Users generally have difficulty understanding and managing computer security tasks. We examined Nintendo's Brain Age games for ways to help users remember more secure passwor...
In this paper, we propose design strategies for persuasive technologies that help people who want to change their everyday behaviors. Our strategies use theory and prior work to s...
Sunny Consolvo, David W. McDonald, James A. Landay
The literature in argumentation and artificial intelligence has distinguished five types of burden of proof in persuasion dialogs, but there appears to have been no serious invest...
This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence ...
Daily health self-management, such as the harmonization of food, exercise and medication, is a major problem for a large group of older adults with obesity or diabetics. Computer-...
Rosemarijn Looije, Mark A. Neerincx, Fokie Cnossen