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Motivating, Influencing, and Persuading Users
BJ Fogg
- Introduction
- Potential for computing systems to influence people
- Products now emerging; more will follow
- Much to learn in this area
- Interdisciplinary pursuit
- Increasingly important to HCI
- Persuasive Technology -- Laying the groundwork
- Definition of terms: motivation, influence, persuasion
- Examples of persuasive technology artifacts
- Examples of motivational interfaces
- Applications for persuasive computing
- Domains
- Health, safety, e-commerce, self-help, etc.
- Form factors
- Web, portable devices, environments, etc.
- Theories of motivation and influence
- No grand theory of persuasion--only theories of the midrange
- examples: Social learning/cognitive theory, ELM, HBM
- Workable unit of analysis: single strategies for
persuasion/motivation
- examples: praise, rule of reciprocity, counter-attitudinal
advocacy
- single strategies are sufficiently complex
- cross-theoretical approach is useful
- These strategies can be implemented in interactive
technologies
- Helpful to create persuasion frameworks for design, analysis, research
- Functional Triad: How computers can motivate/influence
- How computers persuade as TOOLS
- How computers persuade as MEDIA
- How computers persuade as SOCIAL ACTORS
[Below: Three special topics related to computer influence and motivation]
- Seductive computing: Two views
- Initial seduction: To initiate an interactive experience
- Key: "try me, buy me, use me"
- Examples
- Perpetual seduction: To lure users to continue engagement
- Key steps: get attention, make promise, fill expectation, repeat.
- Examples
- Computers and Credibility
- What is "credibility" -- definition
- Overview of past research in this area
- Credible computer myth
- Dynamics of computer credibility
- Situational factors
- User variables
- Visual design
- Credibility markers
- Credibility and the web
- Quantitative research summary
- Design guidelines
- Methods for further research
- Ethical issues in persuasive computing
- Ethics of persuasion in general
- Examples of unique ethical issues in persuasive computing
- People are novice users of persuasive tech
- Technology controls interaction
- No agent is ultimately responsible
- Ethical trouble areas
- Intent: not easy to discern
- Methods: Surveillance, punishment, operant conditioning
- Outcomes: intended vs. unintended
- Vulnerable user groups
- Future of computers that influence and motivate
- Unavoidable development in technology
- HCI designers and researchers have responsibility
- Optimal outcomes can enhance individuals' lives
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