This paper outlines eight steps to follow as best practices in the early stages of persuasive technology design. The eight-step process, drawn from demonstrated successes in indus...
We present an empirical study of the effect of a computer agent designed to engage a user in a persuasive counseling dialogue on attitudes towards regular exercise. We used two ma...
This paper discusses problems faced by planners of real-world online behavioural change interventions who must select behavioural change frameworks from a variety of competing the...
Persuasive Technology has the potential to influence user behavior for social benefit, e.g. to reduce environmental impact, but designers are lacking guidance choosing among desig...
Dan Lockton, David Harrison, Tim Holley, Neville A...
Value Sensitive Design and Participatory Design are two methodological frameworks that account for ethical issues throughout the process of technology design. Through analysis and...
This paper presents a new way of categorizing behavior change in a framework called the Behavior Grid. This preliminary work shows 35 types of behavior along two categorical dimen...
Experiencing emotional distress is the number one reason why people who are undergoing behaviour modification (e.g. quitting smoking, dieting) suffer from relapses. Providing emot...
Engagement with computer games causes children and adolescent users to spend a substantial amount of time at sedentary game playing activity. We hypothesise that this engagement c...
Shlomo Berkovsky, Dipak Bhandari, Stephen Kimani, ...