Persuasive Technology: 16th International Conference, PERSUASIVE 2021, Virtual Event, April 12–14, 2021, Proceedings (Information Systems and Applications, incl. Internet/Web, and HCI)
معرفی کتاب «Persuasive Technology: 16th International Conference, PERSUASIVE 2021, Virtual Event, April 12–14, 2021, Proceedings (Information Systems and Applications, incl. Internet/Web, and HCI)» نوشتهٔ Raian Ali (editor), Birgit Lugrin (editor), Fred Charles (editor)، منتشرشده توسط نشر Springer International Publishing : Imprint: Springer در سال 1268. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book constitutes the refereed post-conference proceedings of the 16th International Conference on Persuasive Technology, PERSUASIVE 2021, held as a virtual event, in April 2021. The 17 full papers presented in this book together with 8 short papers were carefully reviewed and selected from 67 submissions. The papers are grouped in topical sections as follows: persuasive affective technology; digital marketing, ecommerce, etourism and smart ecosystems; and persuasion and education. Preface Organization Contents AI and Persuasion Positing a Sense of Agency-Aware Persuasive AI: Its Theoretical and Computational Frameworks 1 Introduction 2 Why Should SoA Matter to Persuasive Technologies? 3 The Phenomenology of Sense of Agency 4 Computing for a Sense of Agency-Aware Persuasive AI 4.1 Intention-Action Link of a Beneficial and Trustworthy Persuasive AI 4.2 Action-Outcome Link of a Creative Causal Inferencing AI 4.3 Computing for the Sense of Agency 5 From Formalisms to Practical Design 6 Conclusion References Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models 1 Introduction 1.1 Background 1.2 The Models 1.3 Our Approach 1.4 Research Questions 1.5 Structure of This Paper 2 Materials and Methods 2.1 Materials 2.2 Sampling and Participants 2.3 Design and Procedure 3 Results 4 Conclusion 4.1 Discussion 4.2 Limitations 4.3 Future Work References Towards Adaptive Robotic Tutors in Universities: A Field Study 1 Introduction 2 Social Robots in Higher Education 3 Contribution 4 Learning Environment 4.1 Learning Material 4.2 Implementation of the Adaptive Robotic Tutor 5 User Study 5.1 Participants 5.2 Questionnaires 5.3 Procedure 6 Results 7 Discussion 8 Conclusion and Future Work References The Use of a Tablet to Increase Older Adults’ Exercise Adherence 1 Introduction 2 Methods 2.1 Study Design 2.2 Measures 3 Results 3.1 Participants 3.2 Exercise Adherence and Tablet Engagement 3.3 Prediction of Exercise Adherence 4 Discussion 4.1 Principal Findings 4.2 Limitations 4.3 Conclusions References Towards an Automatic Generation of Persuasive Messages 1 Introduction 2 Related Works on Text Generation 3 The Persuasive Messages Generator 4 Experiment 4.1 Training Dataset 4.2 Variables and Metrics 4.3 Results 5 Conclusions and Future Work References Persuasive Social Robot Using Reward Power over Repeated Instances of Persuasion 1 Introduction 2 Research Method 2.1 Design 2.2 Hypothesis 2.3 Measure 2.4 Participants 3 Procedure 3.1 Task, Robot, and Environment 4 Conclusion References Case Studies Planning Habit: Daily Planning Prompts with Alexa 1 Introduction 2 Related Work 2.1 IVAs 2.2 Planning Prompts 3 Design Process 3.1 Stage I: Initial Design 3.2 Stage II: Usability Testing 3.3 Stage III: Final Design 4 Feasibility Study 4.1 Method 4.2 Quantitative Findings 4.3 Qualitative Findings 5 Discussion 5.1 Limitations and Future Research 6 Conclusion References Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study 1 Introduction 2 Related Work 3 Driving Feedback Avatar 3.1 Avatar and Feedback Design 3.2 Feedback Algorithm 3.3 Persuasiveness 4 Method 4.1 Wizard-of-Oz Setup 4.2 Procedure 4.3 Measures 4.4 Participants 5 Results 5.1 Aggressive Driving 5.2 Emotional Attachment 5.3 Perceived Functionality 6 Discussion 6.1 Methodological Limitations 6.2 Design Considerations 7 Conclusion References Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies 1 Introduction 2 Background 3 Methods 4 Results and Discussion 4.1 Evaluating the CHEERS App and the Effect of Social Influence Strategies 4.2 User Acceptance of a Mobile Persuasive Ap for Responsible Alcohol Use 5 Summary, Conclusions, Limitations, and Future Work References Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts 1 Introduction 2 Related Work 2.1 Context-Based Habit-Support Interventions 2.2 Context-Aware (Non-habit) Behavior Change Interventions 2.3 Wearable Visual Context Detection 3 Habit-Support Interventions Design 3.1 Intervention Contexts 3.2 Intervention Mediums 3.3 Cameras and Privacy 4 PAL Implementation 4.1 Mobile App 4.2 Wearable Device 4.3 Context Detection Models 5 Study Design 5.1 Participants 5.2 Measures 5.3 Procedures 6 Results 6.1 Chosen Habit-Support Contexts 6.2 Quantitative Habit Formation 6.3 Qualitative Responses 7 Discussion 7.1 Key Findings 7.2 Limitations and Future Work 7.3 Recommendations and Implications 8 Conclusion References Emotions and User Experience Disparate Impact Diminishes Consumer Trust Even for Advantaged Users 1 Introduction 2 Background and Related Work 3 Method 3.1 Operationalization 3.2 Hypotheses 3.3 Procedure 3.4 Statistical Analyses 3.5 Participants 4 Results 5 Discussion 5.1 Implications 5.2 Limitations and Future Work 6 Conclusion References Towards Better Rating Scale Design: An Experimental Analysis of the Influence of User Preference and Visual Cues on User Response 1 Introduction 2 Related Work 2.1 Rating Scales Design Impact 2.2 Users' Preference of Rating Scale 2.3 Use of Colour Cues for Rating Scale 3 Methodology 3.1 Research Hypotheses 3.2 Rating Scale Designs for the User Study 3.3 User Study Interface Design 4 Empirical and Statistical Evaluations 5 Results and Discussion 6 Limitations and Future Work 7 Conclusion References Investigating User Perceptions of Persuasive Design Elements that Influence Perceived Credibility 1 Introduction 1.1 Background 1.2 Current Study 2 Method 2.1 Materials 2.2 Procedure 3 Results 3.1 The Measurement Model 3.2 The Structural Model 4 Discussion 5 Conclusion References Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model 1 Introduction 2 Related Literature 2.1 Customer Satisfaction 2.2 Kano’s Model of Customer Satisfaction 2.3 Persuasive Systems Features and E-Commerce Websites 3 Research Approach 4 Results 4.1 Respondents’ Characteristics 4.2 Kano’s Categorization of Persuasive Features 5 Discussion and Implications 5.1 Primary Task Support Features 5.2 Dialogue Support 5.3 Credibility Support 5.4 Social Support 6 Conclusions and Future Work References The Role of Emotional Expression in Behavior Change Coaching by a Social Robot 1 Introduction 1.1 Behavior Change – Tiny Habits Method 1.2 Robots as a Persuasive Technology 2 Case Study: Emotional Expression in Behavior Change Coaching 2.1 Method 2.2 Experimental Setup 2.3 Results 3 Discussion 4 Conclusion References Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach 1 Introduction 2 Related Work 3 Methodology 3.1 Experimental Design 3.2 Participants 4 Data Analysis and Results 4.1 Personality-Based Rating Behavior Analysis 4.2 Culture-Based Rating Behavior Analysis 5 Discussion 6 Design Recommendations 7 Conclusion References Making Them Use It: User Perceptions that Determine the Acceptance of a Persuasive Interventions for Child Healthcare 1 Introduction 2 Persuasive Technologies and Information Systems 3 Methods 4 Results 5 Discussion 6 Conclusions References Methods and Techniques A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations 1 Introduction 2 Related Studies 3 Methodology 3.1 Selection of Applications 3.2 Coding Applications 3.3 Analysis 4 Results 4.1 Common Persuasive Strategies in E-Commerce Applications 4.2 Relation Between Application's Popularity and Strategies Used 4.3 Relation Between Application's Rating and Strategies Used 4.4 Detailed Analysis of the Top 7 Applications 5 Discussion 5.1 Strengths and Weaknesses of the Applications 5.2 Design Recommendations 6 Limitations 7 Conclusion References Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations 1 Introduction 2 Background 2.1 Inspiration Cards 2.2 Canvases 2.3 Designing Persuasive Technology 2.4 Challenges and Potentials in Creative Situations 3 Research Design 4 Artifact Description: Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations 4.1 Technology Cards 4.2 Application Cards 4.3 Potentials Cards 4.4 Canvas 5 Demonstration and Evaluation 6 Discussion and Conclusion References Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey 1 Introduction 2 Related Work 3 Survey Design 4 Results 5 Discussion 5.1 Key Findings 5.2 Key Recommendations 5.3 Key Limitations and Future Work 6 Conclusion References Theory and Guidelines Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change 1 Introduction 2 Bringing Together Shared Decision Making and Behaviour Change 2.1 Existing Models About Caregiver's Role and the Dialog Between Caregiver and Patient 2.2 Existing Models About Designing for Behaviour Change 2.3 Shared Decision Making for Behaviour Change 3 Principles to Design SDM Tools for Behaviour Change 3.1 Give an Overview of the Current Status, the Target Situation, and the Available Options 3.2 Encourage Collaborative Goal-Setting 3.3 Support Making an Action Plan 3.4 Demonstrate the Effects of Behaviour Change 3.5 Provide Suggestions or Tips 3.6 Enable Progress Follow-Up with Visual Elements 3.7 Give Feedback on Performance 4 Application of Our Design Principles 5 Conclusion References Perceptions of Ethics in Persuasive User Interfaces 1 Introduction 2 Background 3 Survey of Software Consumers 3.1 Methodology 3.2 Results 4 Interviews with Software Producers 4.1 Methodology 4.2 Results 5 Discussion 6 Conclusion References The Fine Line Between Persuasion and Digital Addiction 1 Introduction 2 Theories of Addiction 3 The Persuasive System Design 4 Persuasion and Digital Addiction 4.1 Primary Support 4.2 Dialogue Support 4.3 Social Support 4.4 System Credibility Support 5 Conclusion References Defining Features of Behavior Design 1 Introduction 2 Nudging vs. Persuasion, a Few Distinctions 3 Ethics as a Defining Feature of Persuasion 4 Mapping Out the Differences? 5 Considering the Nature of the Mind 6 So What Does This Mean for Behaviour Design? 7 Future Research References Are User Manuals Obsolete with Persuasive Systems? 1 Introduction 2 Dual Connectivity Between End-User Documentation and Persuasive Technologies 3 Research Setting 4 Results 5 Conclusion and Discussion References Author Index
دانلود کتاب Persuasive Technology: 16th International Conference, PERSUASIVE 2021, Virtual Event, April 12–14, 2021, Proceedings (Information Systems and Applications, incl. Internet/Web, and HCI)