to test algorithms
offline and to stock the contextual information collected for each participant. We applied
this tool to all data collected from the field experiment. The tool enabled us to visualize
the collected data with graphs and maps. It then proposed a feedback solution to promote
awareness of the fatigue impact on driving (particularly speed) and bring the drivers to
better manage their fatigue and, ultimately, change their driving behaviours accordingly.
For designing the feedback, we selected the most suitable persuasive design princi‐
ples from Persuasive Systems Design (PSD) Process Model [6]. Following an analysis
of the persuasion context, in terms of intent, event and strategy, systems qualities were
applied to the design of the feedback (Fig. 2). We explain each of them in the next page.
The goal of this intervention was to provide participants with information on their
driving style relative to fatigue. The feedback consisted of three pages. The first one
showed illustrations, in the form of readily understandable pictograms and graphs. The
second page gave a written description of the driving experiment and definitions (in
order to facilitate understanding of terms that could be perceived too technical) and a
short summary for those who were less interested in too detailed explanations. Finally,
in the third page, different sections explained in more detail the first page’s illustrations,
including one section comparing the driver data to scientific research in the field. These
sections may be viewed as a kind of dialogue with the driver. We included praise, for
those who had identified well their fatigue, and suggestions, for those who perceived it
116 P. Ruer et al.
Driving
Analyzing the Design of system behaviour
persuasion qualities and/or
context attitude
change
less well. For praise, words were used to provide personal feedback information based
on the user good driving behaviours. And for the suggestions, the feedback proposed
different comparison between the speed limit and driver’s speed, between perceived
fatigue and driver’s speed, etc.
A fictitious example of the first page with illustrations is presented in Fig. 3.
Fig. 3. Fictitious example of the feedback first page for one participant
In this example, at the top left, there are pictograms depicting participant gender,
driving time, kilometers travelled, mean speed and type of activity. Because of the
Persuasive Strategies to Improve Driving Behaviour 117
exploratory nature of the study we selected different pictograms in order to verify which
ones were evaluated as most useful and easily understandable. The content of the infor‐
mation was tailored according to the context in which the experimental driving was done
and in line with the interests of elder people. And each feedback is personalized
depending on the driving behaviour.
At the center of the example, the graph depicts the participant speed during the 45 min
experiment and the graph on the far right, the perceived level of fatigue of the participant
and his or her the reference age group at four moments during the driving period. These
curves allowed a better fit to the reality of the driver experience, for system credibility.
Because objectives information from real-world context is obtained through data coming
from sensors into the instrumented vehicle and questionnaires, the tool can be viewed
as trustworthy and without bias.
The table at the bottom of the page indicates mean speed and standard deviation
every 15 min, for the participant and for the reference age group allowing social compar‐
ison and some form of social support. Each elder person can compare his/her driving
performance with his/her age group’s reference, mainly for speed and fatigue. After the
design of our feedback, we tested it with elderly drivers.
4 First Results
Twenty older drivers participated in the experiment and received the feedback. Because
two of them were unreachable for the phone interview, the results presented here are for
the eighteen participants who completed the whole experiment. The mean age was 66,7
years old (SD = 6,43). All participants had a valid driver’s license and they declared a
satisfactory medical condition during the phone recruitment. To complete the self-
declared medical condition and before the driving, each participant did a screening test,
the Useful Field of View (UFOV) test. This test is designed for people aged 55 and older
and is recommended as a control measure for the ability to drive [25]. During the
experiment, the measures taken were perceived fatigue, speed, etc. Each participant
drove around 50 km on a close driving circuit with the LiSA car. At the end, we offered
each participant his/her driving feedback. As the tool was offline, feedback was given
either in electronic format or in paper format if the person had no access to internet. The
eighteen participants received a financial compensation of 30 $ and 10 $ CAN respec‐
tively for their participation in the driving experiment and phone interview.
After a few weeks, participants were contacted by phone to answer a phone inter‐
view. Nine questions dealt with the design of the feedback and ten with the partici‐
pants driving performance and the impact of the feedback received about the driving.
Initially, we wanted to know if the participants were satisfied with the information
received through the feedback, if the information met their expectations and if they
had taken the time to read all the information received. Secondly, it seemed impor‐
tant to check whether the feedback received corresponded to what they remembered
and had retained from the experience (e.g. speed, perceived fatigue, etc.). Thirdly,
we wanted to know if they found the feedback useful and if it had had an impact on
118 P. Ruer et al.
their subsequent driving and management of driving fatigue. The results are
presented under the following categories: (1) satisfaction, expectations, information
and memory and (2) usefulness of the information received and changes in behaviour.
About satisfaction, expectations, information and memory, the vast majority of
participants said they were satisfied or very satisfied with the information received
(88.2 %) and over half of the participants (58.8 %) indicated that the information met their
expectations. Three in four participants (75 %) found that the speed curve, shown in the
graph, corresponded to their memory, and almost all (88 %) found that the figure showing
fatigue perceived during the experiment represented what they had felt. Table 1 presents
the mean score and standard deviation for each categories.
Table 1. Mean score and Standard Deviation (SD) for satisfaction, expectations, information and
memory
Relative to the usefulness of the information received and behaviour changes, the
comparison with the reference age group was considered useful by all participants and
the general impression of feedback, content and graphic presentation was very positive
(Table 2). Despite the positive impression left by the feedback, only about one in two
(52.9 %) said that it had an impact on their driving afterwards and 70 % of participants
said that it would have an impact in the future. Three out of five (64,7 %) believed that
this feedback would foster better management of their fatigue in the future.
Table 2. Mean score and Standard Deviation (SD) for usefulness of the information received
and behaviour changes
Usefulness of the Behaviour change
information
Impact on the driving Impact on the driving Impact on their fatigue
afterwards in the future management
Mean 4,58/5 2,47/5 2,64/5 2,94/5
SD 0,50 1,41 1,32 1,29
About the feedback design, fourteen participants said they read the feedback (the
three pages) and found it very useful, relevant and understandable. Finally, as for the
other feedback elements, which one they most and least liked. The fatigue curve was
the most liked and the least liked was the pictograms.
Persuasive Strategies to Improve Driving Behaviour 119
Overall, persuasive technology in automotive context promotes safety for drivers. With
the aging, elder people are more concerned about driving fatigue on the wheel. Persua‐
sive technologies appear as a solution to help them to improve their behaviour and drive
safely. We proposed in this paper the results of an exploratory study of a persuasive
technology designed for elderly drivers, in the form of feedback. The goal of the feed‐
back was to promote awareness of the fatigue impact on driving (particularly speed) and
bring the drivers to better manage their fatigue and, ultimately, driving behaviours. We
tested it with twenty elderly drivers after an experimentation of 45 min driving time.
Eighteen elder persons answered a phone interview about the satisfaction, expectations,
information and memories and about the usefulness of the information received and
changes in behaviour. The preliminary results are encouraging. The feedback as
conceived for elderly drivers was well received and was considered useful. 70 % of
participant said that the feedback would have an impact on their driving behaviour in
the future. The design of persuasive feedbacks for elderly drivers seems promising as
our results suggest that some elderly drivers appreciate receiving constructive informa‐
tion on their driving.
However, further works are needed. Firstly, we proposed the feedback between one
and two months after the driving session, and the interview took place several weeks
after the feedback was given. It would be important, in a future study to verify if feedback
given to elderly drivers on their driving has inducing real changes in their driving
behaviours and/or in their attitude toward driving fatigue. In addition, in our current
experiment, the number of participants was relatively small. It would be important in
future research to increase the number of elder participant substantially.
Secondly, the feedback design for elderly should be further improved. For example,
some of our participants suggested an improvement could be done by increasing the size
of curves in the illustrations. They didn’t see well due to vision problems. Others
proposed different colors than those we had used like a darker green color to accentuate
contrasts. So, the design has to be considered because it might play a role in persuading.
Furthermore, it would be interesting to expand and test feedback which would
include other real-world information, such as physiological data (blinking movement,
heartbeat, etc.) or the environmental context (weather, traffic, etc.). Some driving behav‐
iours due to fatigue are associated with environmental context, for instance, monotony
road or night condition. The objective would be to increase context awareness and induce
more behavioural changes among elderly drivers when fatigued at the wheel, using
efficient persuasive tools designed specifically for that category of drivers.
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and system features. Commun. Assoc. Inf. Syst. 24(1), 28 (2009)
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13. Oxley, J., Langford, J., Koppel, S., Charlton, J.: Senior Driving Longer, Smarter, Safer:
Enhancement of an Innovative Educational and Training Package for the Safe Mobility of
Seniors. Technical Report, Monash University Accident Research Centre, Monash Injury
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driving safety in older adults. Clin. Psychol. Rev. 25(1), 45–65 (2005)
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driver safety. Accid. Anal. Prev. 43(1), 487–493 (2011)
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Creating Awareness of Sleep-Wake Hours by Gamification
1
Department of Industrial Design, Atilim University, Ankara, Turkey
[email protected]
2
Department of Industrial Design, Middle East Technical University, Ankara, Turkey
3
School of Engineering, University of Liverpool, Liverpool, UK
[email protected]
4
Department of Modeling and Simulation, Middle East Technical University, Ankara, Turkey
[email protected]
1 Introduction
1.1 Gamification
The popularity of gamification derives from the popularity of playing games. The Global
Games Market Report [17] indicates that globally, 1.2 billion people had played games
by 2014. Playing has the power to trigger new behaviors against previous habits [3].
Gamification is a useful strategy that can influence people positively in the activities
that they ignore, find boring, tiresome or even difficult to achieve. Gamification is based
on the usage of game design elements in non-game contexts [6]. It has the potential to
persuade people to take actions about undesirable but necessary activities [2] making
them more appealing to people by creating extrinsic and intrinsic motivations [21]. An
extrinsic motivation [16] satisfies needs with tangible outcomes such as reputation, titles,
money and real rewards, whereas an intrinsic motivation symbolizes the satisfaction
from an interesting and enjoyable activity. The success of a gamified tool comes from
the satisfaction of intrinsic motivation and self-defined goals of players [21]. In this
study, gamification is used as a motivation tool to regulate sleep-wake habits of people
in order to improve their well-being.
2 Methodology
With the evidence from literature that sleeping and waking-up are important everyday
behaviors and that gamification could potentially increase subjective well-being, the
present study explored the effects of gamification on the attainment of the following
goals: (1) increasing the motivation of participants for waking-up, (2) creating better
awareness of sleep-wake habits, and (3) creating positive attitudes towards sleeping and
waking up at optimal times.
The study required an understanding of people’s existing sleep durations and
waking-up times. A mobile alarm clock app, which allows remote data collection, was
considered to be an appropriate tool to track sleep-wake habits of the participants.
A specially designed gamified alarm clock app–Sleepy Bird– was used to track and
collect sleep-related data in order to determine the effects of gamification.
Sleepy Bird was designed specifically for the present study, by modifying an existing
popular game with alarm features. It was considered that in platform games, the quan‐
titative progression of players can be observed easily. Flappy Bird [7] is a popular game
which was downloaded up to 3 million times per day. Owing to this popularity, Flappy
Bird was selected as a starting point for a gamified alarm clock app.
For the technical development of the app, Java language and libgdx graphics
library were used. The entire Flappy Bird game was redesigned and redeveloped for the
Android platform with embedded alarm functions, feedback, and calculations.
Both a gamified (G) and a non-gamified (N-G) version of Sleepy Bird were used in
the study. The differences between the versions can be seen in Table 1. Since gratifying
feedback was suggested to motivate participants intrinsically, both versions of the app
offered personal feedback messages and insights about wake-up times, snooze actions,
and sleep durations.
As Sleepy Bird aimed to create positive feelings while starting the day, color choices
and graphics design were carefully made. The Sleepy Bird character was designed to
Creating Awareness of Sleep-Wake Hours by Gamification 125
have a big red eye to emphasize its level of drowsiness. The game also used light to set
an ambience, informing participants that the sun had risen that morning.
The app was designed with a Turkish language interface to fit the target user group
of the study. At the top of the game screen, the score and remaining lives were displayed
(see Fig. 1). For the gamified version, Sleepy Bird was designed to have four buttons on
the main screen, which were grouped into two with color coding. OYNA (play) and (EN
İYİLER) (leader board) buttons were related to gaming; ALARM KUR (set alarm) and
UYKUYA DAL (sleep) buttons were related to sleeping-waking up. For the non-gami‐
fied version ‘play’ and ‘leader board’ were removed.
The game provided personal feedback messages when, for example, the participants
set the alarm or wanted to sleep. The messages aimed to create awareness about sleep-
wake habits and were shown in red color to draw attention. If the feedback message was
relatively long, a pop-up screen opened just as Sleepy Bird communicated with the users
about their action.
The Sleepy Bird character appeared on the main screen to remind users to set their
alarms for the following day and not to sleep late in order to wake-up easily next
morning. Depending on the wake-up time set by the participants, the app showed them
the score award for the next day. In order to record the sleep duration, the users needed
to tap on the sleep button. After the alarm went off and awakened them in the morning,
they played the game whenever they wanted during the day. The interface enabled the
participants to check the leader board as a way to self-assess their standing among other
players. The non-gamified version only required setting the alarm and sleep hours.
Decisions Behind the Design of ‘Sleepy Bird’. In the development process of the app
versions, the following considerations were taken into account:
126 E. Ilhan et al.
• ideal wake-up time was set to be between 6.00-8.00 am and at least 1.5-2 h before
the work time [5].
• adequate sleep duration was set as 7 h for the target group [22].
• game elements such as points, lives and leader boards were used to motivate partic‐
ipants [13].
• continuous feedback messages about personally required sleep-wake hours were
provided [16].
The game rules were set as:
• The game gave ‘10 lives’ by default.
• When participants woke-up at their optimum hours they won the maximum number
of lives. Reward with ‘30 lives’ was found as an appropriate solution to alleviate the
tradeoff between enhancing the fun and keeping the value in the gameplay. The worst
condition of wake-hour rewarded the user with ‘3 lives’.
• Work/school time was important for the background calculations of the app. It gave
maximum game lives when there was a 1-2 h time gap between wake-up and work
start hours. If participants did not wake-up at the right time they lost ‘1 life’ for every
5 min of delay.
• Snoozing the alarm negatively affected participants in the competition. Each time the
participants snoozed the alarm, they fell 25 m back in the game.
• If participants went to bed too early or too late, the speed of Sleepy Bird (character)
increased to make the game more difficult.
Data were collected via pre-use questionnaire (delivered prior to the use of the app),
post-use questionnaire (delivered on the completion of the predetermined usage period),
and usage logs. The pre-use questionnaire aimed to select and group the participants
according to their scores. The post-use questionnaire aimed to collect usage-related
information. The questionnaires also helped to compare relevant data between G and
N-G versions of the app. Sleep-wake habits, moods and awareness levels were collected.
Four scales were implemented in the questionnaires to collect personal evaluations.
These were Epworth Sleepiness Scale (ESS), Pittsburgh Sleep Quality Index (PSQI),
Morningness-Eveningness Questionnaire (MEQ), and Delighted-Terrible Scale.
The call for recruiting participants was made via word of mouth, e-mails and social
media channels. Eligible participants were required to fit the following criteria:
• using of an alarm to wake-up.
• being within the age group of 18–35 (with similar sleep-wake habits).
• possessing average awaking difficulty.
• having a mobile phone running on Android platform.
• having no particular aversion to the Flappy Bird game.
Creating Awareness of Sleep-Wake Hours by Gamification 127
The results of the pre-use questionnaire, computer logs and post-use questionnaire were
analyzed as described in the following sections.
The pre-use questionnaire is organized in three parts to assess the suitability of the
candidates for the study and then to collect relevant information about them.
( i) Part 1. In Part 1, the Epworth Sleepiness Scale (ESS) was used to gather information
on the candidates’ subjective evaluations of sleep levels [12]. A total score was evaluated
as participants having ‘average sleep problems’ (scores between 4 to 9); ‘sleep problems’
(10–14); and ‘requiring professional medical help’ (15 +). If the score was medium level
(4–14), the participants were considered to have the right level of sleep problem to take
part in the study. In the ESS results, the minimum total score was 4, and the maximum
score was 13, with a mean score of 7.76 within the selected group of participants. Of
the volunteers, six received ESS scores lower than 4, and were not included in the tests
as they presented no sleep problems.
(ii) Part 2. In this part, the participants’ sleep, work and snooze behaviors were eval‐
uated. Some questions included in this part were adapted from the Pittsburgh Sleep
Quality Index (PSQI) to obtain information about participants’ subjective sleep-wake
evaluations [18]. This part of the study aimed to assess pre-use sleep patterns of the
participants. They were also asked the time of the day that they start working, to correctly
calculate their appropriate wake-up hours. It was observed that 92 % of the participants
started their school or work between 8.00–10.00 am.
(iii) Part 3. This part of the questionnaire focused on the participants’ personal assess‐
ments about their wake-up attitudes and motivations. The questions regarding sleep-wake
habits were obtained using the Morningness-Eveningness Questionnaire (MEQ) [10]. The
128 E. Ilhan et al.
Analysis Strategy for the Logs. In order to analyze the computer logs, data were
analyzed in SPSS to find out: the mean, range, minimum and maximum values of wake
and sleep time, snooze actions, sleep durations, and difference from optimum cases.
Creating Awareness of Sleep-Wake Hours by Gamification 129
In order to establish the presence of any statistically significant values, a full factorial
ANOVA model was obtained. The model included (i) game version, (ii) first and second
half of usage; and, (iii) weekend vs. weekday usage as variables. All the tests were
designed with 95 % confidence interval to have a margin of error less than 5 %, to reach
a high level of reliability.
(i) Game version. An important goal for the study was to investigate the possible effects
of gamification. Table 2 summarizes a descriptive statistics of snooze numbers, differ‐
ence from optimum wake/sleep time and difference from sleep durations for G and N-
G versions. The mean of snooze numbers (0.74) and difference from optimum sleep
duration (which is 0) of the G version (24.33 min) was lower than mean values for the
N-G version (46.33 min). Moreover, going-to-sleep time was closer to optimum (which
is 0) for the G version, with a mean deviation of -11.75 min, whereas it was -36.85 min
for the N-G version.
(ii) First and Second Half of Usage Period. Since the participants used the apps for
different numbers of days, the median value was different for each participant. The app
usage ranged from 8 to 22 days between the participants. Average values of the date set
130 E. Ilhan et al.
(i.e. wake-up time, sleep time, sleep durations, snooze numbers) of the first half of the
usage period was compared to that of the second half. In the second half, mean values
for the tested dependent variables approached zero. Thus, all of the actions had a positive
progression in the duration of the study.
For G users, all the mean values became closer to zero in the second half, which
indicated the optimal case. At the beginning of tests, participants snoozed the alarms
more (0.99 times in average), woke–up later (17 min later than their personalized
optimum time), slept earlier (15.49 min earlier than their personalized optimum time),
and slept more (32.86 min more than their personalized optimum durations). According
to post-hoc comparisons, gamification resulted in statistically significant differences in
terms of snooze action (p = 0.008) between first half usage of gamified and second half
usage of gamified versions.
(iii) Weekend vs. Weekdays. Participants used Sleepy Bird most frequently on Tues‐
days and Wednesdays (18 %) and least frequently on Saturdays (9.5 %). The alarm was
set 70 times (21.8 %) during the weekends compared to 250 times (78.2 %) in school/
work days. For G users, 133 action data events on weekdays and 37 action data events
at weekends were collected. According to post-hoc comparison results, differences in
the snooze action while using the gamified version of Sleepy Birds was statistically
significant (p = 0.036) between weekdays and weekend usage. For N-G users, 120 data
events in weekdays and 34 data events at weekends were gathered. According to post-
hoc comparisons, the N-G version of Sleepy Bird caused statistically significant results
in terms of difference from optimum going-to-sleep time (p = 0.035) between weekdays
and weekend.
The post-use questionnaire enabled data comparisons between G and N-G versions of
app users in response to whether a gamified alarm app created positive feelings and
awareness for sleep-wake habits.
(i) Part 1. This part revealed the emotional experience related to the usage of the app.
Delighted-Terrible Scale [1] (one question to select one of the facial expressions) was
used to measure short term subjective well-being after the usage of Sleepy Bird. One
participant (4 %) felt very delighted due to Sleepy Bird. Six participants (23 %) felt
delighted during usage and 15 participants (58 %) pointed out that they felt happy due
to this special alarm design. Four participants (15 %) felt neutral. The average feeling
for the gamified version was between a delighted and happy, whereas the average feeling
for the non-gamified version was between a happy and neutral.
(ii) Part 2. This part was used to measure changes in participants’ awareness levels
regarding their sleep-wake habits after the usage of the app. It consisted of four questions
focusing on: wake-up hours (Q1), sleep durations (Q2), the interval between waking-up
and starting to study/work (Q3), and number of snoozes (Q4). G users scored a total of
177 points, whereas N-G users scored 124 points, indicating that awareness levels of
Creating Awareness of Sleep-Wake Hours by Gamification 131
sleep-wake habits reached a higher level for the participants of G version. Q2: in relation
to participants’ awareness on sleep duration, both G and N-G users scored a total of 80
points, which was the maximum score received within this part of the questionnaire. Q3
& Q4: total scores for both questions were identical for G and N-G users (75). This
indicated that the Sleepy Bird app helped to increase participants’ awareness for the time
interval between wake and work time, and snooze action. Q1: total score for this question
had the minimum value (71), which was about awareness level to start the day at correct
hours.
When results were analyzed in SPSS using a t-test, awareness levels on sleep-wake
habits between G and N-G showed some statistically significant differences for all of
the questions (Q1: p = 0.010; Q2: p = 0.042; Q3: P = 0.004; Q4: p = 0.011). Participants
of the G version gained a significant awareness as a result of app usage.
(iii) Part 3. This part was used to analyze participants’ self-evaluations of their wake-
up attitudes and motivations after using Sleepy Bird. In contrast with the same part (Part
3) of the pre-use questionnaire results, the scores were higher in total as indicated in
Table 3 (text in bold). G users evaluated themselves as relatively more successful, more
motivated and feeling more positive in terms of waking-up at early hours. These partic‐
ipants gave the highest score to Q1 (54 points), indicating how much they thought that
they were waking-up at the correct time in the morning. G group also scored higher than
N-G for Q5 (52) and Q6 (50) in the post-use questionnaire indicating that the app made
them feel psychologically better and more motivated to wake-up at required hours. Q2
(40) showed that G group could not wake-up so easily during app usage. Score of Q3
and Q4 (36) showed that G group did not feel that awake, well-rested and lively after
getting out of the bed.
Table 3. Total scores received for six questions in pre- and post- questioannires
Pre-Questionnaire Post-Questionnaire
No. G N-G G N-G
Q1 27 27 54 49
Q2 45 36 40 41
Q3 31 32 36 34
Q4 37 37 36 33
Q5 53 46 52 43
Q6 49 38 50 44
Total Score 242 216 268 244
Although the total scores for G and N-G groups increased in the post-use question‐
naire, only one question was calculated at the statistically significant level. According
to separate t-test analysis, Q1 showed a significant change in G (p = 0.00) and N-G
(p = 0.001) groups. Moreover, the total score of questions for both groups (p = 0.012)
showed statistically significant changes between pre-use and post-use of the app. This
result showed that the app provided motivation and positive attitudes on sleep-wake
habits, especially for (Q1) waking-up at correct hours.
132 E. Ilhan et al.
(iv) Part 4. This part was used to understand participants’ tendency to change their
sleep-wake habits as well as their suggestions for new app features. Open-ended ques‐
tions were used to collect participants’ comments on positive and negative aspects of
Sleepy Bird. In total, 17 participants (65 %) stated that a gamified app would change
sleep-wake behaviors in the long term. The ‘leaderboard’ was interpreted as the most
attractive part for competition. Example comments from the participants of the gamified
version were:
– “I decreased my snooze habit for the game success. I confess that I dismissed the
alarm of Sleepy Bird once and set the alarm of my phone again in order not to lose
game lives in the app.” (Participant 8)
– “During the usage period, the app said to me that I will be either fresh or fatigued the
following day. When it said that I will be fresh, I was really fresh. Conversely after
the notification of tiredness, I felt tired the next day.” (Participant 13)
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Methods and Models
Cicero: Middleware for Developing Persuasive
Mobile Applications
1 Introduction
Mobile smart technologies and products have become extremely pervasive and are an
essential part of our daily lives. Their almost ubiquitous presence is influencing us and
has begun to change our way of life and behaviors, either intentionally or uninten-
tionally. Among the many digital gadgets and products, smartphones and smart
watches are the most popular personal devices that we use today. They are getting
much attention lately as potentially powerful persuasive tools that could change human
behavior due to their accessibility, sensibility, connectivity, and triggerability.
However, recent research work in the field has shown that it is not easy to create
persuasive mobile apps without adequate knowledge of behavior and persuasion theory.
2 Background
Existing behavior theories and models are not adequate to mobile intervention [6]. In
order to fully utilize mobile technologies, behavior models are required to have
dynamic, regulatory system components to guide rapid intervention adaptation based
on the individual’s current and past behavior and situational context [6]. ABM is
designed to meet these requirements by providing adaptive iterative process based on
domain-specific behavior assessment. ABM provides specific step for a cyber system to
follow to persuade a user to change behavior. ABM also gives technological guidelines
on how a cyber system should act to provide persuasive influence by providing specific
cyber actions, which could be easily converted to APIs that developers understand and
utilize to create apps. We briefly describe ABM here. Further explanation on the
specific choices and inner workings of the ABM can be found in [4, 5].
ABM [4, 5] is a persuasion
template designed by incorporating
relevant persuasion theories into a
“cyber model” that app developers
can understand and utilize in a
broad range of applications that
require persuasion. As shown in
Fig. 1, the model consists of a cyber
system (cyber sense and cyber
influence) and a set of user actions.
Each step contributes and relates
to one or more of the three elements
of persuasion: motivation, ability Fig. 1. Action behavior model
Cicero: Middleware for Developing Persuasive Mobile Applications 139
and trigger [7]. The cyber influence affects and helps the user to take each action within
ethical guidelines [8]. As the user works toward her goals, the cyber sense monitors,
analyzes and observes her actions. After the initial rounds of steps, the Assess action
evaluates the achievements of the goals and either rewards or rolls the user back
through reinforcement loops to the appropriate model step based on the measured
deficits of each action. For positive achievements, the Reward action may give
intrinsic, extrinsic, or virtual rewards to reinforce the motivation.
A specific definition of situation that involves contexts, activities, and device
interactions, which was introduced in [3], is utilized by cyber sense. Based on this
definition, Situation-based Assess Tree (SAT) [1, 2] is defined as a formalism, struc-
ture, and algorithm for domain-specific behavior assessment under the ABM model.
The Cicero middleware implements a strictly mobile specialization of ABM where
cyber sense and influencing are limited to Android smart phones/watches. Cicero also
implements the Assess step through an optimized, cloud-based implementation of the
SAT algorithm as detailed in the following.
1
http://tasker.dinglisch.net/.
140 A. D’Aloia et al.
values and more articulated/complex contexts, which are richer, modular, and easily
extensible in an app-specific way by developers.
The Pervasive Middleware for Activity Recognition (PEMAR) framework [13]
aims to increase the level of physical activity by creating a middleware for active games
on mobile devices. PEMAR can to recognize human motions based on human activities
and their contexts, but it lacks as well as an underlying theory of persuasion, though
games are used as a method of persuasion.
Google recently released Google Fit [14] - an open platform that allows users to
control their fitness data, and supports developers build health and fitness apps. It also
targets manufacturers and aims to influence their future device designs to take
advantage of. With Fit and the Google Play services location APIs2, developers should
be able to easily create health and wellness applications. Nevertheless, without proper
support for persuasion, developers have to create a lot of persuasion-related code
behavior from scratch, which is time consuming and involves a steep learning curve.
MoST [15] is a smartphone sensing library developed at the University of Bologna.
From the functional point of view, it is very similar to Google Play services location
APIs, but it is open source, lightweight, modular, and more efficient in terms of
resource usage, in particular battery.
Finally, DailyAlert [16] is a generic mobile persuasion toolkit for smartphones that
generalizes and automates persuasion as a service for mobile applications. It follows
the thin-client design to reduce power consumption on users’ devices and to simplify
integration with mobile applications. Although DailyAlert is a complete persuasive
toolkit, similar to Cicero, it is not based on explicit theoretical foundation and models.
3 Cicero Design
2
https://developers.google.com/android/reference/com/google/android/gms/location/package-
summary.
Cicero: Middleware for Developing Persuasive Mobile Applications 141
It is worth noting that device interaction is co-located with the situation layer
because interactions with end users (e.g., through screen views, flash LED, vibration,
or integrated speakers) are often coordinated based on materialized situations.
3.1 Sensors
Most Android smartphones/watches have built-in sensors capable of providing high
precision/accuracy raw data to measure motion, orientation, low-level activities, and
various environmental conditions. We divide such sensors into three broad categories:
motion sensors (used to measure acceleration and rotational forces along three axes,
such as accelerometers, gyroscopes, and vector sensors), environmental sensors (for
various environmental parameters, such as humidity and pressure), and position sensors
(used to measure the physical position of a device, such as GPS or Wi-Fi)3.
3.2 Activity
Cicero maximizes the leverage of existing Android features especially Google Play
Services, by offering rich APIs such as ActivityRecognitionAPI and the FusedLoca-
tionProviderAPI for managing motion and position sensors4. Combined, they help
recognize several user activities including still, tilting (device angle related to gravity
change significantly), on foot, walking, running, on bicycle, in vehicle, and unknown.
To support a broader set of activities, we used additional libraries and APIs offered
by the Android platform including SensorManager5, which is used to manage envi-
ronment sensors, TelephonyManager6, which is used to sense the device status, and
MediaRecorder7 used to detect sounds around the user. We have supported the fol-
lowing activities based on these APIs in Cicero: “walking”, “running”, “still”,
“calling”, “going to < Loc>”, “being at < Loc>”, and “near < Loc>”. Developers are
provided with a very simple interface to register and detect occurrences of activities.
3.3 Context
In addition to the above activity recognition features, situations as defined in ABM
need more details – contexts and device actions. Context is determined by wiring
(combining) data that derive from different sensors. We denote gathered sensor data
with the symbol SEk ðxÞ which represents the sensed data by the kth sensor.
Using AND, OR, and NOT operators, we define the following three context models:
3
http://developer.android.com/guide/topics/sensors/sensors_overview.html.
4
https://developers.google.com/android/guides/overview.
5
http://developer.android.com/reference/android/hardware/SensorManager.html.
6
http://developer.android.com/reference/android/telephony/TelephonyManager.html.
7
http://developer.android.com/reference/android/media/MediaRecorder.html.
142 A. D’Aloia et al.
(1) Locational Model: context combines sensor data collected in different locations,
(2) Snapshot Model: context combines sensor data collected in different points in time,
and (3) Value Model: context as in (1) and (2) but defined over ranges of values rather
than specific single sensor values. This model is more practical to use in real-world
applications. Context under Value Model can be expressed as follows:
Where va and vb represent the two extremities of the range of a given sensor SEi.
3.4 Situation
By recognizing different activities, contexts, and device actions, it is possible to rec-
ognize the occurrence of predefined situations that will enable the SAT assessment
algorithm and the ABM Access step. We utilize a simple quorum-based decision
method to recognize situations: if two or more elements of a situation are true (out of
three, i.e., device action, context, and activity), the situation is considered to have
occurred [3].
4 Cicero Implementation
In this section, we further explain the main characteristics of Cicero and its compo-
nents. Cicero works on mobile devices and in a layer underlying persuasive apps. For
the developer, Cicero is a middleware and a tool that simplifies the development
process of persuasive applications. For the end-user, Cicero is a run-time under which
Cicero-based apps execute. Developers can create persuasive applications by setting
cyber sense and cyber influence and, in general, by setting and programming each step
in ABM. This includes setting goals and contents relative to the Aware and Learn steps,
setting suggestions and reminders relative to the Recall step, and setting Rewards based
on available incentives. End users are transparently guided by ABM and its steps: they
can use the app by setting goals, checking their own progress, interacting with
reminders, and obtaining rewards.
The Cicero architecture, shown in Fig. 3, consists of two main managers: sentience
manager and cyber manager. The former is concerned with sensing in general and
allows the developer to select contexts and activities to monitor. The cyber manager
works to facilitate the developer’s work to set and program the various steps in ABM. In
addition, it is concerned with recognizing situations and monitoring the progression of
the various steps. Periodically, the cyber manager would evaluate how the user con-
forms to the settings of the model (progress towards goals) through the SAT algorithm.
SAT evaluations are done in the cloud whereas all other processing of the cyber manager
is done on the hosting mobile device. We give the design/implementation details of each
manager below.
Cicero: Middleware for Developing Persuasive Mobile Applications 143
Reminding the user is a very important aspect of persuasive apps so the user can
behave and converge towards the set goals. Thus, Recall step is realized by Cicero
using Android Notification triggered according to set schedules at configuration time,
and by SAT through reinforcement loops. Cicero sends notifications only when the
device is active to ensure user’s attention is secured. When the device is locked the
notification is queued and sent as soon as the user unlocks the device.
The last module of CM is the Assess step that implements the SAT algorithm to
evaluate the changes in user’s behavior and compliance (response to the persuasive
influences of the various steps). SAT tree is shown in Fig. 4. While the details of SAT
can be found in [1], here we point only to the facts that internal nodes in the level below
the root maps to the ABM steps, while the lowest level nodes which are positive or
negative user behaviors are essentially situations. Domain experts prescribe (describe)
the behaviors, while the developers use Cicero to implement behavior nodes into
situations using context, activity and device interactions. Evaluation is currently hosted
in the cloud as a Google App server, offering an Assess service. In fact, the domain
expert can configure all variables of SAT by an online service.
Scenario. San Raffaele is a local clinic which cares for numerous patients with obesity
related diseases. Clinic executive board decided to tap into mobile technology to help
reduce the impact of obesity among its patients and to better manage their chronic
conditions. San Raffaele contracts with a local software firm to develop a mobile app
for this purpose. The firm assigns Michael a chief mobile app developer. Recognizing
that his firm never possessed experience in user empowerment and persuasion theories,
he researched how a mobile application may be able to motivate users. Then, after a
brief search he finds Cicero, a middleware to support his team in developing the
persuasive mobile app to the local clinic.
Application. Following Cicero’s footsteps, Michael realizes that the app needs to
include an Aware step to make users aware of why it is so important to walk in order to
improve health. He follows Cicero guidelines and understands that content in this step
needs to be provided by the domain experts. Michael communicates with the San
Raffaele clinic and obtains a list of hyperlinks that provide awareness about this topic
as well as other information needed by other steps such as Plan step. Next, Michael
realizes that a user Profile needs to be captured (see Fig. 1). He implements the Profile
one-time step that prompts the users to insert personal information including the
location of their gym in order to be able to tailor the application to their needs. Next,
Michael completes the Plan step which sets a target schedule and instructs the users
about the proper way to walk (e.g., it is not healthy walking under a bright sunlight
midday), showing a list of links to useful web pages or videos (Learn step).
The final tasks in the development process involves collaboration and communi-
cation with San Raffaele’s experts to obtain descriptions of the negative and positive
behaviors which the developer will map into P- and N-nodes as per the SAT tree
structure in Fig. 4. Once these nodes are created, the application is essentially complete
and is able to sense users’ motions and locations which automate the recognition of
contexts, activities and eventually situations. This allows the SAT tree to assess
changes in users’ behaviors. Lack of response to persuasion automatically invokes
reinforcement loops. By rolling back the non-compliant user to the appropriate pre-
vious step. Also, based on the Plan step, the application automatically sends to users
reminders in order to assist them in reaching their set goals. Michael gets a firsthand
experience with Cicero and sees how it makes it extremely easy and fast for him to
develop the first prototype of the app to demo it to San Raffaele. As will be shown
below, Michael did not have to write the application from scratch, to the opposite, by
relying on Cicero, he ended up coding only small sections of code.
Implementation. The first task for Michael is to code four Android Activity classes,
one for each related ABM step. Then Michael sets these Activities in the Cicero
middleware, using the related setActivityAdapter method of CM. After that,
Cicero will start them when it is appropriate. For instance, Michael creates an Activity
called AwareActivity that shows the users a list of hyperlinks about the importance
of walking. Michael is free to develop that Activity as he wishes, such as using a list of
links to web pages or integrating it with documents stored in a shared Google Drive
folder. After that, he informs Cicero that his AwareActivity is the Activity that
146 A. D’Aloia et al.
Now that situations are clearly defined, it is time for Michael to implement the
situation and to build up the SAT using his implementation. In order to do that,
Michael calls suitable methods of CM. For example, in order to add the P4 situation in
Table 1, Michael invokes the method addGoalRelatedActivityPNode of CM passing in,
among other parameters, ActivityName.Walking, ContextName.Duration, and 20 min
as reference value. Then, Cicero creates the related Leaf Node, adds it to the SAT tree,
and starts the sensing thread of user motions. This will begin the SAT algorithm
evaluation of user responses.
After all situations are added to SAT tree, Michael programs some notifications to
be displayed occasionally when the user switches on the device. In this way, the user
Cicero: Middleware for Developing Persuasive Mobile Applications 147
is more involved than popping out a notification when he or she is not actively using
the smartphone. Michael only creates the notification messages (subclass of Android
Notification) but Cicero schedules them according to the developer’s preferences
(Profile), such as frequency or preferred times. Moreover, other recalls based on sit-
uations are possible. Which notifications Michael implements is a matter of design
choices and developer creativity.
By completing the steps described above, developers have a ready-to-test and use
application. Clearly, it implies a great saving in time and amount of written code if
compared to creating the same application from scratch. Indeed, to develop from
scratch a quite complex application as in our use case, a developer would have to code
dozens of classes, not to mention the amount of time to research and understand
theories about persuasive technologies/applications. Nevertheless, relying on Cicero,
the same developer has to write just few classes, where only about few tens of code
lines relate to the interaction with Cicero to fully develop the persuasive application.
To assess the performance of Cicero in different conditions, we utilized the use case as
a driver for several evaluations. An application developed relying on the use case was
used daily for a week by a 25-years-old user. The device used was a smartphone Nexus
5 featured by Android 6.0. By using Android Debug Bridge8 and Dev Tool9 by
Android Studio, we have thoroughly analyzed CPU and RAM usages. In particular,
considering the Act step, which is the only one that runs in the background, the CPU
usage reached a peak of 2 %, but demonstrated to be lower on average; the used RAM
was 19 MB with an assigned heap of 24 MB.
Battery is recognized as the most challenging resource for many types of mobile
devices. The Cicero battery consumption was measured by using Trepn Profiler to
assess the level of consumed energy10 of the mobile device: by using daily profiling
that mimics the usual daily behavior of the considered target users, we have found a
battery consumption of 7 % on average per day. Cicero is also supported by Google
Play Services; the energy consumption by Google Play has demonstrated to be an
additional 12 % daily.
Finally, we have also experimentally evaluated the Cicero latency and promptness
to answer user’s requests. By considering the relevant aspect of user’s activity
detection, the ActivityRecognitionAPI has shown performance indicators that depend
on the targeted accuracy of detection; for the sake of briefness, here we report that, in
the case of detection of a motionless device, latency is on average 550 ms from the
starting of the scan and the detected (motionless) activity, with a confidence of 100 %.
8
http://developer.android.com/tools/help/adb.html.
9
http://developer.android.com/tools/debugging/debugging-devtools.html.
10
https://developer.qualcomm.com/software/trepn-power-profiler.
148 A. D’Aloia et al.
7 Conclusion
We presented Cicero, a middleware and tool for developing persuasive mobile apps.
Cicero is based on the Action-Behavior Model and assessing user responses to per-
suasion. We described the design and implementation of Cicero and provided a use
case to explain how developers can use it to develop apps within a defined collabo-
ration framework with domain experts. Cicero saves significant development time and
waives the requirement that developers need to understand elements of persuasion
theory. We presented results of preliminary experiments that characterize Cicero per-
formance and energy use. Cicero software and documentations can be obtained from
the Cicero download site11. An important future work will provide for a
community-based shared resources that document domain experts contributions in the
form of short white papers describing positive and negative behaviors related to
common or special chronic conditions.
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Formalization of Computational Human
Behavior Models for Contextual Persuasive
Technology
1 Introduction
c Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 150–161, 2016.
DOI: 10.1007/978-3-319-31510-2 13
CHBM Formalization 151
2 Selected Definitions
This section presents definitions and design considerations relevant to human-
behavior modeling from a theory-agnostic standpoint so that different modeling
152 T. Murray et al.
Treatments are defined by M.C. Kaptein [10] as the set of messages or feedback
a user receives from a persuasive application. The term treatments seems syn-
onymous with interventions in usage, but a single treatment should be used to
unambiguously represent a single instance of user-interaction, whereas a single
intervention may represent a set of interactions given as a dose.
The following specification will allow for the formal description of a CHBM,
providing a standard approach to describing, designing, and visualizing human
behavior models for persuasive applications. A Computational Human Behavior
Model (CHBM) is defined here as a mathematical, explicit model which describes
CHBM Formalization 153
how context is transformed into a behavioral outcome through the internal state
of the human system. In summary, a Computational Human Behavior Model
(CHBM) should have (1) a set of context, state, and behavior variables, (2) a
set of computations which define behavior variables as a function of state which
is itself a function of context, (3) a logical abstraction which allows researchers
to internalize the model’s behavior such that they will be better able to esti-
mate control of the human system in general, and (4) guidelines regarding the
applicable population and time-scale of the CHBM. The following section details
each of these CHBM components, followed by a methodology which makes use
of a graph representation to create and describe a particular CHBM.
In this formulation coef fab represents the correlation coefficient which relates
A to B, and constb represents a scalar constant. For nodes with multiple inflow
edges, such as node B in the following graph:
CHBM Formalization 155
Continuing with our assumption that node interrelations act as linear sums,
the resulting formulation is simply a sum of the inflows:
Using this formulation, the general form of the CHBM is expressed via the
network graph alone. The general solution of an CHBM does not require def-
inition of the constants, but a simulation cannot be run until some numerical
value is assumed. These constants often have theoretical significance in that they
often have meaningful influence upon system behavior. Scaling-coefficients, for
instance allow for relative weighting of each inflow. Similarly, the coefficients of a
dynamical equation define how quickly variables react to a change “upstream”.
This linear, homogeneous-graph representation is useful, but also very lim-
ited. One important feature which this formulation does not take into account is
the dynamics of the relationship. For instance, the above linear model assumes
that there is no delay between variables. This assumption is fine for some appli-
cations, but this is a very poor assumption for human behavior models.
Differential equations based on a fluid-flow analogy can be used to describe
the relationship between variables as described by Dong et al. [7]. Using the
differential formulation our equation for B in Graph 1 becomes:
dB
B(t) = coef fab A(t − θab ) − τb + const (4)
dt
Just as before, our general model is not expressed entirely through the graph,
and an ideographic example is specified by providing table of coefficient values.
Our table is now quite a bit larger, but these coefficients have meaningful defin-
itions which relate to our theory. While this formulation offers a huge improve-
ment over the linear formulation, we can still imagine relationships which it
cannot express.
It should be noted at this point that although the linear formulation is too
simple to express the dynamics of the differential formulation, the differential
formulation is capable of expressing linear relationships. This is accomplished
by setting coefficients of dynamical components to 0. One might think, then,
that there is some general formula which could express any functional form, and
that this form should be used to express the relationships between variables in
all CHBM graphs. While such formulations do exist (such as Taylor or Fourier
series approximations or even ANN-based relations), this usage tends to make
the model difficult to understand and to simulate with. Linear and differential
formulations are in such widespread use because of the relative ease with which
we can understand and solve them.
Let us now consider the case where a graph-wide assumption is NOT made.
That is, we will specify the functional form of each node individually so that each
edge on the graph may be linear in form while another may be differential. This
has the benefit of allowing for both complex relationships between variables as
156 T. Murray et al.
well as simplistic ones. In this way one could craft a model in which two variables
are linearly related and a third is dependent on the variance of another variable
(a particularly odd formulation, but one which is relevant to behavioral theory).
Unfortunately, this approach also means that a table of formulations must now
be included with our graph to show the meaning of each edge in the graph.
Consider for example the table below for Graph 2:
Node Formulation
B coef fab A(t) + coef fcb C(t) + cosnstb
D coef fcd C(t − θcd ) − τd dD
dt
+ constd
If a fixed number of functional forms is adhered to, the graph can be made
to visually represent these functional forms through the use of different node
icon shapes. This approach quickly begins to resemble applications which use
flow-based programming. Indeed, they are quite similar in their approach, and
the specification of a CHBM is quite similar to the writing of a program.
In conclusion, we propose that an CHBM should be specified using the fol-
lowing rules (1) use a graph-wide formula assumption if possible, else specify
formulations for each node individually, (2) when choosing a formulation, con-
sistency between nodes is most important, (3) when choosing a formulation,
simplicity and clarity is second only to consistency.
Model Building. When model-building for a JiTAI, the planned system and
underlying model of human behavior becomes very complicated, and user
responses may be difficult to predict through thought experiments. Without
a concrete framework to describe the model, user behavior becomes oversimpli-
fied, giving an even less accurate picture of the complex human system. When a
model is under-developed, the application development process will open unad-
dressed questions and simple assumptions will be made. For instance, delivery
of a treatment may be limited to the waking hours or to the weekdays, but
this will not be reflected in the described user model. The mismatch between
the documented theoretical model and the actually implemented model further
muddle the process of study replication and analysis.
In addition to those assumptions knowingly made by application developers,
causal descriptive modeling often contains implicit assumptions which are eas-
ily overlooked. For instance, the delay between a cause and effect is frequently
neglected — that is: how quickly does a participant’s behavior respond to an
treatment? The process of defining a more detailed a priori model itself can
lead to new insights and research questions by eliminating these oversights and
forcing critical thinking on the assumptions being made.
ideal amount of a target behavior. Methods for model predictive control are a
well studied topic of control systems engineering, but many methods cannot be
applied to generic formulations. Without a constrained form to guide optimiza-
tion, all possible options must be explored with equal feasibility in a brute-force
search. With sufficient computational power this is effective for simple problems,
but this approach becomes increasingly infeasible as the number of options and
the number of future steps to be considered increase. If the functional form
describing variable relationships is constrained appropriately, however, mathe-
matical optimizations methods can greatly simplify this problem. Applications of
model-predictive control over intervention delivery have been explored for gesta-
tional weight gain [8], smoking cessation [16], and fibromyalgia treatment [6] by
limiting the functional form of the CHBM specification to a differential equation
based on a fluid-flow analogy. In this way, application creators can implement
software utilizing the advanced understanding of behavioral science described by
the CHBM, without direct knowledge of the underlying behavioral science.
Benefits of CHBMs for Persuasive Applications:
1. Using a CHBM enables the use of optimization algorithms instead of decision
rules. This change is needed to apply complex control over target behaviors.
2. CHBMs can be adapted to fit a user’s needs at run-time, establishing an
idiographic model of each subject from the generalized CHBM.
Open Questions for CHBM-enabled Persuasive Applications:
1. Optimization of intervention delivery can be computationally expensive unless
the functional form of modelling is restricted, and it is not yet clear what
formulations are most appropriate for behavioral construct relationships.
1. Analysis of experimental data can shift focus from individual construct rela-
tionships to a larger view, evaluating the model as a hypothesis.
2. Comparison between different theories can be informed by a comparison of
their respective models using a goodness-of-fit metric against empirical data.
3. The use of CHBMs makes re-use of theory and therefore collaborative improve-
ment on existing theories easier — reversing the existing paradigm which has
lead to a dizzying multitude of fragmented theories and sub-theories.
5 Conclusion
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The Persuasive Potential Questionnaire (PPQ):
Challenges, Drawbacks, and Lessons Learned
1 Introduction
(Sect. 3), discuss challenges, drawbacks, and lessons learned from the development
process (Sect. 4), and conclude with an overall summary (Sect. 5).
Table 1. Five dimensions characterizing the persuasive potential of a system and sources we
used to create them.
Dimensions Sources
D1: Persuasion Attitude (PA) Busch et al., 2013 [4], Kaptein, 2012 [9], Kaptein
et al., 2011 [7]
D2: Perceived Persuasive System Petty & Cacioppo, 1986 [13]
Potential (PPSP)
D3: Perceived Persuasive Individual Petty & Cacioppo, 1986 [13], Lehto et al., 2012 [10]
Potential (PPIP)
D4: Intention to Use the System Davis et al., 1989 [5], Venkatesh et al., 2003 [17],
(IUS) Lehto et al., 2012 [10]
D5: Intention to Change Behavior Ajzen, 1991 [1], Lehto et al., 2012 [10]
(ICB)
for each of the five aforementioned dimensions, which were to form the basis for the
persuasive potential questionnaire (PPQ). To do so, participants were introduced to each
dimension and its meaning and then asked to write down three items, i.e. statements,
they thought would fit with regard to capturing the meaning of the dimension. After
doing so, the three items were passed on to the next participant, who read them and then
wrote down another three items. After five rounds of passing along the written notes,
item-collection was finished for one dimension. We continued this procedure for all five
dimensions. Then, the collected items were presented to all participants to trigger a
debate to reconsider, revise or remove the items.
Overall, we collected 149 items; 27 items in the PA dimension, 21 items in the
PPSP dimension, 42 items in the PPIP dimension, 24 items in the IUS dimension, and
35 items in the ICB dimension. The number of items was then further reduced based on
the individual rating of three experts in the field of persuasion theory, who evaluated
the contribution of every single item to capture the meaning of the corresponding
dimension. First, the three experts rated each item individually, then they conducted a
separate workshop in which they discussed their ratings, reformulated items were
necessary and reduced the number of items to 10 items per dimension, which led to an
overall number of 50 items. Finally, the dimensions were renamed, to capture the
associated items in a more self-explanatory way.
The PA dimension was renamed to Susceptibility to Persuasion (SP), the PPSP
dimension was renamed to General Persuasive Potential of the system (GPP), the PPIP
dimension was renamed to Individual Persuasive Potential of the system (IPP), and the
ICB dimension was renamed to System Influence on Behavioral Change (SIBC). The
IUS dimension remained the same. These tentative items and corresponding dimen-
sions are shown in Table 3 in the Appendix.
Fig. 2. The picture illustrates the “Healthy Me” Application, the fictional persuasive system,
which the scenario of the questionnaire was based on.
Participants were then provided with a concrete scenario. “Imagine you want to do
more sports to increase your personal fitness level. The “Healthy Me” App is sup-
porting you to reach this goal. For example, it suggests to go jogging two to three
times a week with a maximum pulse of 150 heartbeats a minute. Additionally, “Healthy
Me” recommends to do some strength exercises to buildup some muscles. As you are
especially fond of training the upper parts of your body, the app suggests some
exercises with dumbbells and floor exercises. After each training session, you record
data like duration of training, intensity of training, and frequency of repetitions with
the application. “Healthy Me” processes this data to analyze your training program
and adapt it to your personal goals. A curve diagram informs you about your progress
and steps back over time. Progress is rewarded with cheering up like “You’re pretty
quick, you did the 5 km in less than 45 min today!” If you are losing sight of your goal,
e.g., stopped training for some time, “Healthy Me” encourages you not to give up and
defines new interim goals to increase your motivation again.”
After reading the scenario, participants had to rate the questionnaire items on a
7-point Likert scale from completely disagree to completely agree. A first pre-test with
five participants proved the questionnaire to be deployable, so the study was announced
through our universities and other email lists. Overall, 94 people participated in the
online study. Among participants, five €10 Amazon vouchers were raffled.
3 Analysis
When we developed the questionnaire, we had defined five dimensions, which we con-
sidered to be crucially contributing to the persuasive potential of a system. Yet, the actual
factorial structure of the dimensions was still to be examined. Further, our aim was the
reduction of the 50 existing items to provide a quick and easy-to-use measurement tool.
Therefore, we explored the underlying factors of our items by calculating a common-
factor analysis. From the results of measures of sampling adequacy, we derived an
excellent appropriateness of our data for factor analyses. The Kaiser-Meyer-Olkin
measure suggested that the sample was very well factorable (KMO = .907) and the
168 A. Meschtscherjakov et al.
Bartlett’s test of sphericity indicated that we could reject the null hypothesis of an identity
matrix (χ2(1225) = 4525.22, p < .001).
Initially, we conducted a common-factor-analysis without presetting a certain
number of factors to be extracted. In the settings, we suppressed those factor loadings
smaller than .3 and used varimax rotations of the factor-loading matrix. Based on the
Kaiser-Guttman-criterion, an 8-factor solution was suggested with eight factors having
eigen values above one. In sum, those 8 factors explained 73.85 % of the total variance.
The communalities of our items were all above .3, which, besides the high amount of
explained total variance, confirmed the factorability of them.
Nevertheless, we noted different problems in this factorial structure. First, the scree
plot indicated a maximum number of 3–4 factors. Second, most items loaded on the
first four factors, whereas the other factors consisted of only a few items. Third, several
items did not show clear primary factor loadings on one factor, indicating a weak and
ambiguous definition. Analyzing these problematic items, we detected that almost all of
them belonged to our predefined SP dimension. Considering these inconsistencies, we
examined a three, four, and five factors solution using again varimax rotations of the
factor-loading matrix. However, the explained total variance consequently decreased to
59,65 %, 63,66 % and 66,97 %. These solutions resulted in even more ambiguous
factor loadings of several items of the susceptibility dimension. We concluded that our
original dimension did not represent one personality factor but consisted of many
different dimensions, which themselves built separated factors.
Before excluding problematic and redundant items in a next step and conducting
factor analyses again, we wanted to investigate the consistency of our original
dimensions. We considered this to be an additional decision aid for the following
selection of items. Therefore, we conducted several item analyses. Since our ques-
tionnaire does not represent a power test, we tested the items only on their internal
consistency and not on their difficulty or discrimination power, in order to determine
whether the items measured one dimension. Using reliability analysis, we obtained a
Cronbach’s Alpha of .73 – .95 across the five dimensions, which indicates a very high
homogeneity for each dimension. However, the reliability of the SP dimension turned
out to be lowest in comparison to the others, probably being the consequence of some
very low item correlations with the dimension.
We excluded items stepwise, which showed the lowest item-dimension correla-
tions. This resulted in a dimension of four items and an increase of Cronbach’s Alpha
of the SP dimension from .73 to .80. The item reduction across the remaining
dimensions was based on content decisions on one hand and statistical decisions
derived from the previous factor analyses on the other. Thus, we selected those items of
which were, among the others, best verbalized and loaded clearly and highly on one
factor. Finally, we again conducted a common factor analysis with the selected items.
The loadings of these remaining 15 items showed clear simple-structure solutions with
substantial loadings above .5 on one primary factor and negligible secondary loadings
on the two other factors.
The first factor includes eight items, which were assigned beforehand to three
different dimensions, namely the SIBC, the IUS, and the IPP dimension. Due to the
The Persuasive Potential Questionnaire (PPQ) 169
factor analysis, SIBC and IUS dimensions are now summarized under the Individual
Persuasive Potential of the system (IPP) dimension, meaning the persuasive impact the
system has on the single user. The second factor includes three items and is summa-
rized by the General Persuasive Potential of the system (GPP) dimension, meaning the
potentially persuasive impact of the system on any user. Finally, the third factor
includes four items and is summarized by the Susceptibility to Persuasion by others
(SP) dimension. This factor represents one personality dimension of the user, which
reveals if he/she is easily or hardly influenced by other people which as a consequence
may allow to draw conclusions on whether he/she is also easily or hardly persuaded by
a system. To prove or falsify this correlation still remains an objective for future
iterations of the PPQ questionnaire. Table 2 shows the iterated version of the PPQ.
Table 2. Iterated PPQ questionnaire consisting of 15 items and the three dimensions
Susceptibility to Persuasion (SP), General Persuasive Potential of the System (GPP), Individual
Persuasive Potential of the System (IPP).
New Old Item
Dimension Dimension
SP_1 SP_1 What others say brings me to rethink my attitude towards
it.
SP_2 SP _2 I do not want to be influenced by others.
SP_3 SP _4 Even my friends have difficulties to influence me.
SP_4 SP _8 No one can tell me what to do.
GPP_1 GPP_1 The system makes people change their behavior.
GPP_2 GPP_2 The system has the potential to influence people.
GPP_3 GPP_5 The system gives the behavior of its users a new direction.
IPP_1 IPP_7 This system is exactly what I need to change my attitude.
IPP_2 IPP_8 Thanks to the system I reach my goals.
IPP_3 IUS_4 I will use this system as often as possible.
IPP_4 IUS_7 I think that I will also use such a system in the future.
IPP_5 IUS_10 I will use this system regularly.
IPP_6 SIBC_2 This system does not cause a change in behavior with me.
IPP_7 SIBC_6 This system causes me to do some things differently.
IPP_8 SIBC_10 With the help of the system, I will behave differently in the
future.
Developing a broad and extensive dimension including the different personality aspects
would, therefore, be of great relevance in a further iteration of the PPQ.
4 Discussion
This first iteration of the PPQ has confronted us with challenges, drawbacks, and
lessons learned. In the following we discuss concrete areas for improvement of the PPQ
and findings regarding the potential persuasive effect of a system in general.
which will accompany the PPQ during its next development and iteration stages. It also
is strongly dependent on the community adapting, employing, and criticizing the PPQ in
different contexts and with different systems.
5 Conclusion
In this paper, we presented the development process and first evaluation round of the
PPQ, a universal tool to analyze and measure the persuasive potential of a system. The
first iteration presented in this paper is already capable of producing usable results but
still requires further testing in different contexts, with different user bases and a wide
range of systems. So far the PPQ was only applied in one context. Above that, there are
still issues that have to be targeted in further iteration such as the effect of the com-
plexity of the system on the persuasive effect, and how we can predict unconscious
persuasion [13].
As a next step it would be interesting to compare the results of the PPQ with the
actual persuasive effect of a system in order validate that the PPQ actually predicts the
persuasive potential. The PPQ will continue to undergo development and iteration, with
an appropriate personality and context dimension as the immediate next step. The
Persuasion community is encouraged to put the PPQ to the test for different systems, to
help speed along this process.
Appendix
See Table 3
Table 3. The 50 items generated after the workshop. Each of the 5 dimensions is represent-ed
with 10 items: Susceptibility to Persuasion (SP), General Persuasive Potential of the System
(GPP), Individual Persuasive Potential of the System (IPP), Intention to Use the System (IUS),
System Influence on Behavioral Change (SIBC).
Dimension Item
SP1 What others say brings me to rethink my attitude towards it.
SP2 I do not want to be influenced by others.
SP3 I’m easily influenced.
SP4 Even my friends have difficulties to influence me.
SP5 I often change my attitude.
SP6 I am open to change.
SP7 I find it difficult to change.
SP8 No one can tell me what to do.
SP9 Changes are part of my everyday life
SP10 I have my principles, which are unchangeable.
GPP_1 The system makes people change their behavior.
GPP_2 The system has the potential to influence people.
GPP_3 The system can not change the attitudes of people.
GPP_4 The system is useless for changing my attitudes.
GPP_5 The system gives the behavior of its users a new direction.
GPP_6 The system has almost no influence on behavior.
GPP_7 If you want to change your own behavior, this system is useful.
GPP_8 This system highly encourages a change in behavior.
GPP_9 This system provides little support for a change in behavior.
GPP_10 Few people will behave differently when using the system.
IPP_1 I find it difficult to change my attitude with the help of this system.
IPP_2 My attitude is not affected by the system.
IPP_3 The system has no potential to change my attitude.
IPP_4 This system helps me to change myself.
IPP_5 I think that this system is well suited to make long-term changes to my attitude.
IPP_6 This system shows me the information that I need to change myself.
IPP_7 This system is exactly what I need to change my attitude.
IPP_8 Thanks to the system I reach my goals.
IPP_9 Even if I use the system, I do not change my attitude.
IPP_10 Without the system, I would not change my attitude.
IUS_1 I have no motivation to use this system.
IUS_2 I’ll continue to use this system.
IUS_3 I’ll never use this system.
(Continued)
174 A. Meschtscherjakov et al.
Table 3. (Continued)
Dimension Item
IUS_4 I will use this system as often as possible.
IUS_5 I see no point in using such a system again.
IUS_6 Even if I have this system, I will not use it.
IUS_7 I think that I will also use such a system in the future.
IUS_8 I will not utilize this system, although it could help me.
IUS_9 I hope I can possess and use this system.
IUS_10 I will use this system regularly.
SIBC_1 This system persuades me to change my behavior.
SIBC_2 This system does not cause a change in behavior with me.
SIBC_3 I will change my behavior because of this system.
SIBC_4 I think that I will have sustainable behavior change through use of this system.
SIBC_5 This system does not convince me to actively change my personal behavior.
SIBC_6 This system causes me to do some things differently.
SIBC_7 By using this system, I will not change my behavior.
SIBC_8 The functions of this system do not convince me to change my behavior.
SIBC_9 The system is designed so that I would like to change my behavior.
SIBC_10 With the help of the system, I will behave differently in the future.
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Persuasive Practices: Learning from Home
Security Advisory Services
1 Introduction
Persuasive technologies (PT) are engineered to reinforce, change or shape behaviors and
attitudes of individuals towards specific areas of their life [21]. Technology can either
directly influence an individual’s behavior or, alternatively, act as mediator or moderator
of social influence [26], i.e., it transfers information on other’s opinions or behaviors. In
this study, we explore yet another role that technology plays in the context of persua-
sion: it can facilitate persuasive practices in situations where human influence is
exhibited in a face-to-face encounter. There exists a category of such encounters where
considering solely the technology – a view that has dominated in PT community so far –
does not resemble the complexity of conducted activities and their effect on the per-
suasive effect. We postulate, that, in such situations, the IT should not be considered as a
standalone factor in the success or failure of persuasion efforts – it is not a machine that
produces persuasiveness. Instead, it becomes a tool, which – if embraced in specific
practices – can be very effective and support the change of persuadee’s attitude and
behaviors [3]. Such perspective on PT helps, in particular, in high-touch situations, i.e.,
where direct influence between humans through practices comes to the fore. Practices
are seeable, indigenous actions that participants directly engage in, but do not attend to
them in an analytic manner [7, 18]. Still, practices can be object of systematic analytic
approach in research [18] – their consideration in the area of PT is a response to the
recent call for the practice-turn in human-computer interaction [13].
© Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 176–188, 2016.
DOI: 10.1007/978-3-319-31510-2_15
Persuasive Practices: Learning from Home Security Advisory Services 177
In the current study, we focus on the case of home security (HS) advisory services.
It is an encounter between (1) a help-seeking homeowner, who wants to make their
property more secure (persuadee), and (2) a professional HS advisor (persuader). Even
though persuadees often see the need for improving their home’s security, they lack
ability and motivation to tackle those issues. HS advisory service shall make it easier
for them to reach their goal: its goal is to identify most important flaws and pave the
way for improvement through mechanical upgrades and security-aware behavior.
However, according to a preliminary study, only 20 % of improvements suggested
during the advisory sessions are implemented by the homeowners [24]. Given the
reportedly successful application of PT in other difficult areas, e.g., preventive
healthcare, we propose to include its basic principles in a HS-dedicated socio-technical
persuasive system, which we define as an information system designed to reinforce,
change or shape persuadee’s attitudes or behaviors [20]. It consists of a human per-
suader who engages in persuasive practices with use of his tools such as: IT, brochures,
notebooks, and exhibits, as well as objects in their surroundings, e.g., windows and
doors at persuadee’s home. We understand persuasive practices as practices that exhibit
the desire to influence the behavior or attitude of conversation partner. We subscribe to
very local and timely-limited notion of practices like the one used in conversation
analysis [10] or multimodal analysis of encounters [12]. Such practices, normally,
involve use of tools and artifacts, which, in turn, shape the practices – the materialistic
and social perspective intertwine and form a socio-material view [27]. So far, the
socio-material character of IT in persuasive encounters did not attract much attention in
research. In particular, the relation between design of PT as a collaborative system and
the course of events in persuasive encounters remains unclear. The current study
addresses this gap while taking an exploratory mixed-method approach.
To frame the exploration we formulate our research questions as follows:
RQ 1: What persuasive practices emerge in persuasive encounters of HS advisors?
RQ 2: How can we support the persuasive practices of HS advisors by means of IT?
With these research questions in mind, we aim at presenting persuasive practices
employed by the advisor with and without an IT tool designed along the basic guidance
originating from the field of PT, and we want to show how the application of such
IT-enhanced practices improve the persuasive character of the encounters.
2 Related Work
3 Methodology
Fig. 1. Exemplary screens included in the HS advisory service support tool (a) Homeowner’s
needs, (b) Prioritization, (c) Photo taking and annotation, (d) Schemata.
Data Collection: The setting we chose for data collection enables for a natural
interaction in a realistic setting. Collecting data from real advisory sessions is nearly
impossible because homeowners are reluctant to agree on recordings of their private
180 M. Dolata et al.
annotations and put into context of the ongoing action. Moreover, passages from the
interviews that related to the particular identified practices were extracted.
Additionally, we applied a mix of statistical tests to identify relation between DESA
or PERS values and observed practices. In those tests we treated the observed practices
as independent variables with value 1 if a practice was applied in an advisory session
and 0 otherwise. We identified practices, that have influence on the dependent vari-
ables: DESA and PERS. We run our tests separately for the IT and non-IT conditions –
the reported results can be treated as in a between subject study. Following the above,
we chose a set of statistical tests appropriate for identification of dependences between
nominal independent variables with two or more levels and continuous (interval)
dependent variables [11, 14]. We employed the following tests: two-independent-
sample t-test, Kruskal-Wallis test, and multiple regression. This approach allowed for
formulation of relevant hypotheses and should be treated as indication of possible
directions for future research, but not as ultimate evidence for the reported influence or
its direction. In particular, our experiment was not designed to detect them and the fact
that some of the practices were or were not applied in the particular sessions is more a
matter of chance than a consequence of deliberate experiment design. Here, we report
on observations with significance coefficient lower or equal to 0.1 (designated by p).
4 Results
In the following, we report on the observations we made across the very extensive data
set obtained in the described experiment. First, we show the practices employed by the
advisors in the course of their persuasive activities. In particular, we point to the
specific practices that are made available by the proposed technology, show how they
fit the advisory session, and compare them to corresponding practices in the non-IT
condition. Second, we discuss the collected opinions and statistical data that indicate
what practices are beneficial or destructive to the overall persuasive character of the
encounter.
Current Situation and Needs of the Homeowner: According to its definition, per-
suasion aims at changing, reinforcing or shaping new behaviors and attitudes. This may
be ineffective, if the current situation or needs of the persuadee remain hidden. Con-
sequently, that advisors try to approach this topic. If one considers the model proposed
by Fogg [6], the work that advisors do while learning to know the homeowner falls into
the area of motivation – discussing the needs and feelings regarding security makes
clear to the persuadee why the encounter takes place and why HS is important.
Missing Security Features: Persuasion is ineffective if the persuadee does not rec-
ognize the attitude or behavior she should change to reach her goals. In our particular
case, this includes assembling of new security elements for doors and windows, as well
as establishing new routines using those security elements (e.g., locking the windows
with a to-be-installed lock mechanism as opposed to simply closing them). The work
that the advisors do while teaching the new behaviors falls into the area of ability
according to Fogg’s model [6]. We observe a whole range of practices in this context.
Personalized Recommendation: Given the presented understanding of persuasion,
the practices presented above may be ineffective if the persuadee does not know how to
approach the set of proposed changes, i.e., what steps to take to reach her goal. In our
particular case, a persuadee needs to know what is obligatory and what is optional,
what can be done easily (e.g., on changing insecure behaviors), and what requires more
Persuasive Practices: Learning from Home Security Advisory Services 183
Table 2. Persuasive practices related to presenting security improvements and new routines
effort (e.g., assembly to be done). If the persuadee is clear about all those points, it
becomes a trigger [6] to tackle the HS issues. The advisors apply particular practices
and employ specific materials to support the triggering effect of the advisory encounter.
The identified practices occur across the whole data set and do not show coinci-
dence with the particular advisors or do not result from order effects. However, they are
interrelated. Collaboratively visualizing things (like in Practice 19 and Practice 4)
imply more extensive discussions (Practice 17 and Practice 2). Some practices are
related to the material used and address the visualization of content (Practices 3, 4, 7–
15, 18, 19), others are conversational practices (Practices 1, 2, 5, 6, 16, 17). It is, thou,
obvious that this division is not binary – especially the collaborative practices, rely on
visualization as a common artifact as a basis for conversation (e.g., Practice 4, 5, 7, 8,
9, 19).
184 M. Dolata et al.
Table 3. Persuasive practices related to informing about the next necessary steps
good in traditional advisory as well as in the modern one – just with the tablet you
could directly see it at the object” [H16]. The visualization potential of modern
technologies was emphasized in each interview. In particular, persuadees point to
videos and schemata as elements that leverage understanding (“It was a lot easier to
understand the one [advisory session] where I could see the video and pictures” [H8]),
and the practice of recording needs as a way to personalize and individualize the
advisory service (“It was a personalized experience – he addressed my personal
situation. One feels respected if their personal situation gets considered. One feels
proud” [H2]).
Asked about their motivation and ability to take next steps on HS, persuadees point
to the prioritization practices: “This was clearer in the IT, because one could see what
to do next and what can wait” [H16]. Some other account for the role of individualized
pictures: “I found the one with tablet more pleasant cause there was a through and
individualized discussion towards the end (…). I could take this PDF with the photos of
my doors and windows, and go to the craftsman, show this to him and ask for his help”
[H15]. Other persuadees emphasize the role of discussion in general: “The conversa-
tion at the closure, it encouraged me and acts as a reminder of most important things –
independent of whether with IT or not” [H8]. The collaborative character of activities
seems to be very central issue for many test participants: “It helped to understand when
we took the picture together. Clack… ‘Look, there is your door’.” [H9] and “So, my
advisor, she took the pictures, added markings, made notes with me. And I think, those
photos help to remind oneself of what needs to be done” [H18].
On the one hand, the persuadees refer to particular materials used throughout the
advisory sessions: schemata, videos, pictures, etc. On the other hand, they stress the
interactional and conversational character of advisory sessions. We explore this issue
while providing results of statistical dependence analysis of the PERS and DESA
measures and the observed practices. We did not identify any (nearly) significant
relation between practices and PERS or DESA for the non-IT condition. All the
indications presented below describe solely the IT condition in a between subject
mode.
The results of the Kruskal-Wallis test suggest a positive relation between Practice 2
(discussion of homeowner needs) and DESA (Hð1Þ ¼ 2:53; p 0:1), as well as
between Practice 19-b (prioritizing things to be done – together with IT) and DESA
(Hð1Þ ¼ 4:24; p 0:05). We also observe negative relation between Practice 7-a
(taking picture – alone with IT) and DESA (H ð1Þ ¼ 3:33; p 0:1) and between
Practice 7-a and PERS (H ð1Þ ¼ 2:46; p 0:1). Regression analysis, even if it does
not produce a general regression equation for DESA or PERS, it still provides indi-
cations that confirm two dependencies: the positive relation between Practice 19-b and
DESA (B ¼ 1:56; t ¼ 2:91; p ¼ 0:04), as well as the negative one between Practice 7-
a and PERS (B ¼ 0:8; t ¼ 1:8; p 0:1). Finally, the set of two-independent-sample
t-tests suggests the following positive relationships: (1) between presenting the video to
the persuadee (Practice 11) and PERS (tð17Þ ¼ 1:66; p 0:1), (2) between collabo-
rative annotation of the picture (Practice 8-b) and PERS (tð18Þ ¼ 1:64; p 0:1), and
(3) between Practice 19-b and DESA (tð17Þ ¼ 1:66; p 0:1). In summary, only the
relation between Practice 19-b and DESA was yielded in all tests, which seems an
intuitive and still valuable – collaborative work practices with a shared visualization
186 M. Dolata et al.
improve the perceived design aesthetics of the HS session. The other tendencies we
observe confirm that practices which have a collaborative character (discussion,
working together with the tool) may tend to improve perceptions on PERS and DESA,
while avoiding engagement in collaborative practices may lead to negative effects in
this regard.
Our analysis shows that advisors employ a whole range of persuasive practices. They
differ with regard to use of artifacts (IT, brochures, etc.) and with regard to their
collaborative character. Also, some practices address the homeowner’s HS needs and
the next steps, however the largest variety of practices is employed for addressing the
persuadee’s ability by discussing missing security features. The advisors put by far
most effort to support these activities by using brochures, exhibits, and referring to
windows and doors. With introduction of IT, new relevant practices emerge, such as:
collaborative picture taking or video watching. Practices that improve persuasive
character of the encounter involve collaboration and discussion around a shared artifact
– according to the interview data and the quantitative analysis of survey responses.
Importantly, IT improves design aesthetics (DESA), but has negligible effect on per-
suasiveness (PERS) as shown by comparison between conditions. Consequently, it is
not the technology itself that enhances persuasiveness in HS encounters, but the way it
is used makes the difference. In our opinion this is the key for further research in the
area of PT for interpersonal interaction where successful persuasion is essential.
Hitherto, the focus of research in PT was on the human-computer influence, as well
as computer-mediated and computer-moderated interpersonal influence [26]. The
results suggest, that technology designed along the same lines has potential to establish
effective practices for face-to-face interpersonal influence – in particular it shows that
specific practices can easily emerge and supplement existing practices if appropriate IT
is provided. We show that PT can be well applied in situations where a human per-
suader is needed due to the high complexity of decisions to be taken, as opposite to
more classical application scenarios with a clear target state or behavior [1, 23]. This
opens a new, fascinating area for PT researchers and shows first directions of research:
establishing persuasive practices as work practices between persuader and persuadee.
In the course of generalizing our observations, it is easy to imagine that systems
like the one used in current study, can be effortlessly extended in accordance with other
design principles borrowed from PT. In the case of HS, this includes information on the
improvements done by other people in similar situation and their attitude. We argue
that PT community needs to extend its research focus beyond this limit [23] – it is easy
to speculate about possible direction of research, e.g., health support apps where
computer-mediated or -moderated persuasive systems are linked with advisory services
at doctor’s office. Through the design and application of the tool presented above, we
show that the guidance developed for the computer-human influence [6] is applicable
for interpersonal encounters. Our research, also, contributes to the knowledge on IT
support in advisory services. So far, research in this area addresses concepts as
transparency [19] or education [9], thus addressing the objectivism of such encounters.
Persuasive Practices: Learning from Home Security Advisory Services 187
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Persuasive Patterns in Q&A Social Networks
Abstract. Social networks differ in their structure and objectives, hence, the
effectiveness of persuasion principles or patterns may vary from one type of
network to another. This study aims to identify the persuasive principles that make
a typical Q&A network successful. Using Stack Overflow as a case study, we
applied the PSD model to evaluate the persuasive principles of the network. Our
results show that all but four principles of the PSD model were implemented in
Stack Overflow. This study can help social network developers build persuasive
Q&A social networks and improve on existing social platforms.
1 Introduction
Online social networks are peculiar in that they have different objectives and operate in
different ways, thus making a “one size fits all” model difficult to apply to the various
social networks. For instance, the objective of users on Facebook and Stack Overflow
differ, and so does the structure of both networks. Hence, the persuasive strategies that
will work in Facebook might not work in Stack Overflow. This study aims at identifying
the persuasive patterns that make a typical Q&A social network successful. These
patterns can help social network developers and stake holders build or improve existing
social platforms, and serve as a guide to building a persuasive framework for Q&A social
networks.
2 Related Work
Stack Overflow is a Q&A network where users can ask and answer specific IT related
questions to gain points and build their reputation. Users do not need to sign up in order
to view existing answers to already asked questions. However, in order to ask or answer
a question, a user has to sign up. Through active participation, asking good questions
and providing good answers, users can gain incentives, such as higher reputation score,
badges and privileges. While users can up vote or down vote other users’ questions and
answers, only the user who asked a question can select the best answer to his/her
question. Stack Overflow currently has over 4 million registered users and over 9 million
questions1.
In this study, our focus was on the third phase of the PSD model: design of system
qualities. This stage is important as it focuses on the persuasive principles that should
be adopted in designing a system to make it more engaging. The principles are catego‐
rized into four groups: providing primary task support, dialogue support, system cred‐
ibility support and social support [4]. We analyzed Stack Overflow and identified the
persuasive principles that exist and how they were implemented.
This project is still work in progress. In the next phase of this study, we will validate
the different principles identified below, by carrying out a user study with Stack Over‐
flow users to verity if these principles work in practice.
The principles of persuasion in this category assist users of a system in achieving their
primary objective. These principles include the following:
1
https://data.stackexchange.com/StackOverflow/revision/325050/420211/count-of-all-users-
all-questions-and-all-answers.
Persuasive Patterns in Q&A Social Networks 191
Reduction: With the principle of reduction, a system should make complex tasks as
easy as possible by reducing them into simpler ones to persuade users to carry out such
tasks. For example, a very short registration process for users makes it more likely that
users will register since the task of signing up has been reduced to something simpler
[5]. Stack Overflow reduces the task of registration by allowing users sign up with their
Facebook or Google account, hence eliminating the need for users to fill out a registration
form which some could regard as time consuming.
Tunneling: The tunneling principle states that a system should guide users through a
process and provide means of persuading them along the way. We could not identify
any application of tunneling in Stack Overflow.
Tailoring: A system that allows users to tailor the information or service to their inter‐
ests or preferences could be more persuasive than one that does not. With the tailoring
principle, different user groups should be provided with tailored information for that
group. Stack Overflow applies the tailoring principle by letting users specify what
subject areas they are interested in and receive notifications when questions are asked
in these areas. This is done with the use of tags. Tags are labels or keywords used to
classify a question2. Users can subscribe to as many tags as they have interest in, and
are notified of questions that have those tags. This prevents users from receiving noti‐
fications when questions they have no interest in are asked.
Personalization: The principle of personalization states that a system that offers more
personalized content is more likely to be persuasive compared to one that does not. In
Stack Overflow, when users register for the first time, a profile is created for them. The
system uses this profile to personalize their experience. On the profile page, among
others, users can change their display name, location, edit what information that other
users can see about them, edit the tags they have interest in, and edit what notifications
they want to receive. All this information is to ensure the system personalizes the content
the user receives. This principle is very similar to tailoring.
Simulation: The simulation principle states that persuasive systems should enable
users to see the link between cause and effect. Stack Overflow allows users to observe
2
Tags in Stack Overflow, http://stackoverflow.com/tags.
192 I. Adaji and J. Vassileva
the connection between posts and reputation score. A user’s profile page states the
number of questions and answers the user has asked and answered and the reputation
score earned from those posts. Hence users can see that there is a link between posting
questions or answers and their reputation score. This, according to the simulation prin‐
ciple, could persuade users to answer more questions.
Rehearsal: For a system to be persuasive using this principle, the system should
provide a means for users to rehearse a target behavior. A typical example is a flying
simulator, which student pilots can use to rehearse being certified pilots. We could not
identify the use of this principle in Stack Overflow. What we found to be similar to this
however, is that unregistered users can view existing questions and answers. They
however cannot ask or answer questions. They also do not have a profile so cannot
benefit from personalization. Viewing existing questions and answers could give
unregistered users a feel of the site and hence persuade them to register.
This category of influence principles uses a feedback system to provide support to users
with the aim of bringing them closer to their goal. In Stack Overflow, this goal could
include asking a question, answering one, improving one’s reputation score or finding
questions that could be useful to a user. The dialogue support category includes the
following persuasive principles:
Praise: According to the PSD model, a persuasive system should use praise as a means
of feedback to users, as praise can make a user more open to persuasion. Praise could
be in the form of words, images, symbols or sounds. Stack Overflow uses praise in the
form of up votes. When a user asks a question and other users find the question valuable,
they can vote it up. The number of up votes serve as a feedback to the user who asked
the question. The up votes also provide a feedback on the quality of the answers provided
to a question. Users can up vote the answers they feel provide the best solution to the
question asked. In Stack Overflow, praise is also offered in the form of favorite question.
Users who think a question is relevant or useful can make it one of their favorite ques‐
tions. Accepted answer is another form of praise in Stack Overflow. The user who asks
a question is the one to pick the best answer from the various answers provided. All
these forms of praise are displayed beside the question or answer so are visible to all
users. They also contribute to the final reputation score of the users who earned them.
Rewards: The rewards principle states that systems that offer rewards to their users
could be more persuasive than those that do not. Stack Overflow offers rewards to users
in form of privileges and badges. Privileges control what users can do in the network.
The higher the privilege, the more actions a user can perform. Privileges are gained by
increasing one’s reputation score, and reputation score is increased by posting helpful
questions and answers3. Users with reputation score of over 25,000 for example, are
3
Privileges in Stack Overflow, http://stackoverflow.com/help/privileges.
Persuasive Patterns in Q&A Social Networks 193
rewarded with the privilege of access to site analytics which includes Stack Overflow’s
internal and Google site analytics.
Badges is another reward offered to users in Stack Overflow. Users receive badges
when they are especially helpful4. Badges earned by users can be seen on their profile
page and on their posts. An example of a badge in Stack Overflow is the Great Question
badge. It is rewarded to users who score 100 or more on a question. Scores are computed
by the number of up votes a question receives. There are over 40 badges in Stack
Overflow and are classified into various categories.
Reminders: The rewards principle asserts that users are expected to achieve their target
objective if a system reminds them to do so. Hence, a system that implements a reminder
technique could be more persuasive. We could not identify the use of reminders in Stack
Overflow.
Suggestion: According to the suggestion principle of the PSD model, systems that
offer suggestions to users are more persuasive than systems that do not. Stack Overflow
offers suggestions to users in several scenarios, for example, when a user is typing a
question. When a user asks a question, the system searches for similar questions that
have been asked and answered in the past and suggests such questions to the asker. The
asker then has the opportunity to review the suggested questions and decide if they are
useful, in which case the user does not go ahead with asking a new question. Another
use of suggestion in Stack Overflow is with the use of tags. Tags are labels or keywords
used to classify a question. Not all users can create a new tag. Create tag is a privilege
rewarded only to users when they gain a reputation score of 1,500. However, all users
can use existing tags. At the point of typing a new question, the system suggests possible
tags that a user can choose for the question.
Similarity: The similarity principle states that systems that remind users of themselves
are more likely to be persuasive. In Stack Overflow, we could not identify the use of
similarity principle in this context. However, in our future study, one of the questions
we will try to answer is “Do users have friends or people they admire who use Stack
Overflow, if yes, do they form special networks”. This will help us identify how persua‐
sive the similarity principle is.
Liking: This principle asserts that a visually attractive system is likely to be more
persuasive. Rating the attractiveness of Stack Overflow is subjective and can only be
determined by the users of the system, hence we did not give an opinion of this principle.
Validating the persuasiveness of this principle is one of the objectives of the user study
that we intend carrying out in the future.
Social Role: The social role principle states that systems that embrace the use of social
roles are likely to be more persuasive. Stack Overflow has several social roles which are
rewarded to users as they achieve various milestones. For example, when a user attains
a reputation score of 10,000, they are awarded the access to moderator tools privilege
4
Badges in Stack Overflow, http://stackoverflow.com/help/badges.
194 I. Adaji and J. Vassileva
which enables them access reports, delete inappropriate or duplicate questions and
answers, add new tags, create and moderate chat rooms among other functions. Knowing
that there are users in such social roles could persuade users to use the system.
Social Learning: According to the PSD model, a system using the social learning
principle should allow users to observe other users performing their target behavior in
order to see the outcome of such behavior. In Stack Overflow, users can observe other
users performing their target behavior. Since the questions asked by users are public,
and so are their comments, votes, favorites, as well as the answers to the questions, their
votes and the best answer award, the users can learn from these community actions, both
the social norms of posting, answering and providing feedback, and about the subject
of the posts.
Social Comparison: This principle asserts that users are more persuaded to perform
their target behavior if they can compare their performance to that of others within the
system. According to Stack Overflow, reputation is a measure of the confidence the
community has in a user5. The better the performance of a user, the more reputation
score he earns. Users can view the reputation score and other privileges earned by other
users within the network by viewing their profile. They can compare their performance
with those of others by looking at their profile.
Normative Influence: The principle of normative influence states that a system should
take advantage of peer pressure to increase the possibility of persuading a user to adopt
a target behavior. According to this principle, a system that can bring users who share
the same goals together, is more likely to persuade its users to use the system. In Stack
Overflow, users are brought together in chat rooms where they can share knowledge and
information. A user with the communication privilege can create a chat room and grant
talking privileges to other users who can then join in the conversation. Another example
of normative influence is the use of the reward system. Users could feel persuaded when
their friends earn high reputation or badges in the system.
Social Facilitation: This principle states that a system’s users are more likely to be
persuaded to use the system if they can discern from the system that other users are
carrying out a similar task along with them. In Stack Overflow, an example of the
implementation of this principle is the chat room. From Stack Overflow’s chat portal6,
users have an overview of active chat rooms including a description of the chat room
and the number of active users. If a user clicks on any of the active sessions, he or she
5
Reputation in Stack Overflow, http://stackoverflow.com/help/whats-reputation.
6
Stack Overflow, http://chat.stackoverflow.com/?tab=all&sort=people.
Persuasive Patterns in Q&A Social Networks 195
can view the details of the chat including the names of the users, the details of their
conversation and time stamp. Going by the social facilitation principle, users in the chat
room are persuaded to participate because other users are active.
Cooperation: The cooperation principle of the PSD model suggests that for a system
to be persuasive, it should take advantage of human beings’ natural desire to co-operate.
In other words, a system should provide a method of co-operation among users. In Stack
Overflow, users are able to co-operate with other users when asking questions. For
instance, users can comment on a question in order to improve on it. This kind of co-
operation among users is also evident with answers provided on Stack Overflow. It is
common for users to comment on answers provided by other users to ask for clarification
or to improve an existing answer.
This paper identified the persuasion principles adopted in a typical Q&A social network,
Stack Overflow. Using the PSD model, we were able to identify all but four principles
of the model namely tunneling, rehearsal, reminders and similarity. Each principle
identified promotes engagement of users. This research shows that persuasion in a
typical Q&A social network adopts regular observable patterns. Software developers
can adopt these principles to develop applications that will possibly succeed.
This study is still work in progress. We were unable to evaluate the system credibility
support category of the PSD model. This category is based majorly on feedback from
users. Evaluation of this category will be carried out in the next phase of the project. In
that phase, we will also validate the different principles listed above, by carrying out a
user study with Stack Overflow users’ data, to show that these principles actually work
in practice. For instance, one of the research questions we will answer in the user study
is if users are persuaded to answer more questions when they receive a hard to earn
badge. The study will show the impact and effect of these persuasive principles on user
participation.
196 I. Adaji and J. Vassileva
References
1. Wiafe, I., Nakata, K.: Bibliographic analysis of persuasive systems: techniques, methods and
domains of application. In: Persuasive Technology, vol. 61 (2012)
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2002, 5 (2002)
3. Prochaska, J.O., Velicer, W.F.: The transtheoretical model of health behavior change. Am. J.
Health Promot. 12, 38–48 (1997)
4. Oinas-Kukkonen, H., Harjumaa, M.: A systematic framework for designing and evaluating
persuasive systems. In: Oinas-Kukkonen, H., Hasle, P., Harjumaa, M., Segerståhl, K.,
Øhrstrøm, P. (eds.) PERSUASIVE 2008. LNCS, vol. 5033, pp. 164–176. Springer, Heidelberg
(2008)
5. Fogg, B.J., Eckles, D.: The behavior chain for online participation: how successful web services
structure persuasion. In: de Kort, Y.A., IJsselsteijn, W.A., Midden, C., Eggen, B., Fogg, B.J.
(eds.) PERSUASIVE 2007. LNCS, vol. 4744, pp. 199–209. Springer, Heidelberg (2007)
Games and Gamification
Utilizing a Digital Game as a Mediatory Artifact
for Social Persuasion to Prevent Speeding
1 Introduction
Games and play (both digital and physical) have the ability to create a social setting
and connect people within the boundaries of this setting. Through collaborative game‐
play social couplings are formed by which people communicate and interact with each
other for an underlying, common goal [9]. In many games, gameplay is inherently based
on combining various social influence principles such as competition, cooperation,
recognition, and learning. Thus, interweaving game design and persuasive system design
by incorporating these principles into specific game mechanics offers great potential for
designers of persuasive technology to generate impact and induce behavior change.
Following this assumption we present an approach that incorporates the real speed
of a car in a digital game. With this linkage we are deliberately intervening in the social
setting between the driver and a passenger with the aim to utilize the passenger as a
resource for social persuasion in order to keep the driver from speeding. Our approach
is based on the following scenario: A person is driving a car accompanied by a passenger.
The passenger is playing the tile-matching, digital puzzle game Tetris during the car
trip. Some features of the game are linked to the actual speed of the car in real time.
Thus, when the driver starts speeding, his/her driving style is immediately incorporated
in the game. As a consequence the game gets harder to master or even unplayable, and
the passenger is alerted that the driver is exceeding the speed limit. By communicating
the status of the game to the driver, the passenger consequently persuades the driver to
reduce the driving speed – first and foremost, for the safety of the two, but also for
keeping up a positive gaming experience.
In terms of interaction design, there are several ways of how to link the car’s driving
speed to in-game changes. This inlcudes, e.g., directly coupling the game speed with
the driving speed (i.e. the faster the driving speed is, the faster the Tetris tiles fall down)
or even pausing the game when the car exceeds a certain speed limit. We implemented
four different game designs and evaluated their effect in a driving simulator study. We
aimed at answering two main research questions:
1. Does a digital game, whose game mechanics are based on real car-data (i.e., speed),
serve as a useful mediatory artifact to foster communication as a means of social
persuasion in the car to prevent speeding?
2. Which of the four game designs are the most useful and promising ones in order to
foster social persuasion in the car?
i. Which game designs create the most intuitive and easy to understand linkage
between the real-world misbehavior of speeding and the in-game consequences/
events?
ii. Which game designs do the passengers prefer and for which reasons?
In the following, we present the theorectical background of our research and describe
the development process of the four different game designs we used for our study. To
examine our approach and identify the most promising game design(s), we evaluated
the designs with 16 participants in an exploratory user study in a car-simulator. We
report on the study procedure, the data analysis and discuss the findings of the study
with regard to the research questions and future work.
Utilizing a Digital Game as a Mediatory Artifact 201
2 Related Work
Digital games are information systems that are highly social and collaborative often
incorporating a variety of social influence principles such as social learning, cooperation,
or competition. Oinas-Kukkonen et al. [10] highlight the role of social influence as a
persuasive strategy by providing a framework with a variety of principles also prevalent
in most games (i.e., social learning, social comparison, normative influence, social
facilitation, cooperation, competition, recognition). In a similar direction, Bogost argues
that the persuasive effect that games create can be understood by seeing them as proce‐
dural rhetorics, i.e., “the art of persuasion through rule-based representations and inter‐
actions” [2].
In our approach, the game uses and embodies the real car speed, thus forming a
procedural rhetoric around translating this data related to driving misbehavior into
changes within the game (i.e., a rule-based representation of real world data).
Today, cars are pervaded with technology like entertainment systems, or navigation
devices. These technologies are often not designed around the social nature and collab‐
orative mechanisms within the car, though. Perterer et al. [7] highlight how the sharing
of information (e.g., making it visible for both driver and passenger) can have large
impact on the collaborative nature of driving. Previous research has in particular focused
on investigating concepts around driver-passenger cooperation e.g., for navigational
tasks [3, 4, 7], while Shepherd et al. [8] investigated the influence of the social setting
within the car on the driver’s behavior itself. They examined a scenario with peers posing
as passengers who provide verbal feedback in order to persuade the driver to change
his/her driving behavior. Their findings show how effective the influence of peers as
passengers can be in risk-related driving scenarios.
Our approach differs from these approaches, though, as we design for the passengers
as a means for social persuasion. In providing the passenger with a digital game, which
incorporates real-car data, we assign him/her to take the role of a social persuader, who
influences the driver. With the game serving as a mediatory artefact in this process, we
connect the persuasive powers of digital gaming and social influence in order to change
the driver’s driving style and keep him/her from the gas pedal.
3 Approach
The motivation for our approach originated from the results of a probing study we
conducted to investigate the persuasive potentials of in-car interfaces [5]. This study
identified the potential of creating technology driven social spaces within the car for
persuasive purposes. Inspired by the design ideas presented in this paper, we developed
our approach to use a game to create a social coupling between driver and passenger.
202 B. Maurer et al.
We use and intervene in this coupling based on different embodiments of real car data
that are translated into different in-game interventions. The game serves as a mediatory
artifact the social coupling is formed around and facilitates social communication as a
persuasive means. When the driver starts speeding the game adapts to this problematic
behavior, and as a consequence becomes a lot harder to master or even unplayable. This
urges the player of the game (i.e., the passenger) to actively communicate with the driver,
which potentially results in persuading the driver to stop speeding. In order to make that
happen, the passenger, who is playing the game during the ride, is supposed to link the
in-game changes to the actual driving behavior. Therefore, one major challenge in the
design process was to find a suitable way of translating the problematic, real-world
driving behavior of speeding into in-game events and changes in gameplay. This linkage
not only had to work on a technical but also on a semantic level for the passenger in
order to enable him/her to persuade the driver effectively. Another challenge was to find
an accurate balance between maintaining the safety of the driver and passenger, as well
as creating a positive gaming experience, which keeps the passenger engaged with the
game, hence aware of the driver’s behavior.
As a starting point for the different game designs we wanted to explore, we chose the
tile-matching game Tetris as it is well known, skill-based and relatively easy to play.
As it is also a rather abstract game with little theming, we were able to pursue our
approach and adapt the game mechanics according to our design goals (i.e., creating
different levels of game interventions) without breaking the aesthetics and recognition
value of the game. We used an open-source version of Tetris (www.openprocessing.org/
sketch/34481) to develop the prototype and adapt the game towards the different designs.
As it would have been an interfering factor for two of our designs (acceleration and
deceleration), we decided to remove the possibility for the player to drop the tiles imme‐
diately, in contrast to the implementation of the original game. Thus, we ensured that
players could not bypass the speed dependent game mechanics, because that would have
otherwise made it difficult for them to recognize the linkage between the real-car speed
and the in-game changes. In the following the four different game designs we created
are described in detail. In each design the car’s speed has a different effect on the game‐
play. These effects vary in the strength of their consequences on the gameplay. More
precisely, the designs are ranked in descending order, from the most severe to the least
severe interference regarding the game’s playability (see also Fig. 1):
• Freeze: The game freezes, when the driver is speeding (i.e., the playing area turns
black, tiles are not visible anymore and the game is paused). Playing is no longer
possible for the passenger, until the driver reaches accurate driving speed again. The
goal of this design was to completely interupt the player in the playing experience.
• Blocking Input: The passenger cannot move the tiles to the left or right, or both, or
rotate them anymore on a gradual level depending on the severity of the speeding
violation (i.e., the faster the driver is driving, the more control elements are blocked).
This design aims at removing the player’s input capabilities stepwise in order to create
a notion of loss of control and simultaneously increase the difficulty level.
Utilizing a Digital Game as a Mediatory Artifact 203
• Acceleration: The speed of the falling tiles is changing according to the actual speed
of the car. The faster the driver gets, the faster the tiles fall and the harder the game
gets to master. The goal was to gradually increase the challenge for the player up to
a point where the game actually becomes unplayable, depending on the severity of
the speeding.
• Deceleration: This design is similar to the aforementioned design, but this time in
reverse manner. The faster the car is driving, the slower the tiles are falling. Our goal
with this design was to explore how we could make the game “less fun” for the
passenger if the driver is speeding (i.e., making it extremely slow in order to
completely remove the challenge aspect of the game as well as the typical expected
game progress of tiles falling faster and faster).
X
Blocking input
X X X X X
Freeze
Acceleration
Deceleration
Fig. 1. Schematic of the four different game designs (blocking input, freeze, acceleration,
deceleration): Starting with a speed limit of 50 km/h, different changes in the game mechanics
and behavior are induced depending on how much the driver exceeds the speed limit.
In order to investigate the general potential of our approach to act as a trigger for
communication as means of social persuasion, as well as to explore the individual
designs, we conducted a user study in the driving simulator (see Fig. 2). We focused on
the passenger’s role of being a successful persuader by means of the game in order to
keep the driver off the gas pedal. Thus, the role of the driver was executed by one of our
colleagues.
We conducted our study with 16 participants (9f, 7 m), aged between 22 and 35
years, with a mean age of 30 years, who all took on the role of the passenger in the study.
All participants were rather experienced drivers, who held their driving licenses for an
average of 11.5 years. The annual mileage travelled by car of all participants averaged
out at 7.170 km. Eleven participants declared themselves to be actively playing digital
games, whereas five participants don’t play digital games at all. The gamers were rather
moderate ones regarding the frequency and duration of playing, as the mean gaming
204 B. Maurer et al.
frequency was once a week, with one gaming session lasting about 65.5 min on average.
All participants were familiar with the game Tetris, and 15 out of 16 participants had
already played the game at least once before.
Fig. 2. Picture of the study setup within the car simulator. Passenger is playing Tetris on a laptop
while the briefed driver is varying the speed of the car to trigger in-game changes.
Utilizing a Digital Game as a Mediatory Artifact 205
The quantitative data consisted of participants’ answers on which designs were the most
intutitive ones regarding the linkage between car speed and in-game changes (multiple
answers possible) as well as, the final rankings on which designs were the most fun to
play and also which design fostered communication with the driver the most. For a first
comparative analysis every rank was associated with a predefined number of points.
A first rank was worth 20 points, a second rank 15 points, a third rank 10 points, and a
fourth rank 5 points. Every game design received points from 16 participants, which
were totaled for the final fun and communication score. Furthermore, the number of
mentions (i.e., how often the specific designs were mentioned to be the most intuitive
ones) was counted for each design, and multiplied by 20 for the final linkage score.
Finally, each design was assigned an overall score in points, which totaled the scores
for fun, communication, and linkage (see Table 1).
Table 1. Rankings of the designs, rated in terms of fun, communication, and best linkage. The
overall score combines all three rankings, with a higher score meaning a higher rating.
In terms of fun, condition acceleration was ranked as being the most fun design by
participants, followed by condition deceleration. We think that this is due to the fact
that the design of condition acceleration was based on increasing the challenge for the
players, and for many players in-game challenge is directly related to the fun-level of a
game. Further, we assume that condition deceleration was ranked second highest,
because it represented the least severe interventions in terms of playability of the game
(i.e., the game only got slower). The conditions blocking input and freeze were clearly
206 B. Maurer et al.
ranked last in terms of fun. A reason for this could be, that both of them strongly interfere
with the playability of the game. Additionally, the blocking input design, which was
ranked last, was experienced to be the most frustrating one.
In turn, the conditions blocking input and freeze triggered driver-passenger commu‐
nication the most, whereas condition acceleration and deceleration were ranked as being
the last in terms of communication. We conclude that the more severe the interference
in the playability and the higher the experienced frustration level were the more the
driver and passenger communicated with each other.
Regarding the linkage of the car speed and the in-game changes, design acceleration
was rated best, which was presumably a result of the direct mapping between the in-
game speed and car speed and corresponded to the general expectations of Tetris tiles
falling faster as the game progresses. That is also, why we reason, that the reverse design
implementation deceleration was experienced to be the least intuitive one. We assume,
that blocking input was ranked second, due to the stepwise removal of input controls
which was linked to a stepwise rise in car speed. Condition freeze on the other hand was
designed to be binary (i.e., the game was either on or off), which could have made it
slightly more difficult for participants to establish a reasonable connection between the
speeding and the in-game changes.
Condition accelerate and blocking input received the best overall scores with all
three rankings combined. Based on this result, we argue that a potential real world
implementation of our approach should follow a hybrid strategy between designing
around increasing the challenge for the player (to foster engagement based on fun) and
intervening drastically in the players’ game experience e.g., by stepwise removing the
player’s input capabilities (to foster driver-passenger communication). Such a hybrid
design could dynamically adapt the in-game changes based on the severity of real world
driving misbehavior and change in-game embodiments accordingly (i.e., the more the
driver is speeding the more drastic the in-game interventions could get).
The qualitative data consisted of data and notes based on the observations during the
study and questions asked at the end of the game sessions. The data was analyzed
according to the basics of qualitative content analysis [6].
In general, participants thought our approach was fun and that it was feasible in terms
of providing them with a means to stop the driver from speeding. One participant stated:
“The game is an indirect way of keeping more eyes on the road, and it encouraged me
to tell the driver to slow down”. A point of critique was that the mappings of car data
and in-game changes were not dynamic, meaning that the game did not adapt to differ‐
ently skilled players, or players that became better at the game over time. Thus, the
balance between creating enough challenge for the player to have an engaging gaming
experience but at the same time creating in-game situations that to some extent force
the player to give verbal feedback to the driver, is a design challenge for future work.
Participants liked the designs that increased the challenge better than those that punished
the player. Participants also suggested to create game designs around rewarding the
passenger-driver couple for positive driving behavior, rather than punishing the
passenger for the driver’s neagtive behavior.
Utilizing a Digital Game as a Mediatory Artifact 207
In the following, the “common themes” and similarities among the different designs
that emerged during the study are described:
Challenge (condition accelerate and decelerate): At a certain point, the game became
boring or unplayable for the participants in these conditions. Thus, the initiated commu‐
nication with the driver was based on the game getting too easy or too difficult. Some
players also felt the need to get better at the game. However, perceived challenge of the
game was a matter of individual player skills. This shows, that for a real world imple‐
mentation of our approach, the mappings between real world misbehavior and in-game
changes would need to be dynamic to the current driving scenario and the player’s skills
and/or game progression in order to enable more long term engagement in the game,
hence awareness for the driving style.
Changing Visual Attention: Some participants were very aware of the speedometer in
the central dashboard of the car simulator. They constantly switched their visual atten‐
tion between the game and the speedometer to compare the car speed and the in-game
changes, whereas others were completely focused on the game itself without actually
looking at the surroundings. Nevertheless, all types of passengers – the active and the
rather passive ones – were aware of the driver’s behavior and interfered, when the driver
was speeding, which proves our approach to be a viable means of involving even an
inattentive passenger in the driving situation.
Social connection: Regardless of the game design, the better the passengers understood
how and why the in-game changes were related to the driving behavior, the more inter‐
action between them and the driver emerged. Some participants stated that they felt like
“playing together co-operatively” and said that the more dependent they were towards
the driver, the more they communicated and wanted to persuade him to stick to the speed
208 B. Maurer et al.
limit. One participant concluded: “I like the idea, of influencing someone’s behavior,
like the driving style, by communicating with each other, which in turn influences the
game, and hence, my gaming experience, and so on.” This mutual influence loop
described by the participant exemplarily illustrates the potential of our approach to
deploy gaming technologies in the car, which unfold their persuasive effects based on
social influence.
6 Discussion
Our approach proved to be feasible in presenting a game that acts as a mediatory artifact
to trigger social persuasion. The different game designs involved the front-seat passenger
into the driving experience even when focused on playing the game. This resulted in
increased amounts of communication between the front-seat passenger and the driver.
Hence, our approach allows to involve co-located passengers in the driving task based
on creating a social coupling between them and fostering embodied communication
through a shared resource and task (i.e., the game).
communication between driver and passenger, though. On the other hand the designs
that worked with continous effects (condition accelerate and decelerate) were ranked
as being more fun. However, these designs were not ranked as high in terms of fostering
driver-passenger communication, thus, proved to be harder to achieve the desired
persuasive effect of keeping the driver from the gas pedal through social influence of
the passenger. Finding the right balance between creating an understandable link
between in-game and real world, while presenting the right level of challenge and at the
same time also increasing communication based on in-game consequences, is an enour‐
mous design challenge. Based on our study results, we argue for a hybrid design strategy
based on creating a game that, depending on the severity of speeding, also adapts the
severity of in-game interventions as needed. This would in turn be an ideal compromise
between passenger-game engagement and increased communication between driver and
passenger. Based on the results and observations, we conclude that intervening in a
player’s input capabilities or taking her/him out of the game itself (condition freeze),
can result in immediate frustration, however also fostering communication rapidly.
Thus, we argue that designs based on such input interventions are more likely to be
applicable for short term settings where a player is only playing over a short period of
time. On the other hand, designs around the mentioned challenge aspect have the poten‐
tial to create long term engagement, but are a bigger design challenge.
Our approach presents an opportunity to let a person currently focused on gameplay,
simultaneously take part in the driving situation. Creating a shared embodied resource,
i.e., the game itself, in order to foster communication and social interdependence as a
persuasive strategy, proofed to be feasible. This notion is supported by the theory of
embodied simulation [1] which describes how humans create meaning by continuously
constructing mental models of the currently perceived scene, which in our case is
mirroring the experience of the driver based on the current game scene. Different in-
game embodiments can facilitate this mirroring process and create a “window” for the
player to mirror the behavior of the driver to interfere if necessary.
7 Conclusion
We presented an approach that utilizes a digital in-car game, which translates real-world
misbehavior (i.e., speeding) into in-game interventions. We designed different levels of
in-game interventions and investigated their potentials of acting as a communication
trigger for social persuasion, as well as their impact on fun and engagement. Our approach
210 B. Maurer et al.
fostered communication between driver and front-seat passenger by using different in-
game embodiments of car data to create a connection between the real- and the game
world. Thus, the approach proved to be effective in terms of positive short-term effects
on the speeding behavior of car drivers.
Our study findings illustrate how using a game as a facilitator for social persuasion
and mediatory artifact in a safety critical scenario can be implemented. The respective
game should be dynamic to player skills and preferences as well as dynamic to the current
driving situation and environment (i.e., a hybrid design strategy with dynamic mappings
between in-game changes and driving behavior based on the severity of speeding). Based
on our findings we argue, that there is great potential in using contextual data for creating
new interactive persuasive systems that are designed around social couplings in the car.
References
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Books, New York (2012)
2. Bogost, I.: Persuasive Games: the Expressive Power of Videogames. MIT Press, Cambridge
(2007)
3. Brunnberg, L., Juhlin, O.: Motion and spatiality in a gaming situation–enhancing mobile
computer games with the highway experience. In: Proceedings of Interact 2003 (2003)
4. Forlizzi, J., Barley, W.C., Seder, T.: Where should i turn: moving from individual to
collaborative navigation strategies to inform the interaction design of future navigation
systems. In: Proceedings of CHI 2010. ACM (2010)
5. Gärtner, M., Meschtscherjakov, A., Maurer, B., Wilfinger, D., Tscheligi, M.: Dad, stop
crashing my car!: Making use of probing to inspire the design of future in-car interfaces. In
Proceedings of AUI 2014. ACM (2014)
6. Mayring, P.: Qualitative content analysis. In: Flick, U., von Kardoff, E., Steinke, I. (eds.) A
Companion to Qualitative Research. Sage, London (2004)
7. Perterer, N., Sundström, P., Meschtscherjakov, A., Wilfinger, D., Tscheligi, M.: Come drive
with me: an ethnographic study of driver-passenger pairs to inform future in-car assistance.
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Hum. Sci. 9(3), 128–165 (2013)
10. Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: key issues, process model,
and system features. Commun. Assoc. Inf. Syst. 24(1), 28 (2009)
Smile Catcher: Can Game Design Lead to Positive
Social Interactions?
Abstract. Our hectic and increasingly digital lives can have a negative effect on
our health and well-being. Some authors have argued that we socialize less
frequently with other people in person and that people feel increasingly lonely [1].
Loneliness has been shown to significantly affect health and wellbeing in a negative
way. To combat this, we designed a game, Smile Catcher, which encourages
players to engage in in-person, social interactions and get others to smile. Partici‐
pants wear a device that takes regular pictures of what is in front of them and the
system analyzes the pictures captured to detect the number of smiles. The game
was evaluated with a two-week study that sought to determine if game design can
increase positive social interactions and thereby people’s well-being. Our results
show that users increased their frequency of positive interactions as a result of
playing our game.
Contribution Statement: This paper describes a unique game that improves
well-being by encouraging positive social interactions.
1 Introduction
Research has shown for years that having a healthy social life is good for well-being
and can double life expectancy [2]. Smile Catcher is a multi-user real world game that
encourages players to catch as many smiles as possible in a single day or session. The
motivation for the game is to have players interact with other people in a positive way,
which hopefully results in an overall increase in their well-being and happiness. To play,
users only need to wear a Narrative Clip [3] or Google Glass that can take pictures at
regular intervals of whatever is in front of the user. At the end of the day, the players
upload their images to be analyzed. The simple implementation of the game allows users
to play with only minor changes in their apparel and daily behavior. While other projects
have tried to log smiles or even force smiles, not many projects have tried to combine
the two in a mobile game for players to enjoy.
2 Previous Work
Previous research has shown that smiles directly correlate to happiness and can even
incite happiness in a person [4]. This has resulted in several projects that attempt to
measure or force users to smile. All of the projects discussed below primarily focus on
inducing smiles in the user. In contrast, the Smile Catcher project encourages the user
to induce a smile in another person, which means that they benefit not only from
producing a positive affect, but also possibly from emotional contagion [5] and a
strengthening of social connections.
The mood meter [6] was a MIT project that displayed mood that was measured in terms
of the number of people smiling in a particular location. Camera systems were placed
in several areas around MIT’s campus. These systems were then used to detect smiles
in community members as they frequented these areas. The data collected was used to
try to raise awareness of how smiles can positively effect an environment. In contrast
with our system, the mood meter captured smiles but did not actively encourage users
to smile.
2.2 HappinessCounter
The HappinessCounter [7] was a project that attempted to force smiles through the use
of an electronic magnet system attached to a fridge. To open the fridge, the user had to
smile. This project was intended for users that lived alone and had limited human inter‐
action. While the HappinessCounter forced smiles and logged smiles, the applications
were limited to static locations. Smiles occurring in areas away from the system were
not logged. In contrast with our system, the HappinessCounter did not involve any
human interactions and dealt with contrived smiles.
3 Game Implementation
The hypothesis of our study is that we can improve people’s mood and increase their
number of positive social interactions by making a game of catching smiles they
encounter in their day. For our study, players utilized Narrative Clips to play Smile
Catcher. Game implementation consisted of three parts: image capture, image
processing and feedback. A session is typically played over the course of the day;
however the game can last indefinitely.
On the Narrative Clip, a game or session does not need to be started as images are
taken automatically every 30 s. Proper capture depended on correct placement of the
camera and the moment being captured by the camera. Placement of the camera differed
per person and took some trial and error.
To process the images captured by the Narrative Clip, players use an online appli‐
cation to upload images. Each image is processed using the Face++ [9] API. The images
were analyzed for faces and subsequently smiles. If a smile is present, the image is saved
for the player to review. Other images are not saved as the player already has the image
saved on their personal hard drive and on the Narrative Clip server. The web application
saves their daily counter of smiles and shows trends.
At the end of the day, players are given a score calculated from the day or game
counter (if multiple days). The score is used to help the player gauge the happiness they
have created over a period of time. This score can be sent to others to incite a long-term
competition. Hopefully, this score will become as important as how many steps were
taken or how many calories were consumed during a day.
4 Methodology
Our game was evaluated using a two-week study with thirty-three participants. Partic‐
ipant’s ages ranged from 19 to 67 (14 males and 19 females). The participants were
recruited from a database of willing study participants. Each were told they would be
required to wear the Narrative Clip for two weeks and would upload the images at the
end of each day. So that their first week could be used as a baseline, they were not told
the intention of the study. The only criterion for participation was daily access to a
computer with reliable Internet.
A participant was considered to have successfully completed the study if they fully
participated throughout the two weeks. Twenty participants successfully completed the
study. Full participation consisted of uploading all of the images captured at the end of
each day. Successful participants uploaded at least 100 images each day; ten participants
did not upload a sufficient number of images (less than 100 over the two week period).
Three participants lost their tracker and therefore were unable to participate for the full
two weeks.
214 N. Farve and P. Maes
At the start of the second week of the study the website name changed to be called
Smile Catcher. A smile goal was visible at the top of the website as well as a tracker
that reflected any past smiles caught. This goal was the same for all participants and set
by averaging daily smile totals from test participants. Participants once again had to
report on their day before uploading their images. After uploading, the users were able
to review five randomly selected smiles caught in previous days and were once more
asked about their mood. After completing the survey, they were shown graphs illus‐
trating any trends in the number of smiles they caught. Participants were not rewarded
for reaching their smile goals (Figs. 2 and 3).
5 Results
We analyzed the total count of smiles caught to determine if participants had more
positive social interactions during the study. The first week of the study was treated as
baseline. When introducing a new device to users, a novelty effect may occur [10]. Our
participants were not initially aware of the purpose of the study. If a novelty effect were
present, any peak over the baseline week would further confirm that we were able to
influence social behavior.
Evaluating the smiles caught by the twenty successful participants, we were able to
find, with significance (p < .05), that participants caught more smiles during the second
week of the study. Users caught an average of 6.25 smiles during the baseline week and
10.85 smiles during the following week. Those that caught more smiles in the second
week increased the number of smiles caught by 9 images on average, while other partic‐
ipants caught an average of 3.57 less smiles in the second week.
During the closing session most participants were able to report on smiles that were
caught or missed. Participants developed tactics to increase their chances of catching
smiles. Several participants noted making efforts to engage with strangers in an attempt
to gain more smiles. Other participants chose to smile more at individuals hoping they
would reciprocate the gesture.
While users were able to mentally recall smiles in their day, this did not have any
significant effect on their self-reported mood. This may be due to participants only
submitting their mood at the end of the day. Pervious work has shown that recall
216 N. Farve and P. Maes
of mood can be inaccurate [11]. Our participants may have more accurately submitted
their current mood and not an accurate measure of the day’s mood. While there were no
apparent trends between number of smiles and the mood data collected at the end of the
day, 13 participants commented on how the number of smiles they caught affected them
either positively or negatively.
Not catching smiles was disappointing to many participants; this may be due to
limitations of the system. Due to the nature of the Clip, it was easy for smiles to be
missed. Participants were very aware when a smile was not caught by the camera and
expressed frustration. Misses were caused by error in detection software and simply not
capturing the moment due to the capture rate of the Narrative Clip. This demonstrated
that users were independently searching their images for smiles and that they were also
able to mentally log smiles during the day.
Users found other trends in the images they captured during the day. Several users
commented on the majority of their images being of their computer screens. They were
shocked by the amount of time they spent in front of a computer and the lack of time
spent having human interactions. They also expressed disappointment in the lack of
smiles they caught during the study.
Three participants enjoyed the process of capturing their day and the introspection
it provided that they decided to purchase their own devices so they could continue after
the study ended (Fig. 4).
6 Discussion
Through user feedback we were able to identify several areas where the game could be
improved. It was clear that for long-term adoption accuracy of the game and ease of use
Smile Catcher: Can Game Design Lead 217
While we were able to influence the number of smiles caught by participants, it would
also be interesting to see how their interactions have changed. Do they have more social
interactions overall? Do they target the same people when they try to get their smiles?
Other goals could be provided to users to challenge who they target to get smiles.
7 Conclusion
Through a two-week study we were able to show that gamification could be used to
persuade users to attempt to have more positive social interactions in their day-to-day
lives. By simply tracking the smiles users witnessed during the day and giving a goal,
users significantly changed their behavior. We expected users to attempt to target people
in their social circles when attempting to catch smiles. However, many users reported
engaging with people outside their social circles. We also expected users to be aware of
the positive moments in their day. This proved to be the case, but users were also made
aware of their lack of social interactions. By simply asking users to catch smiles, they
became more cognizant of the smiles in their day-to-day actions. This ability to posi‐
tively recall memories can be linked to an increase in overall mood and gratitude [13]
and therefore an improvement in well-being.
Overall, we were able to positively persuade study participants of all ages to change
how they will interact with individuals inside and outside of their social networks
through the use of very simple mechanisms. While game design was used to encourage
218 N. Farve and P. Maes
behavior change, participants were not rewarded for completing their goals. We hope
this self-motivation will lend to long-term change. As there is no end to the game, users
simply monitor their progress.
References
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1(1), 180 (2002)
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More than Sex: The Role of Femininity and Masculinity
in the Design of Personalized Persuasive Games
1 Introduction
Persuasive games (PGs) are games that aim at changing human behavior and underlying
attitudes [1]. PGs have been used for achieving several behavioral outcomes, such as
promoting healthy eating [2] and physical activity [3]. PGs designed in a way that take
individual differences into account are more effective than using a “one-size-fits-all”
approach [4]. One way of tailoring persuasive technologies (PTs) to individual differences
is to design for individual susceptibility to certain persuasion strategies, which is called
persuadability [5]. Another popular approach is to tailor PTs based on gender or sex [6].
However, research and design based on gender or sex differences are inherently
biased, as recent studies [7] show that sex/gender differences (e.g., in spatial abilities)
may be more a product of society and education than of biological differences. Although
sex and gender are often used interchangeably, the world health organization differen‐
tiates the two terms1. While sex refers to “biological and physiological characteristics
that define men and women”, gender refers to “socially constructed roles, behaviors,
activities, and attributes that a given society considers appropriate for men and women”.
This differentiation shows a clear need to depart from a dichotomous classification of
women and men and to establish more enduring differentiable characteristics. In this
paper, we will use the term sex to refer to the dichotomous categorization of men and
women, and the term gender identity, when we refer to a multi-dimensional construct
that includes fine-grained notions on masculinity and femininity.
While sex has been investigated in the area of persuasive games [6, 8, 9], there has
been – to the best of our knowledge – no previous work investigating whether there are
significant relationships between factors of gender identity (such as the degree of femi‐
ninity and masculinity of people) and the persuasiveness of selected strategies. If such
relationships exist, gender identity could meaningfully contribute to the understanding
and the personalization of persuasive games.
We selected the same persuasion strategies that have been investigated by Orji et al. in
the context of a persuasive game to foster healthy eating [8, 9] and let 592 participants
evaluate the persuasiveness of these strategies in an online study. We assessed partici‐
pants’ sex as well as femininity and masculinity by using a short version of these scales
that are included in Bem’s Sex Role Inventory [10], a self-assessment questionnaire
designed to assess the degree of femininity and masculinity of a person. We hypothesized
that the more fine-grained notion of femininity and masculinity can provide a better under‐
standing of the persuasiveness of persuasion strategies than biological sex recorded as
female or male alone. Our results show that femininity and masculinity affect the persua‐
siveness of more strategies than sex does and that sex differences might not be a reliable
predictor of persuasiveness of persuasion strategies or are strongly depending on the target
behavior. We investigated very similar relationships as Orji et al. [8, 9], but have different
results.
Our contribution is twofold: First, in opposite to self-reported biological sex, we
introduce femininity and masculinity into the domain of persuasive games, and second,
we show that accounting for femininity and masculinity can meaningfully inform
personalized persuasive game design. The rest of the paper is organized as follows: We
start with a review of related work in the area of sex and gender studies and how they
account for differences in the effectiveness of PTs and PGs. We describe our online study
procedure and the results. We contrast our results to the results of Orji et al. [8, 9] and
give an outlook into the future of personalized persuasive game design based on gender
identity.
2 Previous Work
Sex and gender are complex constructs that encompass a number of sub dimensions:
measurements of sex can include assessment of bodily characteristics, fetal testosterone
1
http://apps.who.int/gender/whatisgender/en/index.html.
More than Sex: The Role of Femininity and Masculinity 221
markers, chromosomal or hormonal status. Many studies have investigated how and
when to measure sex, and what levels of assessment could support defining differences
between participants and groups of participants. Gender identity refers to the personal
conception of oneself – a conception that is culturally derived. This often refers to
masculine and feminine personality traits [e.g., 11, 12], though some employ a broader
definition of gender identity, which includes those gendered personality traits as one
factor (multifactorial gender identity theory).
Only few authors explicitly discuss routine sex/gender items and different opera‐
tionalizations of sex and gender in questionnaires [e.g., 13]. Sex and gender are usually
assessed through single item measures, within which participants are asked to indicate
their sex/gender by checking “male” or “female” (or, sometimes used for the latter,
“masculine” or “feminine”) and which results in a dichotomous variable. A strong
connection between sex and gender is often presumed – so extensively, that they are
used synonymously, or one is consciously used to account for the other.
Since items like “are you male/female?” can be associated with “biological sex” (i.e.
concepts the individual holds thereof) as well as gender (identity), they are hardly unam‐
biguous. It has also been noted that male/female are neither exclusive nor exhaustive
categories, which would also be necessary to use them as nominally scaled data [13].
Using psychometric scales to assess gender identity on the other hand is much less
common. Of these scales, the Bem Sex Role Inventory (BSRI) [10] and its shortened
versions, e.g., the Gender Traits Index (GTI) [14] are most frequently used. For an
overview of other scales for the assessment of gender see Döring [13]. Originally, the
BSRI has three subscales (femininity, masculinity and androgyny) and consists of 60
items. Identification with these attributes categorizes individuals across four categories:
feminine, masculine, androgynous and undifferentiated. In this research we did not want
to assign people to categories (similar to assigning them to sex categories), instead we
wanted to understand the finer grained notion of gender identity regarding masculinity
and femininity in relation to persuasion strategies. To achieve this, we adopted a shorter
version of the BSRI with ten items of the femininity and masculinity scales each that had
the highest item-scale correlations [15].
Sex/Gender have been shown to influence interests and behavior [2, 16]. Both
constructs also play a role within persuasion pathways – persuasiveness can be moder‐
ated by gender similarity of human as well as non-human interaction partners [17, 18],
and message pathway preferences differ according to sex/gender [19–21]. Gender (no
details on assessment given) and age can impact the effectiveness of gain- or loss-framed
messages promoting physical activity, with gender furthermore acting as moderating
factor in promoting physical activity [22].
In the last years, personalization of PTs and PGs has been in the focus of research
[23]: For example Kaptein et al. [24] showed that in the health promotion domain,
tailored messages were more successful in persuading people to perform more phys‐
ical activity or to eat more healthy. Investigating the persuasiveness of selected
persuasion strategies from Fogg [25] and Oinas-Kukkonen and Harjumaa [26], Orji
et al. [8] found that females evaluate the strategies cooperation, customization,
personalization, praise and simulation as significantly more persuasive. Investi‐
gating sex differences in the strategies by Cialdini [27], Orji et al. [6] found that
222 M. Busch et al.
3 Method
We report Cronbach’s Alpha as a measure for internal consistency of the scales used
in this study: Femininity has an Alpha of .83, masculinity has .86 and the mean Alpha
of the persuasiveness scales is .93. These values are satisfying for internal consistency,
which allows us to calculate and interpret overall scores from the single items.
At the end, participants were asked basic demographic variables such as biological
sex and age as well as interest in video games.
In the following section, we describe how we designed the storyboards used in this study.
Although the design of the storyboards was inspired by Orji et al. [8, 9], the storyboards
in this study were modified as follows: The gamer shown in the storyboards of Orji
et al. [8, 9] was always female. Instead of showing a person which can be identified as
either female or male, we used a sketch/outline of a hand to account for potential biases.
To ensure internal validity of this study, we checked the following quality criteria in the
(message) design of the storyboards:
• The storyboards should only vary in the persuasion strategies, not in the level of
detail, design fidelity or other factors.
• The storyboards should clearly represent one and only one strategy.
• The storyboards should comprehensively relay the persuasion message.
We evaluated and iteratively refined the persuasion strategies in two subsequent
expert interviews with HCI experts in a research organization. Initial interviews
conducted with five experts led to a first design iteration, further interviews with two
different experts led to a second design iteration. An example for a storyboard repre‐
senting the persuasion strategy reward is depicted in Fig. 1.
Graphically, all ten storyboards looked the same. What differed was the text on the
left and on the right picture. This is a list with all texts of all ten storyboards:
• Customization: Indicate, how your results regarding running should be displayed in
the game – Settings: o Speed/o Distance/o Burned calories.
• Personalization: Enter some information about you: Age, Weight – Your training
plan will be personalized accordingly.
224 M. Busch et al.
• Praise: You managed to run more than 20 km in the last week – Very good! That is
quite a lot!
• Self-Monitoring: You ran 21 km in the last week – You improved: the week before
it was 19 km.
• Simulation: The number of km that you ran has increased from week to week – A
sneak peek into the future: if you continue with your progress, you will run 30 km
per week in two months.
• Suggestion: To improve your running performance, here is a tip – Try to walk some
distances occasionally during running. Doing that, you manage longer distances.
• Comparison: You ran 21 km in the last week – Alex ran 23 km.
• Competition: In the next week you can enter a competition against Alex – Will you
manage to run more km than Alex?
• Cooperation: In the next week Alex’ and your results will be added – Can you
manage to run over 75 km together?
Sample. The sample (n = 592) indicated a medium interest in video games (M = 3.77;
SD = 2.17). Participants’ age ranged from 14 to 80 (M = 35.14; SD = 14.06) and 272
(46 %) assessed themselves as female.
Fig. 2. Evaluation of the persuasiveness (y-axis) of the ten persuasion strategies (x-axis) on a
Likert-type scale ranging from 1 to 7 (higher numbers indicate a higher persuasiveness; the black
line at 4 indicates the neutral mid-point).
Table 1. Influence of femininity, masculinity and sex on persuasion strategies (it is indicated
in bold when a gender identity factor has a significant influence on persuasiveness of a strategy).
Persuasive games (PGs) can be successful tools in changing behavior and attitudes
towards specific desirable goals. For several years now, researchers and designers have
aimed at defining and discovering methods for personalizing PGs, as personalized PGs
has been shown to be more effective in motivating behavior change than one-size-fits-
all approaches. To add to and extend existing work on tailoring persuasive technology
to individual characteristics including sex and gender, we explored whether femininity
and masculinity (as a dimensional construct) can be a useful and more predictive char‐
acteristic for tailoring persuasion strategies than sex alone.
To that end, we conducted a large-scale study with 592 participants to evaluate the
persuasiveness of 10 commonly employed strategies in PG design. Participants did a
self-assessment on both femininity and masculinity scales (short version of BSRI). Our
results show that femininity and masculinity can indeed provide more insight into the
persuasiveness of persuasion strategies than sex alone: In our study, men find compar‐
ison and competition significantly more persuasive than women. This finding reflects a
common male tendency in our society, which is reproduced in our results. However,
considering the gender identity factors masculinity and femininity, our results show that
participants (regardless of sex) who self-assessed as more feminine find the strategies
customization, personalization, praise, reward, self-monitoring, simulation, suggestion
and competition more persuasive. Masculinity does not have a significant effect on the
perceived persuasiveness. Overall, gender identity factors femininity and masculinity
mediates the perceived persuasiveness of more strategies than sex.
We have a finding that might appear counterintuitive: Men find competition signif‐
icantly more persuasive than women while femininity (but not masculinity) is positively
associated with the persuasiveness of competition. However, we argue that this finding
shows that sex and gender identity – although related – are not the same construct, they
reflect different factors and cannot be used interchangeably.
Since the study by Orji et al. [8, 9] investigated the same persuasion principles as
we did, we expected similar results. However, our results stand partly in contrast to their
More than Sex: The Role of Femininity and Masculinity 227
This paper presents the first exploratory study on gender identity, sex and persuasion
strategies for persuasive games (PGs). Our results have the following implications for
the personalization of PGs: The sex of the target audience, but also how feminine they
describe themselves, can influence the effectiveness of persuasion strategies. Taking
into consideration that different sexes and gender identities might perceive persuasion
strategies differently depending on target behavior (e.g., healthy eating, physical
activity), strategies should be selected with care and on the basis of empirical data: When
promoting physical activity through PGs, strategies comparison and competition are
more persuasive for men than women; strategies customization, personalization, praise,
reward, self-monitoring, simulation, suggestion and competition are more persuasive
the more the target audience describes themselves as feminine.
To understand the underlying mechanisms of these effects future work has to
critically explore the interactions between societal images of men and women and
228 M. Busch et al.
how this affects their perception of PGs. We have to investigate if and to which
extent the findings in this and related studies [9] can be generalized to other domains
(e.g., personal transportation, security) and target behaviors. Additionally, the
stability of the findings needs investigation: Long-term studies under realistic condi‐
tions will shed more light on the interrelations between gender identity, sex and
persuasiveness of PGs.
Acknowledgements. This research has partly been funded by the Austrian Research Promotion
Agency under contract no. 844845 (GEMPLAY).
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A Gamified Solution to Brief Interventions
for Nightlife Well-Being
Abstract. This paper addresses a specific type of intervention for health and
wellbeing, i.e., brief interventions during nightlife events, aimed at improving
partygoers’ awareness of the risks related to the consumption of psychoactive
substances. It is argued that a gamified modality would help overcome some
limiting contextual constraints while preserving the seriousness of the inter-
vention purpose. To support this last point, the paper describes two studies
(N = 227, N = 81 respectively). The first study was conducted in the field; it was
found that after a game session, users’ self-reported awareness of nightlife risks
increased significantly from pre-session scores. In addition, users evaluated the
intervention as credible in terms of its accuracy, novelty, and contextual
appropriateness. The second study showed, under controlled laboratory condi-
tions, that the number of correct answers about substance consumption conse-
quences, substance characteristics, and risk prevention choices improved after
the game session. Together, these studies suggest that using gamification as an
attractor would not compromise the serious goals of this intervention modality.
1 Introduction
one hand, organizing brief interventions in nightlife settings allows people to reach
consumers of recreational drugs where they are likely to perform risk behaviors. On the
other hand, this context makes the intervention difficult because it might seem
inconsistent with the situational cultures and values and because the hectic environment
hampers sustained attention. We built on the opportunities offered by digital technol-
ogy to overcome some of the contextual constraints and developed a multiplayer digital
quiz projected on a large screen to deliver prevention information during such inter-
ventions. Whereas noise, crowd, and dominant mood during these events can deter
serious information-seeking about prevention behavior, these features might turn into
assets if the intervention takes place via a game.
Digital environments for health treatment designed as full-fledged games or that
include game elements such as scores, competition among players, roleplaying, chance,
rules, goals, levels, rewards, and narratives [8] have added persuasive value [15]. They
exploit fun and entertainment to increase the users’ motivation to undertake and
commit with the intervention, and emphasize the progression of challenges and
achievements that boosts the users’ self-efficacy by overcoming a progressive set of
challenges [e.g., 20]. In addition, they can appeal to classes of users that are particularly
attracted or accustomed to digital technology. The World Health Organization
acknowledges that the “widespread appeal of computer and videogame playing among
children and adults creates a unique opportunity to deliver health education during
leisure time” [21, p. 27].
A few examples of interventions directed to young adults to prevent drug abuse and
supported by serious games are in the literature. “Reach Out Central” [4] and “Climate”
[35] are school-based interventions, which require a different stylistic register and level
of explicitness than interventions at parties, are often longer than one session, and do
not focus on nightlife and its specificities. “Spot the Triggers Challenge,” [24, North]
targets alcohol and drug abuse and aims at addiction treatment through a structured
program requiring multiple sessions. Closer to our purpose are Happy Farm [13] and
VideoDope [12]; the first relies on an interactive storytelling paradigm, which is too
complex for nightlife interventions; the latter is limited in scope, being focused on
substance effects on driving.
Compared with the existing computer-based solutions to deliver prevention infor-
mation in this domain, our gamified intervention has a unique combination of char-
acteristics: it is a brief intervention specifically targeting nightlife events, targets a large
set of nightlife behaviors, and is especially designed for use in nightlife settings (e.g.,
multiplayer interface, easy rationale, party aesthetics). Although serious games [2] can
be used for health information in general [7, 27, 32, 33], we believe a crucial point in
gamified applications is proving that they do not spoil the serious purpose of the
intervention, in each context in which they are applied. In this paper, we report two
studies with the purpose of assessing whether this was the case with our solution. We
will start by describing the game and then report the two validation studies.
232 L. Gamberini et al.
2 Game
Fig. 1. (a, b). A screenshot from the game interface, where the scores of the players are shown
along with the correctness of the last response provided and the difficulty level of the last quiz
question (a, left); an image from one field intervention (b, right).
The base system is composed of several modules, each dealing with a different
aspect of the game.
1
Alcohol, Cannabis, Ecstasy and Methamphetamines, Hallucinogenic Substances, Ketamine,
GHB-GBL, Popper and other Solvents, Cocaine, Heroin, Friendship & Sexuality-Mix.
2
Desired Effects, Not Desirable Acute Psycho Effects, Not Desirable Long-Term Psycho Effects, Not
Desirable Physical/Medical Effects, Legal Issues, Historical-Political-Geographical Issues,
Curiosities-Myths and Legends, Woman Specificities & Pregnancy, Driving, Sex & Sexually
Transmitted Diseases, Other Indirect Risks, Violence-Bullies-Micro Interethnic Conflicts, First Aid
and Precautions.
A Gamified Solution to Brief Interventions 233
The data management module contains the quiz questions and the data collected by
players’ data (ID, date, avatar, scores, and response time). The scoring system module
is responsible for storing and correctly calculating the scores depending on the answers
selected by the player and on the question category. The event triggering module
receives messages from the controller’s handler and interacts with the game logic. The
controller handler collects inputs from up to six players’ controllers and converts them
into messages to the base system. It also contains a console for starting the game and an
anti-piracy system for preventing the improper use of the software.
Technically, the base system was developed with Web application technology,
using the Ruby on Rails framework for development and SQLite as a database for
storing all data involved (questions, scoring system, user data collection, and level
data). This technology permits easy delivery of the game to the most used platforms
and the Web. The controller handler is written in is written in C#, using a .NET
framework. The data management module is a SQLite Database. Game controller
support in Web platforms is at an early stage of development and not yet implemented
in all browsers. For this reason, we designed and developed this module as a separate
piece of software, in C# using Microsoft DirectInput Library. It runs on Microsoft
Windows. We created audio content using Ableton Live8. We tested the game for
usability before the studies described here.
In addition, the game used illustrated narratives (Fig. 2), which increase recall in
health communication [22, 29] and allowed some tailoring (selection of topic cate-
gories, kind of substance addressed in the questions, questions’ difficulty, and time to
respond before each intervention), which increases persuasiveness [11].
The whole design process was participatory [1], which maximizes the probability
that the design fit the context of use and the target users’ perspective and was in line
with the recommendation for persuasive technologies to build upon users’ own moti-
vation or goal [25]. This entailed a brainstorming session with 21 European peer
operators and experienced nightlife operators; five workshops with peer operators,
experienced operators and minors with legal issues related to drug consumption. Each
workshop involved 8–10 participants to produce narratives about the risky situations,
from initial brainstorming to shooting the scenes; experts participating in the European
network Newnet (www.safernightlife.org) to localize the questions.
The first validation study reported here was conducted in the field. This forced us to
keep the validation instrument as short as possible to avoid dropouts. We hypothesize
that after using the game, users’ awareness of nightlife risks increased significantly
compared with the pre-session scores (H1). We also hypothesized that the scores of the
user experience items were positive and significantly higher than the central value of
the response scale (H2). We ran analyses with SPSS.
A Gamified Solution to Brief Interventions 235
3.1 Method
Setting. The intervention was carried out within two events in Italy. The former took
place during the summer; our intervention took place along three days on 4–7
July 2013 and was located beside a park where a dance party was organized with
famous radio deejays targeting young adults. Since the event was outdoors, we pro-
jected game images onto a wall of a specially designed gazebo. Players could sit in a
row of chairs in front of it. The second event was a techno music event with a program
consisting of several concerts. We carried out the intervention during three concerts in
2013, on October 5, October 31, and November 23. In this case, the event was indoors
and our intervention took place in a space (the “chill-out” zone), where attendees could
find less noise, seating, and information. All interventions took place in agreement with
the event organizers.
Questionnaire. This intervention used a brief questionnaire, since long, articulated
questionnaires were not possible in these conditions. It was a paper-and-pencil ques-
tionnaire with pre- and post-session parts. The pre-session questionnaire contained
demographic items asking the participants’ age, gender, education, and nationality, as
well as two statements assessing risk awareness, which could be answered on a 6-degree
Likert scale where 6 meant “full agreement” (Table 1). The post-session questionnaire
included the same two statements as the pre-session questionnaire in addition to 10
statements (Table 2) investigating whether the intervention was appreciated and was
considered appropriate, relevant, and useful. In particular, items 1, 2, 5, and 6
(Cronbach’s α = 0.62) addressed enjoyment, namely the emotional engagement with the
game [28]; items 3 and 4 (Cronbach’s α = 0.77) take inspiration from the Technology
Acceptance Model, where acceptance is measured in terms of intention of using a
certain technology and is affected by the extent to which important others would think
that the system is worth being used [34]. Items 8, 10, 11, and 12 (Cronbach’s α = 0.73)
measured distinct components of credibility [10, 14]: Items 8 and 10 measured the
perceived novelty of the information given in the game; item 12 checked the perceived
accuracy of the information; and item 11 investigated the contextual appropriateness of
the intervention to the context of use, an important dimension for nightlife interventions
in general [9, 30, 35]. All questions were in Italian.
Participants and procedure. The sample consisted of 227 participants (77 women,
150 men, age: M = 24.69, SD = 6.78). Participants were event attendees who volun-
tarily approached the intervention area. After signing an informed consent form, par-
ticipants were shown how to interact with the game. Then, the sessions started. The
game included 9 questions and up to 6 players per session. After completing the
session, they were administered the post-session questionnaire.
3.2 Results
Let’s consider first the items administered twice, the pre- and post-sessions (Table 1).
We compared the scores obtained before and after the game with a Wilcoxon test for
paired samples, finding the difference significant in both cases (Z = −3.16; p < 0.05;
r = −0.210 and Z = −2.103; p < 0.05; r = −0.14).
236 L. Gamberini et al.
Table 1. Median, mean value, and standard deviation of the awareness items in the pre- and
post-session questionnaires
Pre Mdn M SD Post Mdn M SD
7. I am aware that with the 5 4.75 1.46 5 5.05 1.28
proper company I can
avoid some risks.
9. I am aware of the risks 5 4.65 1.58 5 4.87 1.45
one can run during a
night out.
For the other user experience items (Table 2), we compared the scores obtained
with the central value of the scale (3.5) with the nonparametric signed rank Wilcoxon
test with a single sample. The underlying dimension is assumed to vary on a contin-
uum. This justifies comparison with a central point even if this point is not provided in
the response scale. The results are shown in Table 2, which indicates that all scores are
positive and significantly different from the central value of the scale.
Table 2. Mean value, standard deviation, and result of Wilcoxon signed rank test for each item
of the questionnaire. * = P < 0.001
Item M SD V
1. I liked playing the game 4.98 1.25 23936.5*
2. Had I played alone, I’d have less fun 4.40 1.89 18676*
3. I’d like to use this game again in the future 4.33 1.49 20122.5*
4. I would recommend my friends to play 4.65 1.38 22148*
5. I liked the remote control used in the game 4.20 1.56 18679.5*
6. The game is attractive 4.61 1.34 22157.5*
7. I am aware that with the proper company I can avoid some 4.87 1.45 22659*
risks
8. While playing, I felt the wish to get better informed about 3.94 1.60 16701*
substances
9. I am aware of the risks one can run during a night out 5.10 1.19 23865.5*
10. By playing I learned something new about substances 4.57 1.56 21039.5*
11. I think that a videogame is a good way to provide 4.93 1.28 23733*
information during a night out
12. Although brief, the information provided by the game is 4.85 1.26 23513*
accurate
The goal of the second study was to test whether a game session was able to increase
users’ short-term knowledge about substance consumption risks and coping skills. This
is in line with the goals of a so-called “brief intervention” in general [23] and in this
A Gamified Solution to Brief Interventions 237
domain in particular, which does not aim at long-term effects or providing articulated
information. We therefore assessed the players’ knowledge before and after the game
session. We hypothesized that the number of correct answers to test questions increased
after the game session (H1), whereas no variation was observed in the control questions
unrelated to the game material (H2). This study does not test long-term knowledge
improvements.
4.1 Method
From the database of the game, we selected 40 quiz items for the study. They were items
that, during previous interventions, received the highest percentage of wrong answers
and varied to cover different kinds of substances (alcohol, amphetamines, cannabis,
ketamine, cocaine and other stimulants, ecstasy, heroin and methamphetamines,
GHB-GBL, popper and others solvents, and hallucinogens) and effects (first aid, sex-
ually transmitted diseases, urban legends, medical effects, pregnancy, history, and short-
and long-terms effects). We used these 40 items as follows (Table 3):
• 20 items made up the pre- and post-test questions, assessing users’ knowledge, and
also appeared in the game, where the user could see the correct answer and learn its
explanation;
• 5 items informed pre- and post-session questions but not the game, so players could
not learn the correct answer from the game;
• 15 were distracting questions with no related pre- and post-test.
the 25-item, we administered the pre-session questionnaire, followed by the game ses-
sions. After the game session, we collected the 25-item post-session questionnaire.
During the game, participants could talk but not make shared decisions or affect each
other’s responses in other ways. They were reminded that game ranked their individual
performance so they were actually competing with each other. The whole procedure took
45–50 min to complete.
4.2 Results
We have run analyses with SPSS. Regarding the percentage of correct answers pre- and
post-game session, the Wilcoxon test shows that the latter is higher than the former
(Mdn = 90 vs. 60), Z = −7.785, p < 0.05, r = −0.865 (Fig. 3).
Fig. 3. The median percentage of correct answers before and after the game session.
Regarding the five control questions, we analyzed their variation before and after
the session and found it very low: only 18.52 % of them varied after the session,
suggesting that it was the specific content acquired during the game to modify the
answers in the test questions. Finally, actual performance in the game is not related to
the percentage of correct answers before or after the session, F (3, 77) = 0.62, p = .60.
showing that test performance at the test questions improved also if the performance at
the game was bad, thanks to the explanation provided during the game (and offering a
learning opportunity).
The two validation studies gave encouraging results. The strength of the first study was
to test the game reception in the field. The reasons for carrying out the second study in
the lab were twofold. First, its controlled design needed a limited number of questions;
A Gamified Solution to Brief Interventions 239
had the test taken place in the field, the large screen of the game would have shown the
same quiz questions over and over, spoiling the sample after just a few sessions.
Second, the scientific purposes of the study demanded it follow a pre-defined, rigid
structure, difficult to maintain under the shifting circumstances of a field intervention.
Nonetheless, none of these requirements are necessary for field intervention or an
effective learning experience. In addition, during field interventions, participants vol-
unteer because of their interest in the topic and the information acquired has immediate
relevance, both preconditions for effective learning. A higher motivation would
increase their ability to retain the information learnt in a field intervention, compen-
sating for the lower ability to sustain attention due to noise and physical state.
Together, the first and second studies prove that gamified intervention is able to
reach its goals, in terms of user experience and learning, in addition to its powerful
attraction by default. These results encourage more testing and adoption of (carefully
designed) serious games in brief field interventions.
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Long-Term Effects of Computerized Simulations
in Protracted Conflicts: The Case of Global Conflicts
Ronit Kampf ✉
( )
Abstract. This article presents an experimental study examining the short term
and long term effects of Global Conflicts on attitude change towards the Israeli-
Palestinian conflict. Global Conflicts is a role-playing computer game simulating
this conflict. 180 undergraduate students from Israel and Palestine participating
in the study were divided into game intervention and no-game controls. The
participants were required to fill in questionnaires measuring attitudes regarding
the conflict immediately before and after the game intervention and 12 months
following this intervention. Results suggested that participants who played the
game, unlike those who did not play it, shifted towards a more impartial perspec‐
tive, being able to look at the conflict from both Israeli and Palestinian points of
view immediately after the game intervention, and retained this perspective even
one year after participation in this intervention, despite the serious clashes
between Israel and the Palestinians that occurred during this time.
1 Introduction
This article investigates the effectiveness of a computer based peace game called Global
Conflicts that simulates the Israeli-Palestinian situation, in order to see whether this
game enhances the taking of an impartial perspective regarding the conflict (i.e., being
able to look at the conflict from both Israeli and Palestinian points of view) and if this
learning outcome is retained 12 months following the game intervention. The study
compares the short term and long term learning outcomes of Israeli-Jewish and Pales‐
tinian undergraduate students playing the game with those not playing it in order to
examine whether this game-based intervention actually works.
Global Conflicts is an award-winning educational game developed in 2010 by
Serious Games Interactive in Denmark (http://globalconflicts.eu/). The game illustrating
the tensions between Israeli and Palestinian sides in a checkpoint scenario. The player
is represented by the avatar of a Western reporter who arrives in Jerusalem. Her task is
to write for one of the following newspapers: Israeli, Palestinian, or Western. The player
is expected to produce a news report geared to the audience of one of these newspapers,
based on the interviews she conducts with various Israeli and Palestinian characters at
the checkpoint in the Palestinian territories.
Previous studies have already shown that Israeli and Palestinian young people (like
those participating in this study) know almost nothing about what transpires on the other
side of the Israeli-Palestinian divide, except for the stereotypic and ethnocentric images
constructed by key socialization agents (e.g., the media) and daily incidents [e.g., 1].
Moreover, since these young people have never actually experienced a state of peace
they may not regard it as a significant value for which a price should be paid [e.g., 2].
Interestingly, studies have indicated the positive short term learning effects of
computerized simulations like Global Conflicts [e.g., 3, 4], but no empirical research,
to my knowledge, have been conducted to evaluate the long term effects of game-based
interventions in intractable conflicts like the Israeli-Palestinian situation. In general, the
number of studies on the long-term effects of peace workshops in such protracted
conflicts is extremely limited [e.g., 2, 5].
Previous studies have suggested that peace games like Global Conflicts may be
successful as tools for learning about the “other” for youth on the Israeli-Palestinian
divide, for a few key considerations. First, Global Conflicts may induce more immersion
and can therefore be more enjoyable, boosting players’ engagement and motivation
[e.g., 6, 7]. Second, Global Conflicts focuses on the hardships of both Israeli soldiers
and Palestinian civilians at a checkpoint in the Palestinian territories, an experience
which may produce empathy and identification with both sides [e.g., 8]. Finally, in
Global Conflicts, a player assumes the role of a more distant party to the conflict who
is obliged to look at the situation from both perspectives and act according to norms of
balance and objectivity (i.e., a Western journalist). Therefore, the player may be less
prone towards the tendency to interpret, favor, and recall information in a way that
confirms her own beliefs while giving disproportionately less attention to information
that contradicts it [e.g., 9]. As a result, the player may find it easier to look at the conflict
through the lenses of both sides [e.g., 10, 11].
2 Research Hypotheses
H1: Participants will hold ethnocentric attitudes before the game intervention.
H2: Participants playing the game will become more impartial toward the conflict
immediately after the game intervention, while those who do not play it will retain
ethnocentric attitudes toward the conflict during this time.
H3: Participants playing the game will retain impartial attitudes toward the conflict
even one year after participation in the game intervention, while those who do not play
it will retain ethnocentric attitudes toward the conflict during the same period.
3 Methodology
3.1 Participants
The experimental condition took three hours including four parts. First, participants were
introduced to the Global Conflicts game and played a short demo (not related to the
Israeli-Palestinian conflict). Second, they filled in a short questionnaire. Third, the
participants were randomly divided to play a Western journalist representing either an
Israeli or a Palestinian newspaper in the game. Finally, the participants again filled in a
short questionnaire.
The control condition took three hours including three parts. First, participants filled
in a short questionnaire. They were then given a lecture about digital natives (not related
to the conflict). Finally, they again filled in a short questionnaire.
Both participants who played the game and those who did not play it were told that
they would be contacted by email a year later to answer a short questionnaire and they
will receive credit for their participation. The experimental group was told that the
questionnaire would examine what they remembered from the game and the control
group was told that the questionnaire would examine what they remembered from the
lecture about digital natives in order to learn about the effectiveness of the two classes.
3.3 Measures
The attitude measure examined the ‘rightness’ of each side on key issues in the conflict
including water, refugees, borders, settlements, Jerusalem, and security, using the
following scale: 1. Palestinians are absolutely right, 2. Palestinians are somewhat right,
3. Both sides are equally right, 4. Israelis are somewhat right, and 5. Israelis are abso‐
lutely right. After conducting a factor analysis, the average of answers given on the six
key issues was used as a measure of attitude change about key issues in the conflict
before and after playing the game. This measure has already been used in previous
studies conducted with computerized simulations of the Israeli-Palestinian conflict
[3, 4, 12–14], and is based on a questionnaire developed by conflict resolution scholars
from Israel and Palestine [e.g., 2].
Long-Term Effects of Computerized Simulations 245
4 Results
The interaction between time, playing the game and nationality was significant,
suggesting that Israeli-Jewish and Palestinian participants playing the game and those
who did not play it differed in attitude change regarding key issues in the conflict (F(3,
176) = 71.03, p < .0001, η2 = .36).
Before the game intervention, Israeli-Jewish participants playing the game held a
pro-Israeli view, while Palestinian participants playing the game held a pro-Palestinian
view (i.e., ethnocentric attitudes). Similarly, Israeli-Jewish participants who didn’t play
the game held a pro-Israeli view during this time, while Palestinian participants who
didn’t play the game held a pro-Palestinian view (Table 2). Therefore, hypothesis 1 is
confirmed.
Immediately after the game intervention, Israeli-Jewish and Palestinian participants
playing the game got closer to thinking that both Israelis and Palestinians are equally
right regarding key issues in the conflict (i.e., an impartial perspective). In contrast,
Israeli-Jews and Palestinians who did not play the game retained ethnocentric attitudes
toward the conflict during this time (Table 2). Therefore, hypothesis 2 is confirmed.
246 R. Kampf
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Palestinian conflict. Comput. Hum. Behav. 32, 9–14 (2014)
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Change. eLearning Pap. 43 (2015)
Interventions for Behavior Change
Understanding Changes in the Motivation of Stroke
Patients Undergoing Rehabilitation in Hospital
1
Faculty of Design, Architecture and Building, University of Technology Sydney,
Sydney, Australia
[email protected],[email protected]
2
Department of Industrial Design, Eindhoven University of Technology,
Eindhoven, The Netherlands
3
Duncan of Jordanstone College of Art and Design, University of Dundee, Dundee, UK
[email protected]
1 Introduction
Rehabilitation following stroke can be a time intensive process with patients having to
commit to multiple repetitions of specific exercises [1]. Interactive equipment could be
used to help patients with their rehabilitation by offering feedback about their limb
movements and balance. Currently however, there are few interactive technologies
available to patients who are completing their rehabilitation in the hospital.
The research goals for this project are:
1. To understand the patients’ perspective of the differences between high and low
motivation towards completing their daily rehabilitation exercises
2. To understand the patient perception of the reasons for changes in motivation
This paper focuses on the best ways of encouraging patients to be motivated during
stroke rehabilitation. The aim of this paper is to support designers who are creating
interactive rehabilitation equipment for patients undergoing rehabilitation, both in the
ward and home environments. ‘Motivation’, for the purpose of this study, is defined as
the reason or reasons a person acts in a particular way.
2 Background
To support this research, the topics of stroke, stroke rehabilitation and persuasive tech‐
nology are important. It is also important to understand motivation as it is the main focus
of this research. These topics are discussed in this section, together with the existing
work that focuses on the use of interactive equipment to motivate patients.
2.1 Motivation
The level of motivation a stroke patient has will influence the outcome of their rehabil‐
itation [2]. Knowing the direct relationship between motivation and success, we can
work to design appropriate equipment to motivate patients. This paper focuses on the
theories of motivation, including goal- setting theory and self-efficacy theory.
Goal setting has been proven to have a positive effect on patient motivation [3]. It is
however, important that patients have input into the goal creation process so that they
feel a sense of ownership over their goals [4]. It is also important that goals are small
and achievable, with goals that are relevant to the patient’s interests and hobbies being
the most successful [3].
Self-efficacy theory is a central concept of Bandura’s Social Cognitive Theory and
focuses on the relationship between an individual’s degree of confidence to complete a
task and their ability to do so [5]. As stroke patients have to re-learn how to complete
basic tasks such as walking or standing up, confidence in their ability to do this learning
is important. Existing research into self-efficacy in stroke patients, which focuses on the
subject of falls, shows that there is a relationship between self-efficacy and a patient’s
rehabilitation success over time [5]. Some patients, however, do not feel the same moti‐
vation to get better. This can result from factors such as having family members that can
help with activities of daily living when they return home. Another factor is age. Younger
patients often feel more of a need to get better as they have their life ahead of them,
whereas older patients are not always motivated in the same way [3].
The Persuasive Technology field of research focuses on the use of technology to change
behaviour. Persuasive technology research often focuses on motivation, in particular
around the topic of exercise [6–8]. Existing research identifies a number of strategies
that can be used when designing for motivation. Firstly, setting goals that are relevant
to the user and making them public to the community so the person feels an obligation
to their community [9]. Secondly, ensuring the technology channel used is relevant to
the target market [10]. Finally, a strategy that focuses on stroke rehabilitation is to
provide both immediate and long term feedback to patients [8].
In the context of stroke rehabilitation, interactive technology could support the
time-poor physiotherapists and play an important role in persuading patients to exer‐
cise [11]. As BJ Fogg points out, in some cases computers can have a number of
Understanding Changes in the Motivation of Stroke Patients 253
distinct advantages over humans when it comes to persuasion, as they are persistent
and can use many modalities for example, text, audio and sensory feedback [12].
Together with these factors, interactive technology can have a positive role as it can
be motivating and stimulating [13, 14].
The changes in motivation of stroke patients who are completing rehabilitation have
been explored by studying relevant publications, particularly in the healthcare domain.
As well as healthcare, this section presents a review of motivation related human
computer interaction (HCI) studies and persuasive technology studies.
From the clinical perspective, there are few recent studies that focus on under‐
standing the motivation of stroke patients when undergoing rehabilitation. The few
studies that do focus on the topic of motivation, report on clinical implications, focusing
on the clinician’s interaction with the patient as opposed to design outcomes that focus
on equipment and technology. Important aspects of motivation, however, are identified,
including a patient’s understanding of the reasons for rehabilitation and understanding
254 M. Pickrell et al.
the role of nurses and physiotherapists as well as understanding what their own role is
in the rehabilitation process [3, 18].
In the field of HCI, there are some equipment designs that have been created to
support motivation within the hospital. One such design is the stepping tiles used by
patients to measure the number of stepping repetitions they complete during their reha‐
bilitation session. This includes a simple interface, which can be easily interpreted by
patients, as well as rich and varied feedback, similar to video games [20].
Persuasive technology research focuses on motivation in a range of different contexts
including motivation for exercise, [7] healthy eating [7, 22] and helping people live more
sustainably [23]. A number of tools have been identified within this field to aid with moti‐
vation, including triggers, goal setting, comparison between subjects, asking users to pledge
a commitment and finally giving subjects useful feedback at the right time [10, 22, 23].
3 Study Design
As a result of previous work on a set of sensor floor tiles and a sensor sleeve, we identified
the importance of using design to help patients with motivation during stroke rehabili‐
tation [24]. This previous work demonstrated the positive effect on motivation of
showing patients the incremental improvements they have made. The results of this work
identified the need to conduct a study that specifically focuses on motivation by
observing and interviewing patients who have been undergoing rehabilitation for an
extended period of time. This section outlines the study design for this project.
Observations of the six patients completing various rehabilitation exercises in the reha‐
bilitation gymnasium were conducted. In particular the researcher was focusing on the
willingness of the patients to exercise, their relationship with the physiotherapists
Understanding Changes in the Motivation of Stroke Patients 255
and their interactions with other patients. This allowed the researcher to understand each
patient’s level of motivation and the differences between how they acted and how they
talked about motivation. When observing the patient, the researcher observed from the
other side of the gymnasium and did not interact with the patients.
This approach was taken to reduce any bias on the results as patients may act differ‐
ently or try harder when they know they are being observed. During the rehabilitation
sessions, family members and friends of the patients were often present in the gym, so
the researcher was able to fit in with other plain clothed people. At the time of obser‐
vation, the patients did not know the researcher. The researcher did not introduce herself
and the patients did not know what the researcher’s interests were.
After the observations were finished, the patients were introduced to the researcher
and a one-on-one interview was conducted. All interviews took place in the patient’s
room or in the physiotherapy gym at the Bankstown-Lidcombe Hospital. All interviews
explored the rehabilitation exercises that are prescribed by the physiotherapists at the
Stroke and Aged care rehabilitation gymnasium.
The interviews were structured in three sections. Firstly the patient was asked about
their stroke and the rehabilitation they were completing at the time. Secondly, the
patients was asked about their understanding and definition of motivation to ensure there
was a shared understanding. The patient was then asked to map their motivation over
the weeks they were completing rehabilitation on a scale between high motivation and
low motivation. This graph was then explored in detail with patients to explore high and
low motivation from their perspective. Finally the patient was asked about which exer‐
cises they identified as being least and most motivating.
4 Results
This section presents the combined results from the observations and interviews. Affinity
diagramming was used to extract themes from the interviews and observations.
Most patients commented that they had ups and downs in their motivation towards
completing their rehabilitation. During the interviews patients were asked to map their
level of motivation on a scale between low motivation and high motivation during their
time in the rehabilitation ward. The results presented in Fig. 1 were self-reported during
the interview.
The graphs created by each patient showed that motivation went through ups and
downs as they completed their rehabilitation over a period of 4 weeks. In several
cases patients became slightly less motivated in the first week of exercise. Patients
commented that this was due to the fact that they had not completed exercise of this
intensity for years. The graph shows that most patients felt as though they were
highly motivated, whilst one patient, who was dealing with a lot of pain, explained
that their motivation towards rehabilitation was low due to the pain associated with
completing their exercises.
256 M. Pickrell et al.
The patients who showed signs of being engaged and interested by their rehabilita‐
tion exercises were often observed to align that level of interest with motivation when
they graphed it on their chart. For four of the six patients this also directly aligned with
the number of repetitions they were able to do in any one session.
Patients commented on the links they identified between their motivation and their
progress and improvement. Patients also commented that changes in their ability made
them feel better, “When there are changes with my legs and my arms then that makes
me feel good” (Participant 4). Patients also commented that it is important to them to
clearly understand if and when they have improved. As one patient commented when
talking about the benefits they saw when getting feedback, “In the arm class, at the start,
I had a bottle that only had a little bit of water in it. Now I have one that is nearly full.
I know I have achieved something” (Participant 2).
Goal setting (as discussed in Sect. 2.1) is another factor that aids with motivation.
The goal of the majority of patients is to get home and live unassisted. This was described
by all patients as being their main motivator. As one patient commented, “Sometimes I
wish I didn’t have to do the exercises, but I have been pushing myself because if I don’t
push myself I’m not going to get out of here and that is my motivation” (Participant 3).
Lifestyle and the patient’s attitude towards exercise before their stroke are other factors
affecting motivation. During the interviews all patients commented on their level and
frequency of exercise pre-stroke. There was a close link between a patient’s attitude to
exercise before and after their stroke. One patient who exercised frequently and felt they
had a good understanding of the benefits of exercise commented, “I always want to go
Understanding Changes in the Motivation of Stroke Patients 257
to the rehab gym, I know that it will make me better if I do more and more exercise”
(Participant 1). On the other hand, patients who had not done much exercise before their
stroke commented on how it was the most exercise they had done in years and that they
did not see the point in it. “It just makes my muscles hurt, I don’t see why I need to do
it if it’s just making me feel worse” (Participant 5).
Patients commented that they were not always sure why they were asked to complete
certain exercises. It was observed that the reasons for completing exercises that used
more mundane equipment such as pegs, buckets and balls were not always as clear as
the more obvious exercises such as sit to stand and walking up and down a staircase of
four steps. One patient commented, “I rather do the ‘exercises’ than the silly ones with
pegs. I prefer to do the ones that help my ability” (Participant 3).
Accepting the fact that the stroke had happened was another topic frequently
mentioned in the interviews. Patients talked about the importance of accepting the
change that has happened to them before being able to move forward and complete their
rehabilitation. As one patient commented, “You have to accept what has happened.
When I first got here I was still sad and shocked that this had happened to me. But now
I have accepted what the physiotherapists need me to do to get better. There are no days
that I don’t feel like getting up and exercising” (Participant 4). In some cases, patients
felt they did not understand enough about their stroke and what had happened.
Pain was a common theme throughout the interviews. Patients talked about the pain they
faced both as a result of the effects of their stroke as well as the pain of doing intensive
exercise which they had not done for long periods of time. One patient commented, “I
am angry every day because I am in so much pain because of the arthritis in my right
knee. It is ten times worse since I had my stroke” (Participant 6). Other patients
commented on the immediate pain that resulted from them completing intensive exer‐
cise, “You have to be careful not to exercise too much, otherwise you get too sore and
can’t exercise the next day” (Participant 3).
Temporary psychological factors such as mood can also affect patient motivation.
Mood is usually temporary and can be caused by frustration, being overwhelmed or sad
[26]. One patient commented, “I have low motivation sometimes because of what has
happened (the stroke). It is very overwhelming” (Participant 4).
Social factors such as having other patients and family around are another factor
affecting motivation. Patients commented that the people around them; other patients,
physiotherapists and family are very motivating. One patient commented, “I am
becoming more motivated as I am getting more used to the people in the ward. When I
look around I see that you have to appreciate all the small improvements that people
make. They tell me I am improving which gets me more motivated” (Participant 5).
Another patient commented “For me, seeing my family is a big thing, so I don’t ever
lack motivation to go down to the gym because I want to show my family how much I
have improved” (Participant 1).
258 M. Pickrell et al.
It was also observed that patients take a motivational role in each other’s rehabili‐
tation. In the rehabilitation ward, patients will often cheer each other on and encourage
each other to complete more repetitions of an exercise. This camaraderie was observed
to be particularly strong amongst patients who shared a ward as they had already formed
a friendship outside of the gymnasium.
The presence of family members was also observed to be particularly motivating for
patients when completing their rehabilitation. Patient’s spouses and children would often
visit the gymnasium when the patients were completing their exercise. Where possible,
family members were encouraged by the physiotherapists to support the patients by
completing the rehabilitation exercises with them. Patients would often complete more
repetitions of an exercise when their family members were completing them as well.
5 Discussion
In this section we will discuss the results of the study in relation to the research goals.
Research goal 1 - To understand the patients’ perspective of the differences between
high and low motivation towards completing their daily rehabilitation exercises
Overall, it was found that patients were able to indicate their perceived levels of
motivation when completing rehabilitation. Patients identified the causes of low moti‐
vation as being physical factors such as pain, as well as psychological factors such as
their mood. The causes of higher levels of motivation include improvement in the
patient’s range of movement and control over their movement, as well as external factors
such as the community of patients, family and friends in the rehabilitation gymnasium.
Whilst there are factors that affect motivation, most patients accepted that they needed
to complete their rehabilitation regardless of whether they felt motivated to or not. This
was because these patients had an understanding that the amount of rehabilitation they
completed would directly affect their rehabilitation outcomes.
Maclean et al. [3] also discusses the differences between high and low motivation
patients. In line with our research, Maclean identifies the patient’s desire to leave hospital
as a major goal and motivator. In line with our findings that patients did not understand
the reason that they need to complete particular exercises, Maclean also identifies the
importance of patients understanding the context and possible outcomes which will
result from completing different exercises. The Knowledge Attitude Behaviour (KAB)
model is used in the persuasive technology domain to explain the importance of knowl‐
edge for motivation, both “awareness” and “how-to” information [22]. In the context of
stroke rehabilitation, this could translate to both “awareness” of why a patient needs to
do an exercise as well as the “how to” instructional information.
Existing literature [3] also identifies the concept that motivation is a personality
factor and that some people are motivated and some are not. This was not something
that we found in our study. It was clear that patients are motivated by activities other
than exercise, so instead of being a personality factor motivation was related to what a
patient was passionate about and interested in.
In general, our study found that patients who had a good relationship with exercise
before their stroke were more likely to be motivated to complete their rehabilitation
Understanding Changes in the Motivation of Stroke Patients 259
exercises. In addition, situational factors such as mood, affected patients day to day and
resulted in fluctuating changes in motivation.
Research goal 2 - To understand the patient perception of the reasons for changes in
motivation
During the interviews, patients commented that their changes in motivation came
from both internal, body related and external factors. External factors include the
community of patients, rehabilitation staff, family and friends who encourage them when
they are in the gymnasium. All patients commented that when they improved, they felt
more motivated to continue completing their exercises. However, patients also
commented that internal factors such as being in pain from exercising the day before or
from pre-existing conditions, such as arthritis, affected their motivation as it made it
physically more difficult to complete exercises. Some older patients also commented
that it had been many years since they had done exercise of that intensity.
Existing literature that looks at patient motivation from the physiotherapists’
perspective identifies that providing information about improvements in patient’s reha‐
bilitation, as well as setting relevant and realistic goals with patients, can help with
motivation [3, 8].
This understanding of patient motivation is of particular importance for patients
when they have returned to a home environment and no longer have the help and support
of the rehabilitation staff. It is during this time that many patients discontinue their
rehabilitation exercises. As a result it is important to be able to design for these changes
in motivation so that we can persuade patients to continue with their rehabilitation when
they have varying levels of motivation.
6 Design Guidelines
The following design four guidelines (DG) are for the use of researchers and designers
wanting to create interactive equipment for stroke rehabilitation.
DG1 – Allow the user to set goals relevant to themselves
The interviews showed that that main goal of all patients is to live unassisted at home.
However, patients also discussed the positive affect that improvements and progress
have on their motivation. It is therefore important to allow the patients to set and revise
their own goals. They should be able to increase or decrease the difficulty of the exercise
as well as the number of repetitions. Therefore patients have a goal that is relevant and
achievable to them.
DG2 – Give patients feedback on their short-term and long-term improvements
During the interviews, patients discussed how important being able to see feedback
of improvements is for their motivation. Showing patients the short-term improvements
in their limb movement alongside the larger long-term improvements they have made
can help to motivate patients.
DG3 – Create a community
Both the interviews and observations showed the importance of the camaraderie and
support that the patients offer each other. Being able to support this sense of community
260 M. Pickrell et al.
both in the ward and when patients have returned home could allow patients to continue
to encourage each other to complete their exercises.
Technology can also be used to facilitate the collaboration between patients and their
family members and friends. It was observed that when patient’s family members
completed their exercises with the patient, they were more motivated and in many cases
completed more repetitions of the exercises.
DG4 – Inform patients about the purpose of different exercises
During the interviews, some patients commented that they could not see the point in
certain exercises. As an example, patients questioned the value of the peg exercise where
the patient is asked to move up to fifteen pegs from the lip of one bucket to the lip of
another. However, it was observed that when patients understand the point of an exercise
and how it is helping them with their rehabilitation, they are more likely to complete the
exercise.
This research aims to understand the motivation of stroke patients who are undergoing
rehabilitation. By observing and interviewing patients, we gained an understanding of
the patient perception of their motivation and how it had changed during their time in
the hospital. Our findings show that there are a range of different factors which affect
motivation. Some of these factors can be designed for, for example aiding with a sense
of community, and some, such as reduction of pain, cannot.
Whilst this paper has touched on the motivation of patients who have left the hospital
and are completing their rehabilitation in a home environment, it is important to conduct
a similar study interviewing patients participating in rehabilitation at home. There may
be differences in what motivates patients when they have returned to a home environ‐
ment, as they no longer have the support of the rehabilitation team.
This research is part of a larger piece which focuses on motivation, feedback and
technology used in the rehabilitation ward from the perspective of the patient and phys‐
iotherapist. A model that focuses on feedback and motivation is being developed, for
use by designers.
Following this research phase, interactive equipment to help patients with motivation
will be designed and prototyped. To validate this equipment, we will use methods such
as a motivation questionnaire or an experience sampling method that allows us to collect
data at each time point. This technique was not used for this piece of research as we
wanted to explore a number of topics around motivation and the use of technology that
could not be explored with a questionnaire.
By observing and interviewing patients, we have also been able to understand the
context of stroke patient rehabilitation. Using this information we can better design
persuasive systems which suit the needs of patients. We can leverage the tools of
persuasive technology [23] to aid and encourage patients as they face the highs and lows
of motivation during their rehabilitation. The outcome of this study is a set of design
guidelines for researchers and designers who are designing interactive equipment for
stroke patients undergoing rehabilitation.
Understanding Changes in the Motivation of Stroke Patients 261
Acknowledgements. We would like to thank all the patients and physiotherapists who
contributed to this study. The study is completed under ethics approval (HREC/12/CRGH/185)
and (SSA/13/LPOOL/80). This research was supported by STW VIDI grant number 016.128.303
of The Netherlands Organization for Scientific Research (NWO), awarded to Elise van den Hoven.
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Developing a Virtual Coach for Chronic
Patients: A User Study on the Impact
of Similarity, Familiarity and Realism
Philips Research, High Tech Campus 34, 5656 AE Eindhoven, The Netherlands
{Arlette.van.Wissen,Charlotte.Vinkers,
Aart.van.Halteren}@philips.com
1 Introduction
The prevalence of chronic illnesses, such as diabetes and heart failure, has strikingly
increased in the past decades [35]. One viable way to keep healthcare costs within
bounds is to help patients better manage their health and illness through health
coaching (in the context of chronic disease called self-management support [17]),
which refers to coaching towards a change in lifestyle-related behaviors for improved
health and quality of life, or towards establishing and maintaining health promoting
goals [7]. In current clinical practice, health coaching is often human effort that is
labor-intensive, costly, and therefore less scalable and cost-effective compared to
automated forms of health coaching. Moreover, human health coaches (HCs) have
limited availability and reach and therefore limited impact (as impact can be considered
reach * efficacy). The reach of a virtual agent in the role of a health coach is much
broader as it is accessible to patients whenever they require support. As such there is a
need to develop innovative and interactive virtual HC services that are able to address
those limitations associated with human HC support [3, 18].
Embodied Conversational Agents (ECAs) are a promising technique to help balance
the desire for human HC involvement with the need to increase automated interventions
in healthcare context. In the present work, we describe an ECA that will function as a
virtual (health) coach (VC). The discussed prototype is designed to be the core of a more
extensive automated coach that can be used to provide advice and guidance in health
promotion and aims to persuade users to change their self-management behaviors to
engender beneficial health-related outcomes.
For such a VC to be effective, it has to maximize the influence it has on the user. In
persuasive communication there are three components (the source, the receiver, and the
messages) that can affect the effectiveness of persuasion [20]. In this paper we examine
the influence of the source, in particular, of different appearance characteristics of the
source, on its persuasiveness and acceptance among elderly chronic patients. The main
aim of our work is (1) to develop an ECA that functions as a virtual coach for chronic
patients, i.e. that is able to support and stimulate behavior change, and (2) to identify
visual characteristics of the agent that yield the highest user acceptance among our
target population.
2 Background
In the study, we will systematically vary (a) familiarity and similarity; and (b) the
visual rendering (realistic vs stylized) of the ECA to examine its impact on user
acceptance. With user acceptance, we refer to the acceptance of the ECA in the role of a
Developing a Virtual Coach for Chronic Patients 265
health coach, which means that the ECA should be trustworthy, likeable, and be
perceived as having the expertise to be an effective substitute for a human HC. These
factors are also known to influence persuasiveness [11, 23, 29]. The effect of these
three characteristics have yielded inconclusive and contradictory results in earlier
research, which has been primarily conducted with younger highly educated popula-
tions and with observational study designs. We therefore use an experimental design to
study whether these characteristics influence user acceptance among older patients (i.e.
the target group for the virtual health coach).
Similarity. With regard to the ECA’s similarity to the user, it is often assumed that the
agent should look similar to the user in order to obtain user acceptance and trust
(cf. [11, 30, 31]). This is also reflected in consistent findings in research on
human-human relationships that similarity breeds attraction, as advocated by the
Similarity Attraction Theory (see [31, 36]). In this study we will focus on age as proxy
for perceived similarity, as age also has consequences for another dimension that
determines how people evaluate others: power or perceived competence [13, 28]. In our
study the ECA will have the role of an expert, and as such it is important that it
is perceived to be competent and trustworthy [4]. As such, users may prefer an
older-looking ECA due to perceptions of competence and experience. On the other
hand, although our users may identify themselves more with an older-looking ECA,
they may prefer to receive health advice from younger-looking ECAs, as younger
people are often seen as more attractive, which may yield more liking, user acceptance
and persuasiveness [16, 25].
Familiarity. Another question that is not unambiguously answered in the literature is
to which extent an ECA should be a representation of a familiar person that exists in
real-life. A vast amount of research shows that the more familiar someone is, the more
a person will like and trust him or her (e.g. [9, 10]). Literature on the importance of
familiarity in ECAs is scarce, but psychologists and counselors have begun to use
virtual representations of themselves (‘doppelgangers’) to deliver therapy to clients,
which suggest that familiarity may be an important feature to implement in an ECA as
HC for chronic patients. The effect of familiarity on user acceptance is therefore another
characteristic we will examine in the present study.
Realism. There are diverging claims in the literature about the impact of realistic
versus more stylized appearances in visual rendering [15], but few empirical studies to
back up claims on either side. On the one hand, an ECA’s strength is that it emulates
a human communicator, with all its social and emotional affordances that such
a relationship brings (e.g., support) [2, 8]. On the other hand, the ‘uncanny valley’
demonstrates a thin line between very realistic ECAs and those that look uncomfortably
creepy, leading to negative user responses and discontinued system use [21]. Moreover,
people expect virtual characters to display behavior that fits their appearance: the more
human-like an ECA looks, the less forgiving they are when the ECA does not meet
expectations (e.g., [27]).
266 A. van Wissen et al.
Fig. 1. Tablet with eCareCompanion interface Fig. 2. Measurement entry within eCP
prototype was to provide the user with information about the importance of physical
activity, to give encouragement and to support them in setting reminders for medication
intake and appointments with health care professionals. This VC is intended to be used
in a digital environment called eCareCompanion (eCP), which is realized as a
tablet-based interface (see Fig. 1). This interface enables patients to manually enter
measurements and respond to survey questions (see Fig. 2). Patients also receive
feedback on how their measurements (e.g., blood pressure, weight) change over time.
Additionally, patients can use the app to see what consults have been scheduled and to
connect to members of their telehealth team through video-chat.
The VC is designed to complement health coaching in a telehealth program.
Although for some types of support human coaching and interventions are necessary or
preferred, in other cases a virtual coach can take on (parts of) the work of care team
members, such as health nurses, health coaches, psychologists, social workers or
clinicians. By performing tasks such as scheduling appointments, reminder patients to
upload their physiological measurements, providing surveys, or providing some form
of social support, the VC will be able to reduce the work load of the care team
members, allowing them to focus their efforts where a human touch is most needed and
providing them with relevant and regular feedback on the patient status.
5 Method
5.2 Procedure
Prior to the experiment, a health coach was recruited whose representation we used to
create the ‘familiar’ ECA. Upon arrival at the research facility, participants were asked
to sit at a table and were provided a tablet. At this point the experiment leader (i.e. the
researcher in the older/younger condition or the health coach in the familiar condition)
explained the purpose of the study, after which informed consent was signed.
The Virtual Coach Application was then launched on the tablet, after which partic-
ipants were presented with the first ECA (photorealistic or stylized), with which they were
able to interact via multiple choice responses on the touch screen. The order of presen-
tation of the stylized vs. photo-realistic version of the ECA was counterbalanced between
participants. During the interaction with the VC, the VC briefly introduces herself, creates
a reminder for medication, and asks the participant a question about physical activity.
After the interaction, participants filled out an evaluation survey on the tablet, and
subsequently were presented with the second ECA (photorealistic or stylized) and some
final surveys. All versions of the ECA (older, younger, familiar) had the same voice,
pushed the same content, and were otherwise matched on appearance features to the
extent possible (e.g., hair color, skin color). Finally, the experiment leader returned to
the room for a discussion and debriefing.
Fig. 3. Appearances of the ECA in the study. Left: older-looking (unfamiliar), middle:
younger-looking (unfamiliar), right: familiar. Upper: realistic, under: stylized
5.3 Materials
Tablet. An Android tablet was used to collect data and enable interaction with the VC.
The survey data were collected via a secure link; data that participants filled out during
the interactions with the VC was not recorded.
Developing a Virtual Coach for Chronic Patients 269
Virtual Coach application. The Virtual Coach app presented the torso of a fully
animated talking head of an Embodied Conversational Agent. The avatar was gener-
ated with a software package called CrazyTalk1 and deployed on Android using the
Unity platform to create the interactive user experience.
Background Survey. Socio-demographic variables such as gender, age, household
composition and education level were assessed, as well as relevant psychological
constructs, such as social support and ability for self-care.
Manipulation Check. As a manipulation check (younger vs. older vs. familiar;
realistic vs. stylized), participants were asked three questions after each presentation of
the ECA. Sample item: “How humanlike do you find the virtual health coach?”; all
response options ranging from 1 (not at all) to 5 (very).
Coach Evaluation Survey. To measure user evaluations of the ECA, we used the
questions from extensive earlier research on user acceptance of ECAs by Bickmore [5]
which are based widely acknowledged models on technology acceptance (Unified
Theory of Acceptance and Use of Technology, [33]; Technology Acceptance Model,
[1]). Sample item: “How much do you like the virtual health coach?”; all response
options ranging from 1 (not at all) to 5 (very).
Attitudes Towards Use. As the use of a VC for the purpose of support with
health-related tasks in a chronically ill population has received limited attention to date,
we developed an 8-item survey based on prior research (cf. [16]) about the perceived
use and usefulness of the VC. Sample item: “I would find the virtual health coach
useful to support me with the management of my health”; all response options ranging
from 1 (not at all) to 5 (very).
6 Study Results
6.1 Participants
In total, 64 participants, of whom 34 female, participated. The majority of participants
was between 65–70 years old (62.5 %; > 70 years: 31.3 %; < 65 years: 6.3 %), highly
educated (=> associate degree: 59.4 %), living with their spouse (54.7 %), and Cau-
casian (95.3 %). All participants had one or multiple chronic illnesses for which they
had to take medications (e.g. diabetes, cardiovascular disease). Overall, the sample
reported to be comfortable with technology (M = 4.02, SD = .88), to have a high level
of social support (M = 4.13, SD = .79), and indicated a good ability to engage in
self-management, such as self-monitoring symptoms and eating a healthy diet (M range
2.83–3.56; SD range .38–.70).
1
https://www.reallusion.com/crazytalk/.
270 A. van Wissen et al.
Table 1. Means of evaluations of the coach evaluations of the older, younger and familiar
virtual coach
Coach evaluations Realistic Stylized
M (SD) M (SD)
Friendly Familiar 3.22 (2.02) 2.92 (2.01)
Older 4.15 (2.07) 3.44 (2.07)
Younger 3.68 (1.97) 3.23 (1.96)
Competent Familiar 3.61 (1.91) 2.92 (1.81)
Older 3.60 (1.97) 3.28 (1.87)
Younger 3.50 (1.87) 3.32 (1.77)
Attractive Familiar 3.32 (1.94) 1.93 (1.85)
Older 3.41 (1.99) 1.80 (1.90)
Younger 3.50 (1.89) 2.32 (1.80)
Like Familiar 3.29 (1.97) 2.51 (1.75)
Older 3.51 (2.02) 2.84 (1.80)
Younger 3.59 (1.92) 3.05 (1.71)
Trust Familiar 3.34 (1.67) 2.84 (1.98)
Older 3.43 (1.72) 3.00 (2.03)
Younger 3.68 (1.64) 3.32 (1.93)
Follow advice Familiar 3.58 (1.57) 3.04 (2.01)
Older 3.54 (1.62) 3.17 (2.07)
Younger 3.77 (1.53) 3.64 (1.96)
Continue interaction Familiar 3.35 (2.16) 2.47 (2.17)
Older 3.40 (2.22) 2.77 (2.24)
Younger 3.82 (2.11) 3.27 (2.13)
Satisfied Familiar 3.31 (2.06) 2.36 (2.18)
Older 3.39 (2.11) 2.87 (2.25)
Younger 3.68 (2.01) 3.23 (2.13)
Developing a Virtual Coach for Chronic Patients 271
Table 2. Means of evaluations of the usefulness of the older, younger and familiar virtual health
coach
Survey item Familiar Older Younger pη2
M (SD) M (SD) M (SD)
Easy to use 4.05 (.97) 4.43 (.68) 4.55 (.51)
Like working with 3.29 (.96)a 3.71 (.64)a,b 4.05 (.84)b .13
Useful to support health management 3.48 (.93) 3.76 (.89) 4.05 (.84)
Enable health goal achievement 3.38 (.92)a 3.71 (.78)a,b 4.00 (.69)b .10
Easier to manage health 3.24 (.77)a 3.52 (.98)a 4.09 (.61)b .17
Useful 3.24 (.83)a 3.52 (.93)a 4.05 (.72)b .15
Make life more interesting 3.00 (.84) 3.00 (.89) 3.50 (1.01)
Help when necessary 3.76 (.70) 3.95 (.87) 4.27 (.63)
Note. Values with different superscripts differ at p < .05
272 A. van Wissen et al.
Our results show that using a familiar face for a virtual coach may pose challenges.
Compared to the other appearances, the familiar virtual coach received lower evalua-
tions. One hypothesis for these results is that people are disappointed by a virtual
representation of someone they know, as it emphasizes technological limitations (such
as imperfect lip synchronization, lack of shared knowledge between virtual and actual
coach) and the mismatch with reality (different voice, different movements). An
alternative explanation for our findings could be that they can be contributed to the
particular images that were used. Future work could explore this further. Furthermore,
our results indicate that people have slight preference for a younger appearance over an
older one. It could be that they found her more attractive and as such they might have a
cognitive bias in favor of her (see [16, 25]).
Overall, people were positive about their interaction with the Virtual Health Coach
and they have a positive attitude towards the deployment of an ECA to support with
health related tasks. This indicates that such a virtual coach can indeed be deployed as
an aid to an elderly chronic patient population with respect to behavior change and
self-management support. This is in line with results found in [14, 26], in which the use
of ECAs as a medium for persuasive dialogue was examined. Future research will have
to show whether the ECA will be preferred over merely text- or voice-based interac-
tions, given that the acceptance of voice-based assistants has improved dramatically
over the last years (e.g. Siri by Apple, Google Now, and Cortana by Microsoft).
With respect to our study design, some limitations have to be noted. With respect to
the analyses, we are aware of the discussion as to whether 5-point Likert scales should
be considered ordinal or interval data, and analyzed as such. In this case we argue that
the items can be considered symmetric and equidistant and as such will behave like an
interval-level measurement which measures continuous concepts. Furthermore, in the
study we chose to create an environment in which patient and health coach could
become familiar with each other, rather than working with someone who was actually
known to the patients. This was decided because of (a) scalability of the study (so as
not to have to create 64 different ECAs from photos of different health coaches), and
(b) participants’ opinions about their health coach, which may bias their evaluations of
the ECA resembling this person. We do however acknowledge that the degree of
familiarity is somewhat limited and as such we would in the future like to explore
setups with truly familiar subjects and ECAs.
8 Conclusion
This paper discusses part of the development process of a virtual coach for elderly
chronic patients. The virtual coach will be a tablet-based application integrated in a
telehealth program where it will function to monitor the patient and support with taking
measurements, as well as to use more complex intervention strategies to provide (pro)
active and persuasive coaching and social support. In order to achieve maximum user
Developing a Virtual Coach for Chronic Patients 273
acceptance and persuasive potential, a study was conducted in which the effects of
changes in familiarity, similarity and visual rendering of the ECA were examined.
Findings demonstrated that participants preferred the realistic-looking ECA over the
more stylized one; as well as had a slight preference for the unfamiliar ECAs over the
familiar ones. These findings suggest that when designing ECAs as virtual coaches,
their appearance should be realistic in order to mimic human coaching relationships,
and that using representations of loved/familiar ones is not (yet) recommended due to
the heightened expectations that current state-of-the-art technology has difficulty to
address. Additionally, the participants considered a virtual coach for self-management
beneficial to their health. As user acceptance of technology among the target population
is a requirement for (long-term) system use, we consider this user study a crucial step in
the development of virtual health coaches for chronic patients.
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Improving Adherence in Automated e-Coaching
A Case from Insomnia Therapy
1 Introduction
One of the first software programs that automatically mimicked the behavior of a thera‐
pist is the digital Rogerian psychoanalyst ‘Eliza’ [26]. Eliza simulates a simple question-
answer conversation in natural language by rephrasing many of the patient’s statements
into questions. The program showed that a digital therapist could be implemented in a
computer system that has strong positive emotional effects with relatively simple means.
Since the appearance of Eliza the world changed radically. In the digital world,
powerful mobile systems support the majority of the population with a wide range of
activities; in health care, awareness increased that our health can be positively influenced
by our behavior and activities. In the field of consumer health care, these developments
resulted in a variety of products, ranging from various types of monitoring systems to
self-help apps that aim to change an individual’s behavior and cognition. Today over
100,000 health apps exist in the Apple and Google stores that support all types of health
related activities, but a major problem is that a proliferation of consumer health care
applications arises regardless of real user needs [21]. Potentially, we now have the
knowledge and the technology to build interventions and coaching principles in smart‐
phones that are far beyond the capabilities of Weizenbaum’s Eliza, but the design of
these systems should be preceded by careful analysis of the coaching process.
In this paper, we present the design rationale behind a fully automated coaching
system that supports an intervention for behavior change in the domain of insomnia
therapy – we refer to this system as the ‘SleepCare-system’. The system behaves as a
digital agent, the so-called e-coach, and integrates various types of interaction, in partic‐
ular natural language conversation and graphical interaction with various tools. We
focus in particular on the requirements and the generic elements in the design that were
included to improve exercise adherence.
We first elaborate on the coaching process and some existing e-coaching implemen‐
tations. We then turn to the domain of the application, insomnia therapy, and the problem
of exercise adherence within the domain. Next, we discuss various adherence enhancing
strategies to improve behavior change. We then turn to the design elements of the system
that support these strategies and consider some aspects of testing. We finish this paper
with a discussion about the relevant design elements.
Insomnia is a sleep disorder with a high prevalence (about 10 % of the population) and
can have severe individual and societal consequences (e.g., concentration problems,
increased risks of accidents, depression); people with insomnia have difficulty initiating
and/or maintaining sleep. Today, it is widely accepted that behavior change treatments
such as Cognitive Behavior Therapy (CBT) produce sustainable positive changes in the
condition of insomnia [22].
CBT for insomnia (CBT-I) offers a variety of exercise types that differ in aim and
properties [23]: sleep restriction, stimulus control, relaxation, cognitive therapy and
sleep hygiene. Sleep restriction involves curtailing the time spent in bed to stabilize the
sleep pattern and lengthening sleep time as sleep efficiency improves. Stimulus control
aims at restoring the coachee’s positive association of the bed and the bedroom with
sleep. Relaxation training involves methods aimed at reducing somatic tension. Cogni‐
tive therapy aims at changing dysfunctional beliefs and attitudes. Sleep hygiene educa‐
tion aims to make the person aware of practices and environmental factors that may
either be detrimental or beneficial for sleep. Treatment protocols usually take between
6 and 10 weekly consultation sessions. The actual intervention is preceded by a one- or
two-week baseline sleep diary monitoring period.
4 Exercise Adherence
that the average treatment adherence for technology mediated insomnia treatments is
approximately 52 %, meaning that almost half of the people did not finish the treatment.
It may even be expected that in reality these rates are considerably lower. First, since
these results were based on self-reports and user logs, the reports by the participants
may be overrated and based on a positive answer bias. Second, adherence is a complex
notion and has no clear-cut boundaries (e.g., total time in bed, number of relaxation
exercises per day, completion of the assignments). Low adherence rates can be expected
in particular with exercise types that require strong willpower.
Preventing the process of a downward motivation spiral and adequately responding
to it is a mandatory element in any behavior change intervention. For that, we should
realize that the exercises in insomnia treatment include a large variation of activities in
terms of actual content, duration, timing, frequency, presentation and intensity (cf. [12]).
Some of these activities take time and should be performed on a daily or weekly basis
such as relaxation exercises or consults. Sleep restriction and stimulus control require a
great deal of willpower and can even be dangerous, but may have high treatment effects
if well adhered to. The sleep hygiene exercise may require changing habits such as
refrain from drinking coffee or alcohol before bedtime; in other cases, the exercise
requires a one-time behavior such as cleaning the bedroom or changing the bedroom
temperature. Improving adherence to this variation of therapy elements requires a well-
dosed combination of various adherence enhancing strategies.
Basically, every CBT-coach offers evidence based behavior change techniques that
should be experienced by the coachee for a particular period of time. The behavior in
the CBT-I domain consists of introducing or changing activities in the coachee’s daily
life such as filling in a sleep diary, having a conversation for consultation or changing
bedtime; in other cases, activities and habits are discouraged such as drinking coffee or
alcohol just before bedtime. In other words, a coach tunnels therapy related activities:
it determines the exercise types, the properties of these exercises and communicates this
information to the coachee. We call this process tunneling (cf. [11]).
In contrast to self-help books, a human coach adds an important quality to the
tunneling process: a feedback loop. To cope with the many uncertainties, a frequent
feedback loop is included to reshape the offered techniques and the communication about
these techniques. Hence, the information flow between coach and coachee not only
pertains to tunneling (e.g., ‘Go to bed at 12’, ‘Fill in your sleep diary before 8’), but also
to the adaptation process. A human coach observes, asks questions, negotiates, agrees,
aligns and tailors the exercises to the multifarious coachee characteristics such as age,
habits, preferences, intermediary results and experiences [3]. Adaptation is a crucial
element in the tunneling process. A person who, for whatever reason, is unable to go to
bed at twelve and repeatedly hears from her coach that she should go to bed at twelve,
most likely decides that the therapy is not applicable and may even consider the coach
as ignorant or unreliable. This is one of the reasons that the results of many self-help
280 R.J. Beun et al.
books are rather disappointing [24]: they are targeted at large user groups and do not
offer information or exercises tailored to the individual.
Fig. 1. The left picture depicts the home screen of the SleepCare-system and a part of the schedule
tool; colored vertical lines indicate the performance status of the exercises. The middle and right
picture show examples of the sleep diary tool and an evaluation dialogue about the use of the sleep
diary. On top of the interface notification icons appear in the notification area (the small black
beam).
Improving Adherence in Automated E-Coaching 283
bold); values of variables based on the e-coach’s knowledge base are represented in
italics. In this case, we have chosen a persuasive strategy of shared decision making,
because sleep restriction is an intensive exercise and can even be dangerous in certain
circumstances (e.g., [18]). The negotiation space depends on the user model, in particular
total bedtime and sleep efficiency, and a number of rules, for instance, total bedtime
should never be shorter than 5 h.
E Good morning John. This week we will start the sleep restriction exercise. You have
to keep regular bed times and should shorten the total time in bed. Because you have
less time to sleep, you will be more tired and that helps for a better sleep. Would you
like to know more before we start?
C [Let’s start] [What do I have to do?] [What can I expect?]
E We will now determine your bedtimes. On the basis of your sleep diary I suggest
that the total bedtime will be 5 h. Do you agree?
C [Yes] [I prefer longer][I don’t want to do bedtime restriction]
E How long do you want to stay in bed?
C [5.30][6.00][6.30]
E You suggested 6.30 h. The exercise works better when you stay in bed as long as
your mean sleeping time last week. I therefore suggest that the total time in bed will
be 5.30. Do you agree?
C [Yes][I prefer longer]
E …
To cover the main interaction needs in CBT-I, 18 different conversational types were
included (e.g., intro, planning and commitment, evaluation). These conversations can
be considered as tree like structures where selections of the coachee or the value of
particular sleep and behavior data causes a branch. Half of them are scheduled based,
and the others are constraint-based conversations. Conversations are generated using
XML-based predefined templates for describing the discourse moves of the e-coach [10].
All conversations (including the branches) were evaluated by an expert in Dutch
communication and a sleep therapist.
6.5 Testing
The complex nature of the system and the application domain, the multimodal nature
of the interaction, the large amounts of collected user knowledge and the many
uncertainties in the use of mobile applications make the testing procedure a chal‐
lenge. In particular, the variety in the circumstances of use is one of the main diffi‐
culties in the development of a smartphone application. Different versions of
Android and smartphone manufacturers and changes thereof during use, network
availability, unexpected user behavior and changes in the environment may cause a
great deal of uncertainty in the outcome of the offered therapy. This not only
requires that the system functions flawlessly, but also that the e-coach offers a
therapy that is safe and in line with the advice of human therapists even under
extreme circumstances.
Improving Adherence in Automated E-Coaching 285
For testing purposes, scenarios were written together with a sleep psychologist, making
sure that the scenarios and user data covered the most common sleeping patterns and
extremes on both ends as well. The scenarios were simulated and recorded in videos. A group
of four sleep experts watched and commented on the behavior of the e-coach in the videos,
providing us with information on the validity of the offered therapy. They focused in partic‐
ular on the critical scenarios in which people sleep less than five hours per night.
Next, a pilot experiment was organized to test the SleepCare-system with intended
users. 24 people asynchronously started using the app in their daily life and focused in
particular on usability issues, the interaction with the e-coach and the circumstances of
a possible system break down. Main success criteria for continuation were: a. no
decrease in sleep efficiency and sleep quality, and b. no technical failure. The results
gave us enough confidence in the system and the training program to execute a random‐
ized controlled trial (RCT) as a next step in the research process.
7 Discussion
In this paper, strategies were discussed for enhancing adherence in behavior changing
therapies delivered by digital systems. As a proof of concept, some of the strategies were
implemented in an automated e-coaching system that supports insomnia therapy – the
so-called SleepCare-system. An interface was realized that distinguishes between graph‐
ical tools and natural language conversations. Conversations enable us to include meta-
level persuasive strategies based on social influence, such as commitment and shared
decision making. We have stressed the importance of a design rationale and a careful
analysis of the coaching process.
We briefly recapitulate the strategies discussed in this paper and their implementation
in the SleepCare-system:
Tunneling: the e-coach should communicate the intended activities at the right moment
in the right form. In SleepCare a sophisticated activity schedule, notifications and
reminders were included.
Adaptation: exercises and interaction should be personalized and adapted to the
circumstances. In SleepCare an explicit alignment phase and frequent feedback loops
were included.
Reduction: therapy related activities that do not have to be experienced can be
supported by tools or automated. In SleepCare tools were included for handling sleep
data (e.g., registration, overviews), scheduling and relaxation.
Increasing motivation: therapy related activities that must be experienced can be
supported by increasing the coachee’s motivation. Examples in SleepCare are:
showing (non-)adherence, performance and progress, shared decision making, explicit
user commitment, explanation of therapy and exercise rationale, and expectation
management.
Our first activity for the future is experimental verification of the SleepCare-system
by means of the RCT. Next we will extend the adherence enhancing strategies to other
domains and user groups, for example shift workers, and include automated sleep
registration by non-obtrusive sensor information.
286 R.J. Beun et al.
Finally, we may ask what we have learned since the appearance of Weizenbaum’s
digital therapist Eliza. We believe that in the future, consumers in e-health will not only
be confronted with a variety of tools for monitoring health related characteristics and
telecommunication with human caretakers, but also with automated e-coaches or e-
doctors that direct a user’s behavior. Computer systems aiming at behavior change will
be equipped with adherence enhancing techniques to ‘seduce’ their users to do the
therapy activities. This not only raises interesting philosophical questions, but also
questions with respect to ethical design. Clearly, extensive testing is a mandatory
element, but we also believe that explicit strategies should be included that protect the
user’s autonomy. We have the tools and the language, we now need the knowledge.
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Online Peer Groups as a Persuasive Tool
to Combat Digital Addiction
1 Introduction
Despite obvious benefits, the emergence of digital technologies and social networking
services has also led to negative consequences on modern societies. A recent meta-
analysis study covered 80 empirical reports from 1996 to 2012 and concluded that
Internet Addiction, which is a form of digital addiction, affects 6 % of people worldwide
[1]. In 2013, 3.2 % of British students were considered to be addicted [2]. In South Korea,
over 140 Internet Addiction treatment recovery centres opened by 2011 [3]. According
to the recent statistics from the China Youth Association for Network Development, the
number of Chinese teenage addicts increased to 24 million (14.1 %) by 2009 [4]. This
is over double the number in 2005, which was around 10 million (13.2 %). It is worth
noting that these studies followed different criteria on assessing addictive usage.
These trends have led to growing interest in research to combat DA using self-regu‐
lation systems. These systems are seen as supportive means and emphasize that addicts
have an active role in changing their own behaviour. These systems could include for
example interactive warning labels containing persuasive techniques like timers and
avatars to combat DA, as proposed in [5]. In another study [6], a new approach to ICT-
facilitated self-regulation was proposed based on social cognitive theory to limit smart‐
phone usage. The approach facilitates creating groups of users to share their usage
information. Generally, these systems are based on the assumption that people have the
individual ability to adjust and optimise their own behaviour to maximise their gains
according to their particular circumstances.
Despite such efforts, the introduction of these software systems to health-related
behaviour, including addictive behaviours such as DA, has led to many controversial
arguments. Most notable is the lack of strong scientific proof for their potential effec‐
tiveness. In a recent study [7], researchers found that many app-based psychological
interventions including those hosted by governmental bodies, such as the National
Health Service in the UK, fail to demonstrate clinical evidence of a long term change.
A longitudinal research study found that delivering interventions within peer group
settings could be harmful due to different factors relevant to group structure, which led
to reinforcing the negative behaviour [8] such as loafing and compensation [9], and
conformity effect [10]. Some negative attributes of persuasive technologies were also
reported in [11], such as frustration, anxiety, peer pressure and feeling of guilt for the
participants. This suggests a need for further research on the design of such software-
based solutions in order to exploit their power whilst attempting to avoid or reduce
negative side effects.
In this paper, we introduce online peer groups as a persuasive mechanism based on
self-regulation systems, to support an effective and long-term behavioural change to
combat DA. This paper conducts an exploratory research on the different aspects that
need to be considered when designing online peer groups and reflects on the applicability
and potential as well as risks of such a mechanism.
A motivational peer group is where people “voluntarily come together to help each other
address common problems or shared concerns” [12]. Linking addicts to peer support
groups prior to the professional treatment may reduce the duration needed in the initial
episodes of treatment and increase recovery rates [13]. Also, extending the participation
in peer support groups reduced the need for subsequent treatment episodes [13]. The
peer groups approach can also be utilised in the post-treatment to reduce relapse rates
[14]. The strength of this approach lies in its distinct persuasive and motivational mech‐
anisms to sustain behavioural change; mainly commitment and consistency, reciprocity,
and social proof [15] as well as surveillance which reinforce all these mechanisms. Peer
groups technique could utilize the helper-therapy principle [16] which suggests that it
can be personally beneficial for addicts to assist others deal with own addictions.
Behavioural change theories such as the theory of planned behaviour [17] and
goal-setting theory [18] are used to bridge the gap between attitudes and behav‐
iours. These theories aim at reducing discrepancies between these two conceptual
constructs such as, for example, the gap between the intention to change a behav‐
iour and the act of actually doing so [19]. This is achieved by encouraging individ‐
uals to create a plan to achieve the targeted behaviour. In self-regulation systems,
monitoring is a fundamental design element. It provides a useful basis for effective
intervention design by enabling users to track their performance and support them
290 A. Alrobai et al.
in achieving their goals, whilst also maintaining their regulated behaviours [20].
Self-monitoring is a “process of having individuals record data regarding their own
behaviour for the purpose of changing its rate” [21]. When doing so, correctly in
social settings, such as peer groups, it can further support the positive change.
Goal setting is a key element to guide monitoring processes and make it more mean‐
ingful. In DA, it is still a research question as to which type of goals, i.e. proximal and
distal, would be more effective to develop self-efficacy and be easier for users to setup.
Proximal goals are essential sub-goals to achieve the distal goals. For example,
increasing offline social connection is a proximal goal to regulate digital usage and
combat DA, the associated distal goal. In DA, we still have no models on the decision
rights of goal settings for a particular group and whether it should be set up by the
individuals or an authorized moderator or perhaps collectively. Likewise, the decision
on setting up the goals is still a research issue, e.g., whether it should be self-set, provider-
set, participatory-set, or set up by recommender systems [22].
Self-regulation systems can either monitor behaviour, e.g., the user shared 40 posts
this week on their social network, or monitor change in the behaviour, e.g., the user
shared fewer posts than last week [23]. It is fundamental to investigate which type of
monitoring would motivate users. Some studies, such as [24], concluded that interven‐
tion systems for addictive behaviours may fail due to poor application of goal-setting
theory, e.g., difficulty in setting standards as well as poor consideration of conflicting
goals, such as regulating mobile usage and enjoying the moment, and also distorted
goals, such as surfing the Internet to improve mood. These risks pose challenges for
group’s governance. While there are some successful intervention cases, they are often
short term, as such interventions are expensive and hard to maintain [25]. This suggests
the need for complementary strategies to support long-term interventions and to reduce
relapse rate. This could be achieved through in-patient care, which is expensive and
heavy weight for the early stages of DA.
Hence, we suggest investigating a persuasive technique that combines technology
with human support to achieve sustainable behaviour change in a flexible and efficient
style, hence the suggestion of online peer groups. Peer groups approach can be an
appropriate program for users in the transition to addiction stage due to their need for
less action-oriented strategies in which immediate change is not expected [26]. It can
also benefit those who are also unaware of their level of addiction as it can make them
more informed of the consequences occurred to their peers. This paper will explore the
potential of online peer groups as a persuasive technique in that regard and focus on
different design aspects.
This paper reports upon work to explore users’ perceptions of online peer groups, with
respect to their possible use to help digital addicts. We adopted several qualitative
methods in two studies to triangulate the findings and to generate more comprehensive
understanding.
Online Peer Groups as a Persuasive Tool 291
For the first study, we had a relatively broad remit, to investigate how users would
perceive self-monitoring and peer monitoring to combat DA. We first conducted a diary
study with 14 participants, 5 male and 9 female, aged between 18 and 50. A convenience-
sampling technique was used. A pre-selection questionnaire test was used to ensure that
participants had at least one aspect of problematic usage of their smart phones. The pre-
selection test was an adapted version of the CAGE questionnaire customized to fit the
properties and remit of DA [27].
The participants were asked to install one of three commercial digital diet smart‐
phones applications and use it for 14 days, and to record their observations and feelings
about the application and their usage style. These diaries were used to guide the follow-
up interviews with the same participants. To be selected, the application needed to have
a rating of at least three stars out of five, a high number of downloads (no less then 500);
at least 5 persuasive techniques, e.g. goal-settings, monitoring reminders, and rewarding,
coercion and surveillance. This was to allow users to engage with a wide range of
persuasive features in order to assess their influence and suitability for DA. After 14
days of usage and writing reflections and feedback, we conducted semi-structured inter‐
views with the same participants to elaborate on their diaries. One of the interviews
questions was about the social features of the applications, which represent various
aspects of online peer groups.
The second study focused on understanding different perspectives on online peer
groups and their interactive design. We conducted a two sessions focus group study.
The first one included 6 participants, 3 males and 3 females. The participants had pre-
existing social relationships with each other so they aligned with the concept of a peer
group, which requires some degree of shared interest and trust. Ages ranged between
20 and 26. The CAGE-like questionnaire was again used as a pre-selection test. Partic‐
ipants were given an engaging task in which they had to comment on and construct
different online peer group designs and interaction styles including the use of persuasive
techniques to regulate addiction.
We used all obtained data in the first session to come up with a new peer group design
and made it the subject of discussion in the next session in which the same participants
would engage as potential users of such online peer group aiming to regulate their
addiction. However, one of the participants, who could not participate, was replaced
with another one who met the selection criteria and had good experience in 3D anima‐
tion, which was advantageous to give some ideas on a creative design.
Finally, we performed a survey study to get further confirmation and insights through
comments from a wider sample on our findings. A total of 73 completed responses were
returned from the sample of 42 male and 31 female, aged between 18 and 65, recruited
through an open call via several academic mailing lists.
In order to scope our analysis and as an initial template, we used the Cialdini’s six
principles of influence [15] to investigate the potential influential aspects in social
settings from users’ perspective as well as Fogg’s behavioural model [28] to focus on
the technology-facilitated features that can maximise the persuasion of online peer
groups.
292 A. Alrobai et al.
4 Results
Different aspects and areas of concerns about peer groups have been explored such as
the study in [8]. This includes the personal characteristics that can heavily influence the
effectiveness of ex-addicts and non-professional participation in counselling activities
[29]. In online peer groups, such concerns need to be revisited by exploring what digital
addicts prefer in terms designing online peer groups. Figure 1 presents the main aspects
of online peer groups for DA. This conceptual map reflects the areas of concerns that
are considered important from users’ perspective. Governance, Structuring and Moder‐
ation will be discussed in separate subsections while Risks will be discussed as a cross-
cutting aspect through all subsections.
In the next subsections, we present general findings including the usefulness of peer
groups to regulate DA, users’ motivations to join them and how group structuring is
seen and preferred by the users. We will also discuss various concerns and design issues
related to the role of groups’ moderators and the application of behaviour change theories
and persuasive techniques within social settings including social norms.
In our study, we assessed the perception of digital addicts of the usefulness of peer groups
to regulate their usage. The overall impression was positive, and 71 % felt that a peer
group would be useful (26 % certainly, 45 % somehow). Participants liked the idea of
technology-limiting technology and found “online system to cure online addiction is an
interesting concept”. However, it had not escaped the authors, nor had it escaped some
of the participants, that there is a paradox in supporting online addiction by inviting
people to partake of online support, as part of another community. Perhaps one of the
comments that highlight this best was one person who likened the approach “inviting
Online Peer Groups as a Persuasive Tool 293
alcoholics down the pub to chat about their alcoholism”. Of course, there are key
differences here. Firstly, the medium, the online, is for many, something that they cannot
choose to avoid. As such, being connected is a fundamental part of their life, or indeed,
for many, their professional life. Secondly, digital addiction is a software-mediated
behaviour. Hence, with the aid of software means, it is possible to actively monitor and
intervene when necessary.
To identify the primary appealing characteristics of online peer groups, participants
were asked about their motivation to join peer groups. Interestingly, most of the
comments were clearly stating that providing moral support to others would be the main
motivation. This motivation can be triggered by reciprocity norm [15] which suggests
that the equality of power and exchanging help are the essential ingredients to build
effective groups. This is well understood in the “helper therapy” principle [16]. That is,
participants find it more motivating to be also useful for others, not only addicts who
are seeking for help. This is perhaps the key element of peer groups.
Some other techniques used in persuasive systems seem not to be an important aspect
for online peer groups used to assist the behavioural change for combating DA. For
example, the Cialdini’s Liking principle suggests that people are easily influenced by
those who they admire, such as celebrities. That is to say popular persuasive techniques
may not be seen efficient and even accepted when applied for behavioural change in
addictive behaviours, such as DA, and they need to be revisited for that context of use.
The first observation is that the participants made a distinction between ‘light’ and
‘advanced stage’ digital addiction. That is, they suggest that for early stage addiction,
friends or less qualified people might be helpful in a peer group, and this further suggests
that such a peer group approach as an early, low cost, intervention is something that they
consider to be useful even among genuine peers. Two comments exemplify this
commonly stated view: (1) “for groups with advanced addiction, moderator should be
a therapist or a digital addict or an ex digital addict but with therapist expertise so they
know what to say and how to say it”, and (2) “For light addiction anyone really, does
not matter, I would say the same for early addiction that means to prevent it first or to
recover from it. I see difference”.
The second observation is that the attitude or approach of the moderator is seen as
paramount, friendliness and liberal styles being mentioned, one argued that “friendliness
in the group is a main requirement”. However, again these comments being qualified
by those cases where ‘professional treatment’, requires a therapist.
Finally, the question of whether moderators should themselves be ex-addicts drew
far more mixed response. While some, 20 % of the survey, considered that ex-addicts
would have more empathy, a greater number suggested that the moderator should not
be an ex-addict, “addicts might dictate their opinion and be biased to their own
experience”.
group’s goals and standards are violated [31]. Other users preferred to have the moderator
as a councillor, so members request their interventions when needed. As such, no moni‐
toring and direct intervening are required.
Using persuasive techniques for behavioural change might lead some design issues
related to the moderator role in peer groups. Participants argued that in some groups a
moderator should be enabled to guide the change through positive reinforcements and
light penalties as persuasive techniques. For example, one participant commented:
“people may leave a peer group if too much penalty is enforced”. Another one high‐
lighted that if penalties must be implemented should take more influential approach such
as “confrontation members with their status”.
The careful implementation of persuasion techniques and moderation role will have
profound a impact on groups’ self-esteem. One of main components in Fogg’s model
for persuasive design [28] is the ability to perform the targeted behaviour or to reduce
negative behaviour. When reducing the negative behaviour is very challenging goal such
as in severe addiction, we would expect the design of online peer groups to increase the
motivational influence and to apply the right triggers. This is to increase the probability
of behavioural change to occur. For example, providing means to express the confidence
in member’s ability to change or applying the right social norm would increase the
perceived self-efficiency which will act as a powerful motivational tool [32]. Peer group
design should provide moderators with means to enact such policies and enable an
effective persuasion to change behaviour.
The social structure within online peer groups seems a very important aspect to be
considered in the design. For example, a participant commented “friends are not always
the good thing here but unknown people with no direct contact or a friend of friend might
be better and more relaxed” and he continued, “family members would be distracting
in the group as I may need to behave differently”. Only, 9 % of the responses were in
favour of having family members. However, another one commented: “family members
are fine to have in the online peer groups but not as moderators”. This suggests that the
design needs to consider the impact of including family and friends versus unknown
individuals in the group. This could be linked to the severity and domain of DA. Thus,
the design of online peer groups must also consider the domain of addictions, such as
gambling and pornography, which would require higher level of anonymity.
The social norms approach has become a major focus of research in recent years
and is widely adopted in different developmental sectors such as educational settings
in the United States [33]. The approach has been successfully used for behavioural
change in the domain of addiction as well as a number of health and socially rele‐
vant behaviours [33].
As has been demonstrated extensively throughout social psychological research,
individuals are strongly motivated to alter their own thoughts and behaviours to match
the norms of the group [34]. This can include descriptive norms, which refers to how
often or extensively we perceive our peers to engage in a behaviour or injunctive
norms, which refers to the attitudes we believe our peers to hold. In a case of reciprocal
causality individuals will also seek out social groups whose behaviours and attitudes
they perceive to reflect their own [35]. Explicit attempts to manipulate groups, particu‐
larly by out-group members, can lead what known as a reactance response in which
individuals engage even more strongly in the original behaviour [36]. However people
also tend to underestimate how easily influenced they are by the groups they belong to
[37]. As such by challenging the perceived norms within a group or encouraging the
group to aspire towards a healthier norm behaviour change may be achieved.
Research into the use of peer networks to bring about behaviour change would
suggest that they can indeed create new and more positive social norms [38]. There is
overall though a lack of research on how social norms may operate within online peer
groups.
The degree to which social norms may operate differently in online groups could be
expected to reflect the complexity of the social relationships between the members of
the peer groups. In the case of peer groups where members feel emotionally distant from
one another they are less likely to conform to the norm [39]. However conformity to the
social norm is more likely to occur in groups where there is a shared sense of a common
goal and a belief that each member plays an important role in the achievement of this
goal [10]. If peer groups are therefore to be used to address DA it is important that this
is done in a way that engages the group, creates an agreed norm to aspire too and involve
all the members of this group into the process. A participant commented, “if a group of
people I knew were all trying to cut down their phone usage then I think it would
[motivate me to cut down my usage”.
Online Peer Groups as a Persuasive Tool 297
Acknowledgment. The research was supported by Bournemouth University through the PGR
Development fund. We would like also to thank Asad Khan and Yasmeen Abdalla for their
valuable contributions in conducting the focus group and diary studies in the early stages of this
research.
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Design Strategies and Techniques
Red Radiators Versus Red Tulips: The Influence
of Context on the Interpretation
and Effectiveness of Color-Based Ambient
Persuasive Technology
1 Introduction
In day-to-day life, people constantly interact with and reflect on their surround-
ings [1]. Indeed, the physical environment has a strong influence on how people
experience the world, and also on how people function in many ways [2]. In other
words, people’s subjective experiences are dependent on their bodily sensations
and their perceptions of their physical environments [3].
The other way around, psychological factors including subjective experi-
ences can also influence people’s assessment of their physical environments
[4,5]. For example, earlier research showed that social exclusion experiences can
make people literally feel colder [6]. Likewise, other research showed that peo-
ple’s beliefs regarding the current temperature settings and their own abilities
c Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 303–314, 2016.
DOI: 10.1007/978-3-319-31510-2 26
304 S. Lu et al.
to adjust to warm or cold conditions can influence their thermal experiences [7,8].
Also, research showed that a reported (relatively) high temperature can increase
perceived comfort even when the actual room temperature remained the same
[9]. Moreover, recent research showed that a sustainable mindset (e.g., people
being aware of acting environmentally friendly) can induce people to perceive
the room temperature to be physically higher [10].
In this interaction between physical and psychological factors, colors pre-
sented in the physical environment play an important role [11,12]. Various earlier
theories and research studying the influence of color on people presented evidence
for a link between colors and temperature-related experiences. For example, Ben-
nett and Rey [13] argued that colors with ‘cold’ hues (e.g., blue, green and vio-
let), lead to the perception of temperatures being lower, while colors with ‘warm’
hues (e.g., red, yellow and orange), lead to the perception of temperatures being
higher (known as “Hue-Heat” hypothesis). Confirmed by Franger and colleagues
[14], a red room led to the perception of higher temperature, whereas a blue room
created the perception of a colder temperature (even though room temperature
was objectively the same). Also, earlier research showed that yellow can induce
a higher perceived room temperature than blue [15].
However, in some other studies that also used colors to test the “Hue-Heat”
hypothesis, different results have been reported refuting or not confirming this
hypothesis [16]. For instance, Ho and colleagues [17] found effects apparently
in contrast with the red-hot/blue-cold association, which indicated that a blue
object is more likely to be judged as warm than a red object of the same physical
temperature. Also, several studies were unable to demonstrate that colors had
any effect on the perception of temperature [16,18]. Separate from the “Hue-
Heat” hypothesis literature, other research also showed results that conflict. That
is, some studies presented evidence in line with this hypothesis by indicating that
warm colors can evoke more arousal than cool colors [19]. Still other research
presented evidence opposing this hypothesis, that is, brain research showed that
blue light (in comparison to red light) leads to more arousal [20]. In addition,
several researchers pointed out that red enhances cognitive performance [21,22]
while, in contrast, others found that red reduces cognitive performance [21,23],
or no relation between color and performances [12,24,25]. Finally, some earlier
research showed that colors can influence human emotional state [26], while
others studies did not find such evidence [27].
These conflicting results might be due to various causes. In the current
research, we explore as a reason Elliot and Moller’s Color-in-Context Theory
[28]. This theory proposed that the effects of colors are highly context depen-
dent. That is, it argues that color is an integrated part of the environment and
cannot be separated from its form, texture and other surroundings. Therefore,
influences of colors can only be observed in its context. For instance, the color
red can carry a negative meaning (failure, danger, threat) for individuals in
achievement contexts [28]. That is, research [21] showed that in a context in
which people have to avoid making mistakes, priming them with the color red
made participants more afraid to make mistakes. In other contexts, the color
Red Radiators Versus Red Tulips: The Influence of Context 305
red can carry a positive meaning and have affiliation-related implications, for
example in contexts involving heterosexual interaction [28].
2 Current Research
The current research was designed with the aim to investigate the influence
of a color’s context (i.e., the context in which colors were presented as energy
feedback) on the interpretation of the information that color-based persuasive
technology carries, and furthermore on the effectiveness of this color-based per-
suasive technology to influence users’ energy consumption behavior.
In the research area of persuasive technology [29], colors have been widely
used as media to support behavioral changes (e.g., [30,31]). Midden and
colleagues [31] indicated that persuasive technologies, that utilize forms of sen-
sory information like changing colors, can inform users at an intuitive level,
demanding little cognitive effort. The colors, such as red and green, have been
employed to present energy feedback to promote energy conservation behavior
[32–34]. For example, earlier research provided individual comparison feedback
by changing the shirt color of onscreen avatars that represented participants.
The avatar with a red shirt represented the person who used the largest amount
of energy, while the avatar with the green shirt represented the person who used
the smallest amount of energy. Results suggested that using these colors as feed-
back in this context was very effective for motivating participants to save energy
[35]. Likewise, Jentsch and colleagues [33] used colored ambient display to convey
information about energy consumption in office environments. That is, green was
used to convey that an office environment did not have energy-saving potential,
and red meant that an office environment did have energy-saving potential. More
recent research showed comparable results, now using colored lighting to pro-
vide feedback [36,37]. More specifically, Lu and colleagues [37] used red and green
lighting to provide ambient lighting feedback about energy consumption. Their
results indicated that colors that have pre-existing associations with energy con-
sumption (e.g., red/green that is associated with high/low energy consumption)
can enhance the persuasive power of ambient feedback.
Importantly, in the current research we argue that the meanings that colors
carry may vary dependent on the context in which a color is perceived. So,
although in certain context colors such as red are interpreted to indicate high
energy consumption and thereby help users to understand the feedback messages,
in different context the color red can be interpreted as indicating good and alive,
as for example, in a nature context (e.g., when detecting ripe fruit) [28].
Based on a pretest, we specified two contexts: one is an energy-related context
in which colors were projected on the form of a heating radiator, and the other
is an energy-unrelated context in which colors were projected on the form of
a tulip. We based these context choice on a pretest, in which participants had
indicated that an heating radiator is an object is strongly associated with energy
consumption, whereas a tulip is an object that is weakly associated with energy
consumption.
306 S. Lu et al.
Specifically, in the first study, we argue that presenting colors (e.g., red) in an
energy-related context (e.g., projecting red on an object – the form of a radiator
– to indicate high energy consumption) will make feedback messages (e.g., high
energy consumption level) more clear and can enhance the correct interpretation
of the color (e.g., warm), compared to presenting colors in an energy-unrelated
context (e.g., projecting red on an object – the form of a tulip – to indicate
high energy consumption). In the second study, we aim to replicate the effects
of a color’s context on the interpretation of the information that colors carries
(as in the first study), and more importantly, we argue that presenting colors in
energy-related contexts can increase the effectiveness of the color-based ambi-
ent persuasive technology, leading to stronger energy conservation behavioral
changes
3 Study 1
In Study 1, we focused on the influence of context (in which colors were per-
ceived) on the messages and users’ interpretations of the color when using it as a
feedback mechanism in colored-based ambient persuasive technology. Two spe-
cific colors (i.e., red and blue) were presented in either an energy-related context
or an energy-unrelated context respectively. We expected (H1.1) that partici-
pants would interpret the color red in an energy-related context as indicating
the highest energy consumption level, compared to the color red in an energy-
unrelated context and the color blue in an energy-related or energy-unrelated
context. Also, we expected (H1.2) that participants would perceive the color red
in an energy-related context to be the warmest, compared to the participants in
other conditions.
3.1 Method
Participants and Design. Fifty-one students (average age 21.6 years old,
SD = 2.15) of Eindhoven University of Technology (23 male and 28 female)
were recruited by using a local participant database. We invited only partici-
pants who were not color blind. All participants were native Dutch speaker and
were randomly assigned to one of the four experimental conditions: 2 (context:
energy-related vs. energy-unrelated)×2 (color: red vs. blue). The experiment
lasted approximately 15 min, and participants received 3 euros for their
participation.
(a) red radiator (b) red tulip (c) blue radiator (d) blue tulip
Fig. 1. Four experimental conditions: (a) the color red in an energy-related context,
(b) the color red in an energy-unrelated context, (c) the color blue in an energy-related
context and (d) the color blue in an energy-related context (Color figure online).
First of all, participants were asked to look around the room and then remem-
ber (for later recall) as many objects in this room as possible (with the purpose of
making them spend attention to the ambient environment). Then, participants
were asked to fill out a questionnaire. This questionnaire contained a variety of
questions (in a random order) about the ambient environment and the object on
the TV screen, amongst them the two questions of focus. That is, this question-
naire asked participants for their interpretations of the color (i.e., either red or
blue) on either the radiator or tulip (using the question “How do you judge the
meaning that this object conveys? I think this object means...”, to which par-
ticipants could answer by choosing an option on a 7-point bipolar scale ranging
from 1 = very low energy consumption to 7 = very high energy consumption).
Also, the questionnaire asked participants for the warmth perception of the color
on either radiator or tulip (using the question “How warm do you feel the object
projected on the screen is? I feel the object is something...”, to which ranging
from 1 = very cold to 7 = very warm). Finally participants were debriefed and
thanked for their participation.
To analyze the effects of the context in which colors were presented on par-
ticipant’s interpretation of the color meaning and warmth of the object, we
used an analysis of variance (ANOVA), in which 2 (context: energy-related vs.
energy-unrelated)×2 (color: red vs. blue) experimental conditions were manipu-
lated between participants.
Confirming our first hypothesis (H1.1), planned contrasts revealed that par-
ticipants interpreted the color red in an energy-related context as indicating
the highest energy consumption level, compared to participants in other condi-
tions, t(47) = 4.2, p < .001. Furthermore, an additional analysis using a two-
way ANOVA confirmed that participants reported the color red as related to
a higher energy consumption level (M = 4.98, SE = .30) than the color blue
(M = 3.59, SE = .31), F = 10.5, p = .002, η 2 = .18. Also, participants inter-
preted the color in an energy-related context (i.e., radiator) as indicating a higher
energy consumption (M = 4.78, SE = .29) than in an energy-unrelated context
(i.e., tulip) (M = 3.79, SE = .31), F = 5.31, p = .026, η 2 = .10.
308 S. Lu et al.
4 Study 2
In the second study, first of all, to replicate effects of the context on users’ inter-
pretation of feedback messages found in Study 1, we argue that a fitting context
would strengthen the associations of color with high energy consumption and
the concept of warmth, which makes the feedback messages directly understand-
able. Therefore, we expected (H2.1) that participants would interpret the color
red in an energy-related context to indicate a higher energy consumption level
than the color red in an energy-unrelated context. Also, we expected (H2.2) that
participants would perceive the color red in an energy-related context as being
warmer than the color red in an energy-unrelated context.
Secondly, and more importantly, to investigate the context effect on behav-
ioral change, we argued that a fitting context can increase the effectiveness of this
color-based energy feedback to facilitate energy conservation behavior. There-
fore, we developed an interactive energy feedback system, in which the object
(i.e., either a radiator or tulip) could show colors varying from very weak red
to very intense red depending on people’s energy use. And we expected (H2.3)
that participants would save the most energy when they receive the color-based
ambient feedback in an energy-related context.
Red Radiators Versus Red Tulips: The Influence of Context 309
4.1 Method
Participant and Design. Fifty students (average age 23.1 years old, SD =
3.14) of Eindhoven University of Technology (32 male and 18 female) were
recruited by using a local participant database. We invited only participants
who were not color blind. They participated in the current experiment in either
an energy-related context (i.e., projecting red as energy feedback on the radia-
tor) or an energy-unrelated related context (i.e., projecting red on the tulip). All
participants were native Dutch speakers. The experiment lasted approximately
30 min, and participants received 5 euros for their participation.
(a) feedback system via radiator (b) feedback system via tulip
Fig. 2. The interactive ambient energy feedback system by presenting colors in (a) an
energy-related context and in (b) an energy-unrelated context.
thermostat interface, and were asked to program this thermostat for two prac-
tice scenarios. After two practice scenarios, participants completed programming
tasks on the thermostat for ten experimental scenarios. For each scenario, the
scenario itself was first described to the participants (e.g., It is night and you are
going to bed. It is −10◦ C outside), and then participants were asked to program
the thermostat by setting the temperature for the each room, while receiving
feedback (see Fig. 3) after each change of the temperature settings, until they
pressed the ‘Ready’ button. Finally, participants were asked to answer several
demographic questions, thanked for participation, and debriefed.
Fig. 3. The interactive color-based energy feedback system showed colors varying
between very weak and intense red depending on people’s energy use from (a) indicat-
ing very low energy consumption to (d) very high energy consumption (Color figure
online).
So, results of Study 2 showed that participants could clearly interpret the
information of color-based energy feedback carries (e.g., red indicated high
energy consumption and was more associated with warm) in an energy-related
context. Furthermore, color-based energy feedback in an energy-related context
led to the most energy conservation behavior. Thereby, these findings revealed
that color context can help users to correctly interpret the information that
color-based feedback carries, and moreover, can increase the effectiveness of this
ambient persuasive technology to facilitate energy consumption behavior.
5 General Discussion
Colors have been widely used as media to promote behavioral changes. In the
current research, we argue that the information that color-based ambient persua-
sive technology carries is highly context dependent. Two studies were designed to
investigate the effects of a color’s context (i.e., the context in which colors were
presented as energy feedback) on users’ interpretation of the information that
colors carried. Also, we investigated the effect of color context on the effectiveness
of this color-based ambient persuasive technology to influence users’ energy con-
sumption behavior. Results of both studies showed that participants to whom we
presented colors in an energy-related context (e.g., projecting red on an object
in the form of a radiator in indicate high energy consumption) could most opti-
mally interpret the information of a color carried (e.g., red indicated high energy
consumption and was more associated with warm). More importantly, results
showed that participants to whom we presented colors in an energy-related con-
text saved the most energy when they were receiving color-based energy feedback
as compared to participants in an energy-unrelated context.
In line with earlier research and the Color-In-Context theory [28,38], our
findings confirmed that the context can shape the associations of color. In addi-
tion, using colors as ambient feedback to promote energy conservation behavior,
we found that a fitting context (in which this color-based ambient persuasive
technology is presented) can strengthen the associations of the color red with
high energy consumption (or concept of warm), and subsequently can enhance
the energy-saving performance. Importantly, the current research implies that
by taking into consideration the context of ambient persuasive technology, the
effectiveness of ambient persuasive technology (e.g., colored lighting ambient
feedback used in [37]) could be increased.
The current research opens up a new field of research. That is, based on
the first findings of the current studies, future research might investigate the
influence colors, in context, on user comfort perceptions and thereby on user’s
(energy consumption) behavior. Indeed, comfort experience was stated as one
of the dominant influences on people’s (energy conservation) behavior [39,40].
Besides using colors (in different context) as feedback to indicate energy infor-
mation, future research can also investigate whether user’s comfort experiences
will be influenced by using color-based persuasive technology, via a comfort-
experience-based persuasive strategy [41].
312 S. Lu et al.
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Investigating Politeness Strategies and Their
Persuasiveness for a Robotic Elderly Assistant
1 Motivation
The demographic change, especially in industrialized countries, results in impor-
tant societal challenges to be dealt with. Since elderly people often suffer from
physical and mental restrictions, they lose living independence. Especially single-
living elderly often lack societal interactions and thus get isolated. Both problems
get amplified if the elderly are inactive and lack self-initiative.
Studies have shown that regular physical and cognitive activities can help mit-
igate many age-related diseases [1,2]. For example, pain due to arthrosis could be
alleviated by moving the affected joints on a regular basis, and activities, such
as gardening or painting, can positively influence elderly people’s well-being [3].
However, some seniors tend to not engage in these activities. Therefore, Seiderer
et al. [4], for example, tried to promote a healthier lifestyle and to increase seniors’
overall well-being by providing concrete recommendations. However, developing
such systems for seniors should be done with care, as people of their generation
may be less familiar with newer electronic devices and thus have a rather high
barrier of use or, even worse, are afraid of using them [5,6].
c Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 315–326, 2016.
DOI: 10.1007/978-3-319-31510-2 27
316 S. Hammer et al.
Through their embodiment, among other features, social robots are very
well suited to support socio-emotional factors. There is evidence that humans
perceive them as social actors and are likely to respond to them in a similar
way that people respond to each other [7]. Furthermore, through their ability to
adapt to a large variety of users and remain attractive to users on a long-term
basis, social agents are typically useful for intuitive and persuasive interaction
[8]. Therefore, it seems to be promising to develop a Robotic Elderly Assistant
(REA) that could contribute to the establishment of a positive emotional and
social relationship between user and system.
A number of studies have been conducted that explore social robots, such
as the iCat or Nao, in terms of their acceptance by older adults, e.g. [9,10]. In
general, seniors seem to evaluate social robots mainly in terms of appearance,
intellectuality, and friendliness [11]. Robots should appear less threatening, but
kind-hearted [12,13] and more realistic faces are perceived as more trustworthy
and sociable [11]. Elderly people prefer discrete and small robots with human or
pet-like traits over large humanoid robots [12,14]. Furthermore, robots are more
likely to be accepted if they move slowly, act less autonomously, have a female
voice and a monochrome and serious appearance [12]. There is also evidence
that elderly people respond positively to robotic companions if they emulate
social behavior that matches the seriousness of a current task or situation [15].
However, if robots look too human-like, but do not match the high expectations
in terms of behavior, people tend to get disappointed and distrustful of them [16].
Special attention should be paid to the fact that many elderly find themselves
in a situation where they can no longer take full care of themselves and need
the help of others to accomplish daily tasks. Consequently, the feeling of embar-
rassment or loss of control over their lives become important issues. Therefore,
providing recommendations often comes along with a certain threat of the users’
face. For example, the statement “Drink some water.” could invoke the feeling of
being patronized. In contrast, the question “How about drinking some water?”
would keep the users in control whilst reminding them to drink enough water.
Therefore, we think that verbal politeness strategies, as an aspect of social and
respectful behavior, can further enhance the acceptance of a REA and can foster
a good working relationship between the elderly user and the REA.
In the following we will introduce related work that investigated the role of
politeness in verbal social interactions. Afterwards, our approach to a REA will
be presented. The main part of the paper will explain details on two studies that
were performed to investigate the perception of different politeness strategies and
their persuasiveness. The second study was conducted in a local retirement home
with our REA system and also investigated the elderly participants’ reaction to
the robot. The paper concludes with a discussion and some lessons learned from
the observations made during our studies.
1
http://www.reeti.fr.
318 S. Hammer et al.
Fig. 1. Reeti, a social robot with an expressive head created by Robopec. It supports
gaze behavior with three movement axes in the neck and two in each eye, as well as
eight degrees of freedom for animating the mouth, eyelids and ears.
2
http://www.nuance.com.
Investigating Politeness Strategies and their Persuasiveness for a REA 319
4 Laboratory Study
To ensure that our experiment is not too subtle or too abstract to grasp for the
inhabitants of an elderly home, we conducted a text-based study at our lab first
to verify that the different verbalizations are perceived as expressing different
levels of politeness and persuasiveness.
The study was conducted with 5 female and 15 male native German speakers
aged from 25 to 45, in a lab environment. After a short introduction, participants
answered a few demographic questions. Then they were shown eight textual ver-
balizations for each of the implemented recommendations (1: drink some water,
2: open the window, and 3: go for a walk) in an incomplete counterbalanced order.
For each verbalization, participants had to rate their perceived politeness as well
as persuasiveness on a 7-point Likert-scale from 1 = “not polite/persuasive at
all” to 7 = “very polite/persuasive”.
4.2 Results
An analysis of the mean ratings, see Fig. 2, showed that questions were rated as
most polite. Actions that were expressed as shared goals or the system’s goals,
and requests were perceived as polite, too. In contrast, direct commands were
assessed as impolite. Interestingly, direct commands were perceived to have a
similar degree of persuasion as questions. Socratic hints and suggestions of user
goals were rated as least convincing. Strategies that were perceived as polite as
well as persuasive were actions expressed as shared goals and requests.
A repeated-measures ANOVA analysis of the provided ratings for all
recommendations showed significant differences for the perceived politeness
(F (7, 308) = 37.82, p < .001) as well as the perceived persuasiveness
(F (5.25, 231.05) = 8.14, p < .001). A subsequent Bonferroni post-hoc test, see
Table 2, confirmed the impressions of the descriptive analysis. Amongst others,
questions were perceived as significantly more polite than any other strategy,
and direct commands scored significantly worse on politeness than the other
strategies.
320 S. Hammer et al.
Fig. 2. Results of the laboratory study (Mean ratings for all recommendations). 1:
direct command, 2: indirect suggestions, 3: requests, 4: actions as system goals, 5:
actions as shared goals, 6: questions, 7: suggestions of user goals, 8: Socratic hints
Thus, the study showed that the investigated politeness strategies were per-
ceived as significantly differently polite as well as persuasive. However, strate-
gies that were perceived as polite were not necessarily perceived as persuasive or
unpersuasive. Therefore, a good strategy for a REA might be to (1) choose ver-
balizations that are both, polite and persuasive, (2) neglect verbalizations that
are neither polite nor persuasive, and (3) adapt verbalizations to the current
situation to keep a certain variability in behavior, e.g., by choosing the verbal-
ization depending on the importance of the given recommendation. For example,
in cases where it is necessary to follow the advice of the robotic companion (such
as remembering to take the prescribed medicine), a more convincing strategy
Politeness Persuasiveness
M SD Sig M SD Sig
1. Direct command 2.27 1.03 4.11 1.76
2. Indirect suggestion 3.47 1.41 1∗∗ 4.29 1.63 7∗∗ ; 8∗
3. Request 4.42 1.60 1∗∗∗ 4.40 1.48 7∗∗∗ ;8∗∗
4. Actions expressed as system goals 4.84 1.11 1,2,8∗∗∗ 3.89 1.45 7∗
5. Actions expressed as shared goals 4.98 1.22 1,2,8∗∗∗ 4.64 1.45 7∗∗∗ ; 8∗∗
6. Questions 5.78 1.11 5∗ ; 1,2,3,4,7,8∗∗∗ 3.76 1.32 7∗
7. Suggestions of user goals 4.09 1.41 1∗∗∗ 2.96 1.38
8. Socratic hint 3.58 1.20 1∗∗∗ 3.16 1.51
∗ significant with p <.05; ∗∗ significant with p <.01; ∗∗∗ significant with p <.001
Investigating Politeness Strategies and their Persuasiveness for a REA 321
could be chosen over a more polite but less persuasive version. In other cases,
such as a suggestion to drink water regularly, the recommendation should focus
more on politeness than on persuasiveness.
Fig. 3. Experimental setup: The study took place in a dining room at the retirement
home. The REA was placed on a table in front of the participant. The application
controlling the REA was running on a laptop which was positioned behind the robot
and turned away to hide the screen and keyboard from the participant’s view.
5.2 Results
Ten of the elderly people finished the study which took 45 to 60 min to complete.
Unfortunately, four participants wanted to terminate their participation early
because the procedure was too tiring for them.
In general, the participants provided relatively high ratings for the perceived
politeness as well as the perceived persuasiveness for all verbalizations. The
mean ratings of both criteria are graphically represented in Fig. 4. Similarly to
the first study, questions were perceived as most polite. Actions expressed as the
system’s goal also received high ratings regarding the perceived politeness. How-
ever, Socratic hints were perceived as much more polite than in the first study.
Direct commands also received much higher ratings, but were still perceived as
least polite. Regarding the perceived persuasiveness, most of the verbalizations
scored around 5.00. Only suggestions of user goals achieved a slightly lower
mean rating of 4.73. Strategies that achieved high ratings concerning both cri-
teria include indirect suggestions, requests and Socratic hints.
A repeated-measures ANOVA analysis showed significant differences between
the different wordings for the perceived politeness (F (7, 203) = 4.69, p < .0001),
but not for the perceived persuasiveness (F (4.39, 127.38) = .53, p > .05). A
subsequent Bonferroni post-hoc test showed that questions and actions expressed
as the system’s goals were rated significantly more polite than direct commands,
see Table 3. Nevertheless, the three strategies were rated as equally persuasive.
Observations of the seniors interacting with the REA indicated that none of
them was afraid of the robot or rejected it, although most of them had never seen
a system like REA before. After a few minutes of skepticism and doubts (“That’s
a machine. I can’t talk to it.”) almost all seniors did like the REA and talked to
it as if it would understand them. They stated that the robot is “very friendly”,
“very nice”, or even “really polite”. Several participants complimented it directly
and told stories about their families, their own childhood, adolescence, or current
life. One woman even wanted to hug it. Furthermore, some of the elderly people
tried to interpret the REA’s random non-verbal behavior when it incidentally
moved its head after they had talked to it.
Investigating Politeness Strategies and their Persuasiveness for a REA 323
Fig. 4. Results of the field study (Mean ratings for all recommendations). 1: direct
command, 2: indirect suggestions, 3: requests, 4: actions expressed as system goals, 5:
actions as shared goals, 6: questions, 7: suggestions of user goals, 8: Socratic hints
Politeness Persuasiveness
M SD Sig M SD Sig
1. Direct command 4.58 1.37 4.98 1.39
2. Indirect suggestion 5.19 1.04 5.16 1.13
3. Request 5.40 1.28 5.10 1.21
4. Actions expressed as system goals 5.58 .96 1∗∗ 5.06 1.18
5. Actions expressed as shared goals 5.10 1.38 4.97 1.58
∗∗
6. Questions 5.80 .96 1 4.97 1.38
7. Suggestions of user goals 5.30 1.47 4.73 1.66
8. Socratic hint 5.58 1.28 5.16 1.25
∗ ∗∗ ∗∗∗
significant with p <.05; significant with p <.01; significant with
p <.001
5.3 Discussion
The studies’ results showed that people do distinguish between the perceived
politeness and persuasiveness of different politeness strategies. However, com-
pared to the study with younger adults, with inhabitants of an retirement
home we found smaller and fewer significant differences concerning the perceived
politeness and no significant differences concerning the perceived persuasiveness.
324 S. Hammer et al.
One reason could be that the interrelation between politeness and persua-
siveness was perceived differently by the seniors. There is evidence that, while
several people found wording that they rated more polite also more persuasive,
other people rated wording that they found more polite less persuasive.
Furthermore, the comparably small differences between ratings of verbaliza-
tions may be caused by some limitations of the elderly. For example, since two
of the participants were no longer physically able to open a window, or go for
a walk, it was difficult for them to compare the different wordings. In addition,
some participants felt tired after a while, and people suffering from impaired
hearing had problems to understand the robot at certain points.
Nevertheless, all ratings provided by the elderly were relatively high and
all politeness strategies received higher ratings from the elderly than from the
younger people in the first study. This is in line with the findings of Nomura
et al. [24]. In a series of experiments they found that elderly people have more
positive impressions of a robot than younger people. Some interactions such as
telling private stories to the REA showed that, despite the short interaction
time, the elderly people already established some trust in the robot, which is an
important prerequisite to apply recommendations provided by a robotic system.
6 Conclusion
In the present contribution, we investigated linguistic variations to convey dif-
ferent levels of politeness in human-robot interaction. In the long run, a Robotic
Elderly Assistant (REA) should provide assistance for elderly people in the
form of recommendations to support them in their domestic environment. When
robots provide recommendations to the user, they permanently risk threatening
the user’s face. For example, a recommendation such as “You should be more
active.” could be perceived as offensive and demotivate users. Politeness strate-
gies may help mitigate face threats that might arise in such situations.
The results of a laboratory study with younger adults and a study with
elderly people in a retirement home showed that different politeness strategies
were perceived differently. In the laboratory study some wordings were perceived
neither polite nor persuasive, e.g. suggestions of user goals and Socratic hints.
Therefore, we think that these verbalizations should be ignored by a REA. In
contrast, wordings such as requests and especially actions formulated as shared
goals were perceived as polite and persuasive. They could be utilized as standard
strategies whenever a recommendation should be applied. Other wordings that
were not rated as very polite or very persuasive could nevertheless be applied by
a REA, e.g., to maintain the seniors’ interest in the REA by providing a wider
variety of behavior that could be adapted on the current situation. For example,
wordings that were perceived as being polite but not very persuasive, such as
questions or actions expressed as the system’s goal, could be utilized in uncritical
situations, where the recommendation does not necessarily have to be applied.
In this way, the relationship between the elderly person and the REA could be
further established. Vice versa, in critical situations, the system could emphasize
the need to apply a specific action by utilizing, for example, direct commands or
indirect suggestions that were assessed rather impolite, but convincing.
Investigating Politeness Strategies and their Persuasiveness for a REA 325
While some of the findings from the laboratory study could be confirmed in
the study with elderly users regarding the perceived politeness, the perceived
persuasiveness of the recommendations needs further investigation. Hence, we
will refine our studies to better match the requirements of our target user group.
For example, some ratings seemed to be influenced by the fact that certain
recommendations were not suitable for some of the participants due to physical
impairments, e.g. not being able to go for a walk. In a follow-up study, more
recommendations will be included that will be chosen based on the participant’s
preferences and abilities. Furthermore, it would be of interest to investigate
which of the recommendations of the REA will be carried out. It seems likely
that there is a gap between the abstract thinking of rating a recommendation
as being convincing and the real drive to carry out an action.
Serendipitously, the elderly people’s behavior during the user study showed
that they were very open minded towards our REA system and acted very
positively during the interaction. Therefore, we think that elderly people are
generally willing to accept recommendations provided by our REA, and aim
on contributing to the field of robotic elderly assistant systems by sharing our
insights on the usage of different politeness strategies in this domain.
Acknowledgments. The authors would like to thank the staff and inhabitants of the
retirement home “Paritätisches St. Jakobs-Stift Seniorenheim” in Augsburg, Germany,
for enabling the main study and providing valuable feedback on the design of the REA.
This research was partly funded by the Bavarian State Ministry for Education, Science
and the Arts (STMWFK) as part of the ForGenderCare research association.
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RightOnTime: The Role of Timing and Unobtrusiveness
in Behavior Change Support Systems
Oulu Advanced Research on Service and Information Systems Research Group (OASIS),
University of Oulu, Oulu, Finland
{piiastiina.tikka,harri.oinas-kukkonen}@oulu.fi
1 Introduction
2 Background
There are essentially two perspectives on persuasive message timing that are present in
this paper: the perceived interruptions from a system demanding attention, and the search
for the opportune moment for demanding that attention. The objective here is not to
pinpoint those opportune moments as such, but rather that the need to find them should
be taken into account when studying timing issues. The present study aims to support
that quest by exploring the broader scope of timing strategies. First, there is the effect
of increased cognitive load that results from random interruptions demanding active
attention [e.g. 8–10]. The second element is the concept of “an opportune moment” (or
‘kairos’ from the Greek) in the design of persuasive systems: the problem of when best
to communicate a persuasive message to the system user for maximum effect [6, 7].
Cognitive load theory [11, 12] proposes that high working memory effort will have
a negative effect on problem solving and other cognitive processes. The implications
are notable for, say, learning [11] and decision-making [13]. Research into attention and
interruptions has shown that attention is a limited cognitive capacity and that switching
attention from one task to another comes at a cost to task performance [14]. Randomly
timed interruptions have been found to have a negative effect on the performance of a
main task [8, 9, 15] and such interruptions also increase negative affect as regards the
system [8, 9]. Even in a broader context than specific tasks, some research suggests that
extended and continuous exposure to constant interruptions by messaging and social
media can have a detrimental effect on learning [16].
Miyata and Norman [10] argue that notifications from a system would have a lower
interruption cost if delivered at a moment of lower mental workload. In other words,
they advocate identifying kairos for sending a notification to a system user. Drawing
upon this, a host of further research aims at identifying such moments for various systems
to make use of [8, 9, 15]. For persuasive systems, the other type of ‘opportune moment’
has been identified as a factor in increasing the persuasive power of a message [6, 7].
Using the definition by Kinneavy [17], ‘kairos’ indicates an opportune moment and also
the right measure of action. How much, how often and how frequently would all seem
reasonable measures when discussing elements affecting perceived unobtrusiveness.
Earlier studies into factors affecting use and intention to use persuasive systems
indicate that perceived unobtrusiveness affects at least the intention to use, if not the
actual use of a system [18], and that it has an effect also on perceived persuasiveness of
a persuasive system [19]. The PSD model [20] proposes that unobtrusiveness should be
RightOnTime: The Role of Timing and Unobtrusiveness 329
a key consideration in the design of persuasive systems: these systems should not disturb
or interrupt users when they are carrying out their main tasks, and poorly executed timing
of persuasive communications can lead to less than ideal results. Irritation resulting from
interruptions may lead to levels of negative affect that influence one’s intention to use
a system or its actual use. The balance between too low involvement, where the neces‐
sary effort associated with learning and reflection (both in-action and on-action) [21]
does not take place, and too active demand on attention through interruptions is of great
interest in efforts to design better persuasive systems. A balance between reflection as
a behavior change tool and the level of attention demand is necessary: after all, for self-
reflection to take place at all, some attentional resources must be allocated to the process.
Context-aware systems are an absolute necessity in ensuring at least a minimum
level of control over interruptions [22]. Irritation or frustration from interruptions is not
conducive to successful persuasion, as we have been found to be more open to persuasion
when we are in a good mood [6]. Furthermore, having control over when to take a break
has been found to produce better problem-solving results than if break times are dictated
by someone else [23].
3 Research Setting
3.1 Hypothesis
The research aimed at discovering whether the type of persuasive communication timing
strategy had any affect on persuasion outcome and Perceived Unobtrusiveness (PU) of
the system. Based on earlier research on the topic, as presented in the Background
section, the following hypotheses were formed: (1) Random Timing (RT) is perceived
to be more obtrusive than User-defined Timing UT; (2) RT has a stronger positive
influence on behavior change both in self-assessed task success than UT; and (3) UT
results in a more positive response in terms of Perceived Unobtrusiveness than RT.
Should the presented hypotheses hold true, an interesting conflict emerges in persua‐
sion outcome and perceived unobtrusiveness: a better result in terms of behavioral
influence may lead to higher perceived irritation associated with the system in question.
The discussion should then focus on how to address this imbalance in persuasive systems
design.
The experiment was a mixed design (N = 13) comparing two timing strategies, imple‐
mented in a purpose-built iPhone app. The experimentation period was five days, with
additional days for pre- and post-test assessments. For the basic analysis of how the
different types of interruption affected punctuality performance and perceived satisfac‐
tion over a period of time, a mixed ANOVA (analysis of variance) design was selected.
The within-subjects factor was self-assessment ratings collected over the experimenta‐
tion period, with the between-subject factor being the timing strategy. The dependent
variables there were self-reported success ratings and perceived satisfaction ratings.
Participants were divided into one of two groups as per timing strategy.
330 P. Tikka and H. Oinas-Kukkonen
Five measures of both dependent variables were used. The participants reported on
more than one punctuality task each day, and the average of the ratings for each day was
used as the daily score. As the daily tasks were carried out independently by each partic‐
ipant without close supervision by researchers there were individuals who did not always
complete three tasks per day and individuals who may have reported more than three
tasks on some days. Listwise deletion approach was deemed most suitable for handling
missing values.
Table 1. Schematic and non-schematic test participants in the experiment’s timing conditions.
After the schematicism screening the participants also filled in a background infor‐
mation questionnaire and were instructed how to download the app and use it with the
relevant settings. Finally, after completing the tasks on the app, the participants were
sent links to the final questionnaires by e-mail.
The two groups of participants were each instructed as to the specific settings they
had to use on the test app in the experiment. Group A were the ‘Random Timing’ group,
where the system would send them tips and hints throughout the day and also query their
responses regarding task success and satisfaction some time after the completion of each
task. Group B were asked to set one time for daily interactions with the system; in this
way all the communications and requests to fill in the self-assessments were sent to the
user once a day at a time of the user’s own choosing. For both groups the number of tips
and hints was limited to three so that frequency would remain the same between the
groups.
During the five experiment days all participants set themselves three timed tasks per
day and one time-estimation practice task per day. The timed tasks could be anything
that the participants determined they needed to be on time for or anything that they
decided they wanted to do at some specific time. In the practice task the participants
were asked to select some routine such as breakfast, journey to work, etc. and learned
to estimate how long the activity actually took. The participants submitted the self-
evaluations to the research database using a ‘send’ button in the test app.
3.4 Materials
Mobile Device Test App. A purpose-made native iOS app called ‘RightOnTime’ was
designed and developed by the research team and was entered into Apple Store as a free
download. The particular purpose of the app was to help in rehearsing time management
skills that are associated with many cases of chronic tardiness and it also provided
features for actively practicing time-awareness and to encourage personal time-manage‐
ment related self-reflection. The app, then, was designed to support users in developing
and/or maintaining punctual behavior patterns by making them see when their behavior
was not based on realistic perceptions of time (or, indeed, when they were punctual and
timely). The problem-domain content used in the app was a collection of existing
332 P. Tikka and H. Oinas-Kukkonen
knowledge and suggestions from the literature [29] and self-help websites1. In the
experiment the app’s two settings configuration possibilities were used in studying the
difference in response as regards perceived unobtrusiveness (Fig. 1).
Fig. 1. RightOnTime app: Home screen (left) for setting tasks, and an example of a self-
evaluation view (competed after a task is done).
The app had two main parts: user-set punctuality targets/tasks and time-awareness prac‐
tice. In the first category the user would set a number of timed events for each day. These
could be any tasks or activities that the user wanted to be on time for. Each activity
would be given an exact starting time and an estimation of duration. The main objective
was to increase awareness of important meetings or tasks and to learn in that way to
make the effort of getting there on time. Once the task was over, the system would prompt
users to evaluate their performance in terms of timeliness. The prompt was set to appear
within a 15-min frame after completion of the task so that it was not entirely predictable.
Time-awareness assessments were not in the focus of the present pilot study.
A selection of Persuasive Systems Design [20] features was used in the design of
the app: reflection (in action as well as on action [21]) is very much in the foreground
not only in the form of Self-monitoring as such, but by generally offering the user ways
of keeping the behavior change target in mind through continuous interactions, practice,
etc. Further PSD features [20] used in the app included reduction, reminders, suggestion
and real-world feel (see Table 2).
The app itself was constructed using iOS components and style as much as possible
in order to minimize the effect of design on UX while maintaining an acceptable level
of interface familiarity, functionality and usability.
1
How To Be Punctual. http://www.wikihow.com/Be-Punctual. (Date of reference 4.8.2015).
Prolific Living. The Importance of Being Punctual. http://www.prolificliving.com/the-impor‐
tance-of-being-punctual/ (Date of reference 4.8.2015).
RightOnTime: The Role of Timing and Unobtrusiveness 333
and the filler items referred to other lifestyle topics such as healthy eating. As mentioned,
attitude was queried.
4 Results
Initially, a total of 40 people signed up to take part in the experiment initially. Of those,
31 completed the schematicism screener and were assigned to the test groups. Subse‐
quently, more than half dropped out at various stages during the experiment period. 13
participants completed the entire experiment. Of the total initial number of interested
participants (40) nine were non-schematics as regards punctuality. In the end, five of
these nine completed the experiment and were included in the analysis.
Sample Description. Average age for the sample was 36 years, with the youngest
participant being 23 and the oldest 72 years of age. The oldest participant was notably
older than the rest, but the participant was an experienced iPhone user, had no charac‐
teristics in choice of daily tasks or otherwise that stood out from the rest of the sample
and so the participant was not considered an outlier. Nine participants out of the 13 were
female, but the analysis does not consider gender a critical factor within the scope of
the experiment. A clear majority (11) had used in iPhone for more than six months,
making them familiar with the test device itself. As regards punctuality schematicism,
the sample includes more schematics than non-schematics, meaning that the majority
of the participants identify themselves as people who value punctuality and timeliness.
The collected data was analyzed for variance both for task success (Tsucc) and task
satisfaction (Tsat). These scores were also checked for correlation with Perceived Unob‐
trusiveness (PU). The PU scores were also analyzed for variance between the test groups.
Analysis of variance showed no significant effect of time of measurement in the Task
success scores (time of measurement here referring to each of the five days of the
experiment). The daily score used in the analysis is an averaged score from the three
2
NASA TLX: Task Load Index. http://humansystems.arc.nasa.gov/groups/tlx/.
3
System Usability Scale (SUS). http://www.usability.gov/how-to-and-tools/methods/system-
usability-scale.html.
RightOnTime: The Role of Timing and Unobtrusiveness 335
tasks participants reported each day in order to show a more consolidated day-by-day
view of the development over time. The RT group’s task scores were measured at
different times of the day, depending upon what time their set tasks took place, while
the UT group reported all three scores at one self-set time. The extended delay between
completing a task and reporting it in retrospect was part of the timing strategy difference
between the conditions.
The collected means in Fig. 2 show the development of means for each variable and
factor over the five days. The interesting movements in the chart (Fig. 2) concern the
beginning and the end of the period. At the beginning User-defined timing group scores
drop after the first day before they gradually climb back up to the starting levels and
even beyond. The Random timing group is seen to climb up to the same levels at the
end as the user-defined timing group, but task satisfaction in particular appears to climb
up in a steady and even manner.
UT group participants’ Tsucc and Tsat scores compared with PU scores pointed to
a very small linear relationship (r = −31 for Tsucc, r = −.20 for Tsat). In the RT group
the correlation coefficients indicated a stronger positive linear relationship, with r = .62
for Tsucc and r = .56 for Tsat. These indications of strength in the linear relationship
are extremely interesting considering that the PU score is given on negative statements:
the higher the score, the stronger the agreement with statements that indicate obtrusive‐
ness. In other words, participants in Group A (Random Timing) tended to rate the system
more obtrusive as their Task Success and Task Satisfaction increased. In the UT group,
on the other hand, the system was rated less obtrusive as the Task Success and Task
Satisfaction increased.
One of the initial hypotheses was that Random Timing of persuasive messaging may
be experienced as being more obtrusive than timing set by the system user. We do not have
exact information as to the reasons why participants dropped out from the experiment,
336 P. Tikka and H. Oinas-Kukkonen
as it was their right to do so without explanation, but it is worth noting that of the 31 initial
participants assigned to test groups 17 were assigned to Random Timing and 15 to User-
defined Timing groups. For these groups, the completion rate was only 5 participants
(approx. 30 %) in the RT group and 8 (approx. 50 %) in the UT group. One possible avenue
of thought for explaining the difference in the drop-out rate could be the difference in the
obtrusiveness between the two experiment conditions.
A one-way ANOVA of the PU scores does not show statistical significance variance
between the groups either, but as predicted, it is the RT group whose scores point towards
a more pronounced experience of obtrusiveness. Therefore, while performance related
scores improved over the experiment period, the participants in the RT group perceived the
system to be more obtrusive than the participants in the UT group. In this questionnaire a
higher score (the ‘agree’ end of the scale) indicated agreement on negative statements. In
other words, here, too, there is some slight indication that Random timing might be expe‐
rienced as more obtrusive than User-defined timing of persuasive messaging.
The primary purpose of the experiment was to explore the problem field around the
concept of unobtrusive user experience with persuasive systems so that a more robust
exploration could then be carried out by means of a well-informed model of influencing
factors.
The difference in the correlation coefficients between the test groups is a particularly
interesting avenue of analysis. When using a system that sends messages, reminders and
evaluation requests at random times, better perceived performance (Tsucc) and higher
satisfaction in one’s own achievement (Tsat) do not seem to translate into an unobtrusive
experience of the system. By contrast, there was an indication of the opposite effect
when system users dealt with the system only at a time they had chosen themselves.
Admittedly, the linearity in this case was weak, but it was observably in a different
direction than with the Random Timing group. The difference prompts various questions
as regards the role of cognitive load in perceived unobtrusiveness. How strongly does
the awareness and sense of being disturbed, interrupted or otherwise reminded of an
on-going task at random moments result in negative affect towards the system? In this
small sample and over this short period of time performance and satisfaction did not
differ significantly, and neither did the final experience scores; but does the correlation
result suggest potential problems in terms of perceived unobtrusiveness in a longer time
frame? Or does this suggest that it might be possible to achieve acceptable behavior
change results even when minimizing interruption-based cognitive load?
As it was, statistically we ended up with an inconclusive set of results: the differences
between the groups in terms of Task Success and Task Satisfaction ratings are not
significant, and while there is an observable difference between the Perceived Unob‐
trusiveness rating between the conditions, the difference is not statistically significant.
The significance of the drop-out rate difference between the two groups calls for further
exploration in order to determine if the perceived unobtrusiveness was even more
pronounced in the Random Timing group than presently reported. As it was, the freedom
RightOnTime: The Role of Timing and Unobtrusiveness 337
to drop out of the experiment does not allow for more than speculative conclusions based
on the fact that more participants dropped out from the Random Timing group than from
the User-defined Timing group.
Further research is certainly required, but the findings from this study can be used in
identifying meaningful factors that are at play in defining appropriate timing strategies. One
way of looking at the relationship between ‘timing strategies’ and an ‘opportune moment’
is to regard ‘opportune moment’ as one end of a continuum and an abysmally inappro‐
priate moment as the other. Where a persuasive system falls on that continuum can depend
on the timing strategies, whether random vs. set, sensor-based or context-based, etc. The
ideal is to hit upon the kairos moment and achieve behavior change with minimal cogni‐
tive load, but such rarities apart, we must search for ways of providing an unobtrusive user
experience without compromising the behavior change target.
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Persuasive Information Security:
Techniques to Help Employees Protect
Organizational Information Security
1 Introduction
This research was conducted when Dr. Patil was a researcher at the Helsinki Institute
for Information Technology HIIT / Aalto University, Finland.
c Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 339–351, 2016.
DOI: 10.1007/978-3-319-31510-2 29
340 M. Busch et al.
that included more than 1400 employees of 277 companies in 9 countries found
that 35 percent of data breaches were caused by such “human factors” [5].
One of the mechanisms organizations use for the protection of information
is an information security policy, i.e., the rules and guidelines defining permit-
ted and forbidden actions related to information assets. Naturally, organiza-
tions expect employees to adhere to the policy. However, employees often find
it challenging to comply. Factors underlying these difficulties include individual
attitudes toward the policy, beliefs about organizational norms, and efficacy to
comply [1].
Solutions to ensure compliance with information security policies may be
technology- or human-centric. Enforcement via technical means (e.g., denying
access when the network connection is insecure) takes away employee autonomy
and may lead to potentially insecure workarounds, thus undermining, rather than
enhancing, security. Moreover, automated technological enforcement affects only
the corresponding work practices, not employee attitudes. In contrast, human-
centric approaches (such as training and awareness programs [12,17]) aim to
influence attitudes and motivate employees to follow secure information prac-
tices. However, such approaches are expensive and time consuming and need
repetition. The effectiveness of security education programs is further limited
because they are typically decontextualized from work practices and decoupled
from the situations under consideration (viz., actual policy breaches).
We believe that a key to enhancing the effectiveness of such tools and methods
is educating employees regarding the risks and rationale that form the basis of the
policy and engaging them by incentivizing secure information practices. Toward
this end, we designed six features aimed at increasing employee awareness and
knowledge of the organizational information security policy and changing atti-
tudes and behavioral intention toward compliance. Our goal was to identify
the effectiveness and promise of the features for raising employee awareness of
the organization’s information security policy and increasing policy compliance.
Specifically, we explored the following research question: Which persuasive fea-
tures are likely to effect a change in attitudes and behavior intention regarding
organizational information security?
To tackle the above question, we carried out a user study in which we
evaluated the perceived persuasiveness of these features via an interface imple-
mentation in the form of a design probe. We found that persuasive strategies
could indeed be beneficial for promoting secure work practices, albeit to varying
extents. We apply our findings to offer suggestions for further exploration of the
design space of persuasive security features.
Our contribution lies in the application of persuasive strategies for organiza-
tional security. Persuasive technology has not been systematically explored for
usable security in general and organizational security in particular. By extend-
ing persuasive design to this domain, we promote an approach to security policy
compliance that engages with and educates the human in the loop.
Persuasive Information Security: Techniques to Help Employees Protect 341
2 Related Work
Technological approaches to improve organizational information security pol-
icy compliance include commercial applications that manage endpoint security.
Such applications monitor company-owned devices and networks and enforce
access controls for information assets. For instance, the application could for-
bid access via a non-trusted and insecure network. The user interfaces of these
applications are typically geared toward information security managers and sys-
tem administrators, rather than end-users of the devices. Further, the systems
often enforce information security policies without helping end users under-
stand the importance of the rules and the consequences of violations. To mit-
igate this shortcoming, approaches such as training [12] and security aware-
ness campaigns [10] have been suggested to educate employees regarding the
importance, threats, risks, and compliance procedures associated with security
rules. Research shows that training and awareness programs can be useful and
effective [12,17], especially when personalized [11]. However, this utility incurs
high financial and time costs, and the program may need periodic repetition.
Moreover, these programs provide generic prescriptive guidance and, unlike our
approach, do not include incentives for incorporating the advice in work prac-
tice [15].
So far, only a few studies have applied persuasive technology for usable secu-
rity. Forget et al. [7–9] utilized persuasive technology to raise the strength of
user-chosen text passwords, while Chiasson et al. [3,4] achieved similar success
in helping users choose strong graphical passwords. Other researchers have used
persuasive technology to implement games targeting security related behavior.
Yeo et al. [19] demonstrated the effectiveness of a Web based multiple-choice quiz
to improve password management and virus protection, and Sheng et al. [14]
found that an anti-phishing game was effective in educating users about secure
Internet behavior. However, all of these studies utilized relatively small student
samples, not knowledge workers. Additionally, these explorations were limited
to specific actions, such as choosing passwords, rather than considering all work
practices that impact the security of an organization’s information resources. We
tackle this broader challenge and explore the effectiveness of several individual
persuasive strategies and their combinations.
Security Points: Users could collect virtual rewards in the form of Security
Points (see Fig. 1a). Security Points could be earned by taking a Security Quiz,
completing Challenges, or answering the Personalization questionnaire. Users
were awarded Badges corresponding to the progressive accumulation of Security
Points, viz., Beginner, Intermediate, Expert, Professional, and Master. Security
Persuasive Information Security: Techniques to Help Employees Protect 343
Points could be used to ‘buy’ perks, such as time to use social media and colors
to change the look-and-feel of the interface. Points were deducted if the user’s
actions were deemed insecure.
Security Quiz. In order to facilitate learning, users were presented with quizzes
on work scenarios related to the information security policy (see Fig. 1b).
Challenges. This feature provided motivation in the form of competition among
employees (see Fig. 1c). Users could accept Challenges that were either group
based (e.g., “Behave more securely than your colleagues for one week.”) or indi-
vidual (e.g., “Comply fully with the security policy for one week.”).
Statistics. The probe showed Statistics of security-related behavior, e.g., the
number of policy violations committed by the user per week as well as the average
number of violations for all employees across the organization (see Fig. 1d).
344 M. Busch et al.
4 Method
We employed the design probe in a user study to evaluate the perceived per-
suasiveness of each of the implemented persuasive features. The study was con-
ducted in two modes – online and laboratory – with different participants. Both
modes followed the same procedure, except that laboratory participants were
asked to think aloud when performing study tasks. As the framing for the study,
participants read the following scenario: You are waiting at the airport to embark
on a business trip. While waiting, you wish to prepare a business document for
which you need sensitive information from your company’s servers. The security
policy of your employer states that you should access sensitive files only from
encrypted (secure) network connections. The wireless Internet at the airport is
unencrypted.
Participants were asked to imagine themselves in the scenario, open our
probe, and explore and interact with each feature one at a time by clicking
the corresponding tab. The features were presented in random order by random-
izing the tab sequence, with the exception of Risk Communication which was
excluded from randomization because it operated outside the probe interface; it
was always the final task. To evaluate Risk Communication, participants were
asked to open another application called ‘File Explorer.’ Within this applica-
tion, participants were instructed to (try to) open ‘Low-Sensitive Document.pdf,’
‘Medium-Sensitive Document.pdf,’ and ‘High-Sensitive Document.pdf.’ Clicking
on the ‘Low-Sensitive Document.pdf’ brought up a warning regarding a security
policy violation (see Fig. 1f). Given the low sensitivity of the file, the warning
allowed the user to proceed if he or she desired. The warning popup for the other
two files blocked opening the file with no user override.
The items measured the perceived persuasiveness of each feature and were
adapted from Drozd et al. [6] and Venkatesh and Bala [18]. We further allowed
participants to provide open-ended opinions regarding the feature.
5 Findings
Of the 81 online participants, we retained the responses of the 64 who met our
screening criterion of the presence of explicit information security policies in their
organizations. Of these, 48 (75 %) were employed full-time and 16 (25 %) part-
time (33 females / 31 males) with ages ranging from 21 to 60 (median = 32).1
A further 15 participants completed the study in the laboratory (12 employed
full-time and 3 part-time; 8 females and 7 males) ranging in age from 27 to 43
(median = 36).
The lowest value of Cronbach’s alpha for the set of items for rating each
feature (see Sect. 4) was 0.94, indicating excellent internal consistency. There-
fore, we combined the ratings into a persuasiveness score by averaging the five
individual ratings. Figure 2 shows notched box plots of the persuasiveness scores
for each feature (higher values indicate greater persuasiveness). The notches in
the boxes indicate the 95 percent confidence interval of the median. The line at
4 on the y-axis marks the neutral mid-point of the 7-point Likert-type scale. We
found that Risk Communication, Statistics, and Security Quiz were rated more
persuasive compared to Security Points, Challenges, and Personalization.
We consulted the open-ended answers of the online and laboratory partici-
pants to the question “What is your opinion about this feature?” The first author
1
Four participants declined to provide their age.
346 M. Busch et al.
and a researcher not connected with the study independently read all responses
and used open coding [16] to generate potential descriptors. Upon comparison
and discussion, the two independent sets of descriptors were consolidated into
a single set of 14 characteristics describing the features: instructive, easy to
understand, useful, playful, motivating, informative, innovative, efficient, pleas-
ing, context appropriate, appealing, competition inducing, privacy protecting, and
detailed.
The coding further indicated whether the answer expressed positive or neg-
ative views regarding the particular characteristic since this was identified as
an important dimension during open coding. For almost every feature, opinions
were split. For example, playfulness was seen positively (enjoyable) or negatively
(childish). Statistics received the greatest proportion of positive remarks (64.8 %)
and Security Points the most negative (65.1 %). For a nuanced understanding,
we examined salient comments. On the positive side, many participants found
each feature to be understandable and useful. Several participants expressed
positive opinions about the ability of the Security Quiz, Statistics, and Risk
Communication features to raise security awareness and promote learning. On
the negative side, a roughly equivalent number of participants deemed the fea-
tures useless, unhelpful, or confusing. Several commented that the playfulness
of features like Security Points was childish and unprofessional. (“This is like a
game. This will not be appropriate in my company. Employees should do impor-
tant stuff.”). Participants found Risk Communication disruptive to the ongoing
task. Further, several expressed displeasure that they were allowed to dismiss
the warning. (“It is weird that I can open a ‘Low sensitive’ document although
it’s against the security policy.”). Instead, some preferred being denied access
altogether. (“If I am not allowed to open it, it should not open.”). Further, partic-
ipants felt that the competition introduced by Challenges could have a negative
effect on relationships with colleagues. (“To be better than others means show-
ing that someone else is worse.”). Other negative responses were an artifact of
Persuasive Information Security: Techniques to Help Employees Protect 347
the prototype nature of the probe. For instance, participants complained that
the Statistics were not sufficiently detailed and nuanced and the purpose, and
subsequent use, of the Personalization questionnaire was unclear.
Verbalized thoughts of the laboratory participants while interacting with the
probe confirmed that the various annoyances and shortcomings arose chiefly
due to the missing detail and polish of the probe, rather than the underlying
persuasive strategies. For instance, laboratory participants expressed desires for
more practical benefits for Security Points, such as meals, breaks, vacation, etc.
(“Not an incentive for me. Better: new tablet, free meals in the cafeteria.”).
Similar to typed open-ended responses, the verbalized thoughts included demand
for more detail. For instance, participants wished that the Statistics included not
only the number but also the severity of security breaches. They also alluded
to various opportunities for pertinent system feedback, such as the extent of
correctness of each option in the Security Quiz and the secure way to deal with
the Risk Communication warning.
findings point to specific design implications for each of the persuasive features
we evaluated:
Security Points. It is important to take into account whether playful and
game-like elements such as Security Points and Badges are suitable in an organi-
zational context where they might run counter to expected professionalism and
seriousness. Moreover, rewards like Security Points should be designed to pro-
vide tangible value. The utility of such features could be significantly increased if
users could convert them from a virtual state to a personally meaningful incen-
tive, such as meals, gift certificates, etc.
Security Quiz. We found that it is essential not only to reveal the correct
answer to the quiz but also to explain the rationale behind how it was obtained.
In the case of multiple possible answers, the quiz ought to support and explain
relative rankings of the choices. Toward this end, it might be helpful to adminis-
ter quizzes at regular intervals (e.g., ‘Quiz of the Day’) as well as at contextually
appropriate times (e.g., when the user engages in an insecure action).
Challenges. While competition caters to the inner human desire for rivalry and
accomplishment, it might have a negative impact on work dynamics and colle-
giality among colleagues. Some participants in our study suggested including
Challenges based on cooperation. Cooperative security tasks could help employ-
ees learn from each other and foster a positive group dynamic and team spirit.
Statistics. The Statistics feature was well-liked. We believe that the appeal
stemmed from the usefulness of the information for comparing one’s practices
with the larger picture as well as the visual presentation that made it easy to
comprehend. At the same time, findings indicated that the feature needs to incor-
porate a large range of possible factors to visualize and to support modifying
the visualizations to reveal important nuance. The former could be implemented
by incorporating a diversity of aspects covered by the information security pol-
icy, such as security updates, VPN, etc. To add nuance, the interface ought to
facilitate examination of relative as well as absolute measures. It can be bene-
ficial to allow additional sensemaking operations such as classifying, grouping,
sorting, and filtering the visualized information based on relevant aspects, such
as importance, severity, recency, etc.
Personalization. Participants found it difficult to understand the Personal-
ization feature and its connection with information security. These difficulties
appeared to be driven largely by the one-time nature of the study and the non-
functioning nature of this feature in the probe. Nonetheless, we obtained useful
insight from participant complaints regarding the length of the questionnaire
and the lack of clarity regarding how the answers were used. For instance, a
personalization questionnaire in a deployed system could be administered one
question at a time and completed over a longer period. Interaction data regard-
ing employee use of devices and information resources could further augment the
quality and the nature of personalization.
Risk Communication. While participants appreciated the contextual nature
of Risk Communication, they complained about disruption and obtrusiveness.
Persuasive Information Security: Techniques to Help Employees Protect 349
Moreover, they were frustrated that it did not offer guidance on achieving the
task securely. These findings illustrate that effective Risk Communication needs
to balance a variety of tensions, such as whether to allow a policy violation to
avoid interrupting the task and blocking user action. Regardless of the approach,
whenever Risk Communication is necessary, it is an opportunity for contextual
security training via effective information presentation.
7 Limitations
There were interdependencies among the persuasive features. For instance, Secu-
rity Points were incorporated in the Security Quiz, Challenges, Personalization,
and Risk Communication features. These interdependencies might have led to
overlapping effects. Additionally, randomization to avoid order effects may have
resulted in somewhat unnatural sequencing, thus hampering full understanding
of a feature. Risk Communication may have been affected by an order effect
because it was encountered at the end. We examined a single usage instance
using an interface probe lacking back-end functionality. Moreover, participants
had no prior exposure to the probe. A longitudinal study of user behavior within
a functioning system is needed to verify that our self-reported intentions extend
to actual user practices and to examine how they are affected by usage experi-
ence and learning. Given our self-selected and geographically-restricted sample,
replication is needed to verify generalizability.
8 Conclusion
Our goal was to investigate if persuasive features could raise employee awareness
of their organization’s information security policy and promote policy compli-
ant behavior. To achieve this objective, we applied eight persuasive strategies
to implement six persuasive features in a design probe. Online and laboratory
evaluation suggests that the features hold promise but could be enhanced by
additional feedback and concretely beneficial incentives. A functioning real-life
deployment is needed to study the longitudinal impact of the persuasive fea-
tures on contextual behavior. We hope that these findings spur explorations to
investigate how persuasive strategies could be employed to develop additional
persuasive security features.
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Persuasive Information Security: Techniques to Help Employees Protect 351
1 Introduction
When searching Apple’s App Store or Google Play with the keyword ‘smoking’, one
would find many mobile apps aiming to assist users to control their smoking behavior
or even to quit smoking. These apps usually track how much time has passed since
their users smoked last time, or how many cigarettes their users has smoked each day,
by requiring one to self-report. Users have to remember to launch the apps and input
whenever they smoke. This is demanding even to self-motivated users. Although these
apps usually provide the users’ progress statistics (e.g., how much money saved, how
many days of life regained based on scientific estimation, etc.) as a hopeful encour-
agement, the factual data needs sparks for highlighting the immediate pleasure or pain
and the contingent hope or fear. We believe incorporating reflective design [1] and the
liveliness framework [2] can create those sparks.
Lock Up is a reflective, lively interactive system aiming to assist users in con-
trolling their smoking habit via provoking imagination, emotion, and so reflection in
them. The initial idea originated from a design student (Ms. Lui Yan Yan, School of
© Springer International Publishing Switzerland 2016
A. Meschtscherjakov et al. (Eds.): PERSUASIVE 2016, LNCS 9638, pp. 352–364, 2016.
DOI: 10.1007/978-3-319-31510-2_30
Lock Up the Lighter: Experience Prototyping 353
Design, The Hong Kong Polytechnic University)’s graduation project, which we have
further developed into an experience prototype based on the design framework of
liveliness. Grounded in cognitive semantics in cognitive science, the psychology of
emotion, and phenomenological approaches to interaction design, the notion of live-
liness suggests drawing on analogies with everyday life experience in designing
interactive systems in order to provoke user imagination and emotion at multiple
cognitive levels. Users immediately understand how to operate the systems at initial
moments of use, and then make metaphorical, reflective meaning during the later
contingent moments. The two levels of meaning construction enabled by liveliness can
be employed to create sparks for highlighting the motivators for behavior change.
Lock Up requires users to put their lighters in a smart case and lock it up. This is a
heuristic way to estimate how much time a user has passed without smoking. After
closing the hinged cover tightly, the user sees the LED (light-emitting diode) lights on
the case moving fast back and forth (Fig. 1). The mobile app then shows a wireless
connection set up with the case. To create a spark for highlighting the immediate pain
as a motivator, the user is required to blow at the smartphone for a lung capacity test
(Fig. 2). The app responds with a default result: a skeleton graphic and a message
saying that the user has been seriously infected (Fig. 3a). The skeleton, together with
the fast moving lights on the case, seems to signal emergency and call for action. After
spending some time on sports activities, the user gets improvement in the lung capacity
test, from the skeleton, to a zombie (Fig. 3b), then a half-zombie-half-human (Fig. 3c),
a healthy human (Fig. 3d), and so on. An immediate understanding comes about in the
user’s mind that locking up the lighter and doing workout make progress, which also
project a hopeful future.
Yet, the future is contingent. The user is given a leeway to get around the strict
smoking control. One can unwrap the case and take out the lighter anytime, but the
lung capacity test result then quickly drops back to the skeleton, even though the user
keeps doing sports. During these contingent moments, the unexpected change in health
status makes the user wonder. The user may invoke different interpretive frames, for
instance the infection frame, to make sense of the contingency. The lighter is the source
of infection. This metaphorical, reflective meaning is another spark that highlights the
Fig. 1. Lock Up requires the user to put the lighter into the case, and the lights on the case start
moving.
354 K.K.N. Chow
Fig. 2. Lock Up allows the user to blow at the smartphone for the lung capacity test.
Fig. 3. a-d. The default result of the first test is the skeleton, followed by the zombie, the
half-zombie-half-human, the healthy human, and so on.
contingent fear (or hope) in the future. The user may see the lighter in a very different
way and want to lock it up again.
The design of Lock Up demonstrates an application of the liveliness framework in
reflective design for behavior control. During initial moments of use, the system’s
sensory feedback is a spark highlighting the immediate pain or pleasure, resulting in
immediate understanding of the action. During later contingent moments, the system’s
unexpected changes are another spark foregrounding the contingent fear or hope in the
future of which the user makes a metaphorical, reflective meaning that ‘the lighter is
evil’. An experience prototype has been built for participants to use in the laboratory.
This evaluation process is more exploratory and generative than validating. The design
framework provides guidelines for designers and researchers to propose possible,
intended meaning in terms of user imagination, emotion, and reflection, while the
evaluation assists in finding real and particular instances in order to support and enrich
the user experience narratives predicted via the framework. This paper first articulates
the theoretical framework, followed by the research design, experience prototyping,
and discussion of the findings. The conclusion is the design implication for next
iteration of prototypes to be deployed in the wild.
Lock Up the Lighter: Experience Prototyping 355
2 Theoretical Framework
2.1 Behavior Models
Fogg Behavior Model (FBM). The design of Lock Up refers to a few influential
models of human behavior. B. J. Fogg [3] introduces a behavior model for designing
persuasive systems. The three determinants for a person to perform a behavior include
motivation, ability, and triggers. Motivation includes immediate results (i.e., pleasure
vs. pain), foreseeable outcomes (i.e., hope vs. fear), and social conforming. Ability is
related to perceived probability of success, which can be improved through empowering
the users. With sufficient motivation and ability, people become determined but still
need triggers for taking action. Fogg introduces three types of triggers that are applicable
to the design of Lock Up. Spark is used to foreground the relevant motivators to the user
(e.g., using iconic representation to show immediate status and assist in projecting
foreseeable development). Facilitator is to make the behavior easier or harder to do (e.g.,
locking up the lighter). Signal is to provide timely and relevant reminder.
While motivation and ability are dependent on many internal and external factors that
are less controllable to designers, triggers have become more accessible means to
designers with today’s ubiquitous technologies. FBM’s triggers are an important
consideration in designing persuasive systems, especially when different stages of
behavior change are concerned.
Five Stages of Change. James O. Prochaska and his colleagues [4] summarize
research on self-initiated and professionally assisted change of addictive behaviors in
five stages. At the pre-contemplation stage, the individual does not see the problem and
so has no intention to change. At the contemplation stage, the individual is aware of the
problem and starts seriously thinking of overcoming it, without taking any action yet.
At the preparation stage, one is about to take action. At the action stage, the modifi-
cation is visible and even recognized by others. Finally the maintenance stage is about
whether the change can endure for more than six months without relapse, which is
generally regarded as a successful indicator. Based on this model, designing for
behavior change needs overview of the whole journey but also identification of a
focusing stage. The pre-contemplation stage requires persuasively informing people of
the problem. Spark can be added to bring hope or fear to the people (e.g., showing
exaggerated graphic images of current status). The contemplation and preparation
stages have to enable and even empower the people. Using facilitators to make the
behavior easier or harder to do is an effective intervention (e.g., hiding the lighter from
one’s sight). At the action and maintenance stages, the design has to provide reminder
or progress report (e.g., showing incremental changes of the status).
In summary, Lock Up has the following features based on the above models:
• Focusing on the contemplation and preparation stages, Lock Up helps the user
temporarily forget smoking by hiding the lighter from the user’s sight. It makes the
key to smoking less accessible.
356 K.K.N. Chow
• To foreground the relevant motivators, Lock Up shows the user’s lung capacity in
terms of iconic images like skeleton and zombie. Subsequent images assist the user
in projecting foreseeable improvement, or conversely bring fear to those still in the
pre-contemplation stage.
• Lock Up shows incremental signs of successful performance from skeleton to
healthy human and even superhero to strengthen the user’s determination. It is
important for those in the action and maintenance stages.
sensory
perception
lively
interactive user
system
motor
action
Fig. 4a. A sensorimotor feedback loop between a user and a lively interactive system during
initial moments of use, giving the user a sense of control.
During later contingent moments of use, the lively artifact shows unexpected
changes, bringing the user a sense of wonder (Fig. 4b). The user then invokes an
interpretive frame [11] to make sense of and account for the changes. The frame comes
with a past scenario in the user’s memory. The user analogically maps the current
experience of the changes with the past scenario, and elaborates a metaphorical blend,
resulting in an imaginative scenario with reflective meaning.
Lock Up the Lighter: Experience Prototyping 357
sensory ?
perception
lively
interactive user
system
motor
action
Fig. 4b. Unexpected changes seemingly unrelated to user input during contingent moments,
bringing the user a sense of wonder.
Figure 5b illustrates a possible blend during the later contingent moments. The loop
is fading in the user’s mind, but unexpected changes (e.g., see the skeleton again
despite exercising) take place in the lively interactive object, which prompts the user to
invoke an interpretation frame (e.g., infection), and a metaphorical blend results. This
gives rise to an imagined narrative (e.g., the lighter is infectious) and elicits emotions
(e.g., fear).
Fig. 5b. A possible metaphorical blend taking place at Lock Up’s contingent moments
The two levels of meaning making are built on the sense of control and the sense of
wonder enabled by the artifact, which can be effective in assisting habit control or
promoting behavior change. Lively interactions can be designed for regulating certain
behavior (e.g., lock up the lighter to stop smoking), while still giving the user a leeway
to get around (e.g., unlock it), and so a sense of control. Yet, if the user keeps getting
around, the artifact shows unexpected changes, bringing a sense of wonder and
prompting the user to make reflective meaning. Lock Up requires the user to put the
lighter in the case and close it tight. The lights on the case then move back and forth at
a speed faster than the typical respiratory rate. The rhythm seems to signal emergency
and urge the user to do workout. If the user spends some time on workout (e.g.,
running), one will make a progress in the lung capacity test (e.g., from the zombie to
the healthy human). The user can take out the lighter from the case anytime, but his or
her lung capacity test result will then drop (e.g., from the healthy human back to the
skeleton). The user on one hand feels in control of own behavior. This is important that
one would not feel being tightly regulated. On the other hand, the user wonders what
makes the health status reverted. After knowing the culprit is the lighter, one may
invoke the infection frame and want to stay away from the lighter.
Lock Up the Lighter: Experience Prototyping 359
3 Experience Prototyping
Aligning the design framework of liveliness with major behavior models allows us to
predict the possible user experiences of Lock Up in terms of conceptual integration
diagrams. To substantiate the proposed blends in Figs. 5a and 5b (i.e., for those in italic
in the figures), experience prototyping has been conducted to generate real and par-
ticular instances. Experience prototyping conveys an experience, from the sensory to
the cognitive, with a design to designers or target users [12]. It can be in any kind of
representation or medium. In this project, we have built both physical and digital
artifacts and let participants experience in a simulated environment in the laboratory.
The experience prototype of Lock Up includes the lighter case with a hinged cover
and a series of LED lights on its side, together with the mobile app. When the case is
closed with something in it, the lights start to move in a line back and forth. When the case
is open, the lights move only toward the hinged cover direction for a while and then go
off. The mobile app allows the user to blow at the smartphone’s built-in microphone for
the lung capacity test, and then responds with results according to the script of the
experience test. The app can also forge a sign of wireless connection with the closed case.
The study was conducted in our usability study room with one participant (having
smoking habit) a time, including activities and semi-structured interviews. The activities
started with launching the app and asking the participant to blow at the smartphone. The
result was scripted to be the skeleton. The participant was then asked to put his or her
lighter into the case and close the hinged cover tight by wrapping it with medical tape.
The lights on the case started to move back and forth. The participant was led to a
treadmill and ran for three minutes, followed by the second lung capacity test. The result
was scripted to be the zombie. This time the participant was tempted whether he or she
would like to take the lighter out. Another three-minute run and then the third blow
followed. If the lighter had already been taken out, the result reverted to the skeleton;
otherwise, the half-zombie-half-human was shown. This concluded the activity session.
The in-depth semi-structured interview was divided into two sessions. The outline
roughly matched the timeline of the predicted user experience based on the liveliness
framework. The first session is about the initial moments, questioning about immediate
blends, impulsive desires, and automatic appraisals. After the first session, the partic-
ipant was asked to do the lung capacity test again. The result was scripted to be the
skeleton again, because the lighter was not in the case. The second session then
follows, questioning about the later contingent moments related to unexpected changes,
metaphorical blends, and extended appraisals. Table 1 summarizes the questions.
Six participants, all males, have taken the test. One of them (DJ) is at the age between
18 and 25 years. The other participants are at the age between 25 and above and having
smoking habit for more than three years. Three of them (XX, LL, and DJ) have back-
ground in Design or related disciplines, and three (CL, XR, and ZB) in Land Surveying.
The questionnaire results informed that all of them smoked at least four or five times a
day, with XR being the most frequent smoker (about 10 times a day). XX was at the
preparation stage (was focusing on sports activities to reduce smoking frequency). Others
were at the contemplation stage, being fully aware of the health problems associated with
smoking. Half of them (DJ, CL, XR) were more motivated to discontinue smoking.
360 K.K.N. Chow
Table 2. (Continued)
About unexpected changes, All participants said the reverted status was
interpretive frames, and metaphorical unexpected. Most of them tried to interpret with
blends logic or science, like “I smoked too much before
this test” (ZB), or “maybe exercise generates
some chemicals in my body and after some time
when there is no chemical, I feel like having a
cigarette again” (XX).
Only DJ remembered that putting the lighter in the
case was one condition.
Being reminded of the lighter, participants invoked
different interpretive frames to predict the next
move.
The infection frame:
“As it told me I was infected so maybe the lighter is
the infection, and when you put it in the box,
you may not get the infection.” (DJ)
“It doesn’t seem like my lighter anymore … it
causes me some disease, made me lose all my
effort.” (XR)
The partnership frame:
“Key and lock, the lighter is like a key to light a
cigarette.” (ZB)
The devil frame:
“Lighters and exercise may be like devil and
angel.” (LL)
Extended appraisals Satisfied:
“Overall satisfied, also realized if I don’t put lighter
inside, I am a skeleton, not living a healthy
life.” (DJ)
“If putting the lighter back, would like to try doing
something to stay away from smoking.” (CL)
Uneasy:
“Overall experience is like going to swimming pool
and putting things like money and cards in a
box. We can’t use it…” (ZB)
4 Discussion
4.1 The Immediate Level
The lights on the case are designed to move back and forth at a speed faster than the
respiratory rate to create an illusion that the lighter is resisting inside the case. This is to
anthropomorphize the lighter. Yet, this metaphor was not obvious to the participants,
who unconsciously assumed the case was a device and the lighter was a tool, and so the
362 K.K.N. Chow
light movement seemed like charging or downloading (DJ). On the other hand, half of
the participants felt tense after putting the lighter in the case. They closed the hinged
cover tightly and wrapped it by tape. Meanwhile, they saw the lights moving fast. The
frequency seemed to suggest alertness. The sensorimotor feedback loop evoked a slice
of life in them. At least two participants (XX, XR) mentioned the moments of having
no access to lighters on plane. Lighters are classified as dangerous goods and cannot be
carried. The immediate blend between putting the lighter into the case and the expe-
rience of boarding resulted in a message that the dangerous lighter should be put away
(Fig. 5a). To facilitate this blend, the lights should be made to flash faster.
After exercising and making progress in the app, all participants became increas-
ingly happy or satisfied. Participant CL even had a negative feeling when taking back
the lighter, because this made smoking possible to him again.
Designing systems assisting people to control or even change their addictive habits is a
major yet challenging mission. Behavior models, including FBM and Five Stages of
Change, inform important factors for predicting and anticipating behavior change.
Together with our design framework of liveliness, we have developed Lock Up, a
reflective lively system, which assists users to reduce or stop smoking via provoking
imagination, emotion, and reflection in them. The theoretical framework helps delin-
eate the intended and possible user perceptions, actions, and cognitive processes in
terms of conceptual integration diagrams. Experience prototyping generates real and
particular samples to substantiate the proposed narratives in terms of blends, emotions,
and interpretive frames.
Although the current empirical study consists of only six participants, useful
findings include many nuances in the perceptions of different participants. For instance,
the moving lights are supposed to arouse the sense of alertness or emergency, but not
all participants could recall similar moments in their past experiences. This suggests
stronger color (e.g., red) and higher frequency of the moving lights. Most participants
focused too much on the workout and forgot the relevance of the lighter during the
interviews. This suggests more reminders of the lighter in the mobile app. These
insights generated from the tests will be used to further develop Lock Up into the next
iteration of prototyping and testing not only in the laboratory but also in the field.
Acknowledgments. The grant GRF from Hong Kong Research Grants Council (PolyU
5412/13H).
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Erratum to: Self-Reflecting and Mindfulness:
Cultivating Curiosity and Decentering Situated
in Everyday Life
Erratum to:
Chapter 8: A. Meschtscherjakov et al. (Eds.)
Persuasive Technology
DOI: 10.1007/978-3-319-31510-2_8
In the originally published version of the paper starting on page 87 of this volume, the
means and the F-values in Table 2 and the M and SD values in the first paragraph of
Sect. 5.3 were incorrect. These have been corrected.
The updated original online version for this chapter can be found at 10.1007/978-3-319-31510-2_8