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adherence
The degree to which the user followed the program as it was designed.
(It might not be necessary that every user uses as many elements as possible, or that every user uses a technology as often as possible)
focus on persuasion and technology
Persuasion:
Persuasive communication
Health promotion
Social marketing
Technology:
Acceptance technology
Human-media interaction
persuasive communication
Communication that aims to change people’s attitudes or behaviours by influencing how they understand and respond to information.
It considers factors such as the sender, receiver, message, communication channel, and the way information is understood.
health promotion
The use of theories and strategies to encourage healthier behaviours and lifestyles.
It can influence attitudes, confidence in performing a behaviour, and perceptions of what other people think or do.
social marketing
Using marketing and persuasion principles to encourage people to voluntarily change, adopt, or stop a behaviour for the benefit o themselves or society.
It can use social norms, conformity, and principles such as authority, scarcity, and consensus.
acceptance of technology
The study of why people choose to accept and use a particular technology.
Factors include how easy the technology seems to use, how useful or beneficial it is, the effort required, and social influence.
human-media interaction
The study of how people interact with and are influenced by technologies and digital media.
It includes how technology is designed for interaction and how people may unconsciously treat technology as if it has human characteristics.
10 challenges of persuasive technology
Requires interdisciplinary knowledge
requires persuasive communication, psychology, engeneering, and human-centred design.
Complex human-technology interaction
technology adds another layer to the traditional sender-achiever communication-process.
Unclear effects on people
it is not always known how technology changes users’ attitudes, beliefs, emotions, and behaviours.
Users interact differently (with the technology)
the same technology may be used differently by different people.
Technology use changes over time (e.g. different needs)
people’s needs and ways of using technology can change, rather than being a one-time event.
Persuasion is dynamic
behaviours change
Existing models can be too static
models such as the Theory of Planned Behaviour and Technology Acceptance Model may not fully capture changing interactions.
Lack of dynamic theories
there are still relatively few models that connect technology use with ongoing behaviour change.
Maintaining engagement is difficult
eHealth interventions often struggle with adherence and sustained user engagement.
Effectiveness is difficult to achieve
even when persuasive strategies are included, achieving lasting behaviour change can be challenging.
categories of the Persuative System Design model
Primary task support (e.g., tunneling, tailoring, personalisation)
Dialogue support (e.g., praise, rewards, reminders)
Cedibility support (e.g., trustworthiness, expertise, authority)
Social support (e.g., social learning/comparison, cooperation, competition)
premises of PSD
Premises are assumptions that should always be accounted for when designing a persuasive technology.
technology is never neutral (always have intent/aim in mind)
use insights from software design and psychology
persuasion is often incremental (happening gradually rather than all at once)
the direct and indirect routes are key persuasion strategies
not motivated individual: persuaded by effect, desires, and positive associations.
motivated individuals: persuaded by evidence why the intervention works and information about how to perform a behaviour.
systems must be useful and easy to use
systems must fit the involved life, work, and thought processes
persuasion should be transparent