Wednesday, 23 November 2011

Persuasive Technology

Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not throughcoercion (Fogg 2002). Such technologies are regularly used in salesdiplomacypoliticsreligionmilitary trainingpublic health, and management, and may potentially be used in any area of human-human or human-computer interaction.



Health behavior change

While persuasive technologies are found in many domains, considerable recent attention has focused on behavior change in health domains. Digital health coaching is the utilization of computers as persuasive technology to augment the personal care delivered to patients, and is used in numerous medical settings (Elton 2007).
Numerous scientific studies show that online health behaviour change interventions can influence users' behaviours. Moreover, the most effective interventions are modelled on health coaching, where users are asked to set goals, educated about the consequences of their behaviour, then encouraged to track their progress toward their goals. Sophisticated systems even adapt to users who relapse by helping them get back on the bandwagon 

What Matters in Behavior Design

1. We humans are lazy. BJ Fogg has mapped out the six elements of simplicity that account for this reality. With this new insight, we can pinpoint why many designs fail to achieve results. Simplicity matters more than motivation when it comes to influencing people.
2. Hot triggers change people. Many people would argue that information matters most when designing for behavior change. Not so. Hot triggers are the most powerful element in changing behavior.
3. Daily habits are powerful. In fact, daily habits are the most powerful of all behaviors. While technology can help people create good habits most attempts fail. Why? Few designers understand the psychology of long-term behavior change. We know what it takes to create a habit – in yourself, a customer, your dog.
Designing for behavior change via social and mobile tech is new, with no leading books or conferences to provide guidance. Our goal is to explain human nature clearly and map those insights onto the emerging opportunities in technology.
Charlotte

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