There's a monster in my kitchen: using aversive feedback to motivate behaviour change
CHI '10 Extended Abstracts on Human Factors in Computing Systems
The green switch: designing for sustainability in mobile computing
SustainIT'10 Proceedings of the First USENIX conference on Sustainable information technology
An action-based behavior model for persuasive telehealth
ICOST'10 Proceedings of the Aging friendly technology for health and independence, and 8th international conference on Smart homes and health telematics
Motivating physical activity at work: using persuasive social media for competitive step counting
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Democratising technology: making transformation using designing, performance and props
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploratory evaluations of a computer game supporting cognitive behavioural therapy for adolescents
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The role of commitment devices and self-shaping in persuasive technology
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Barriers and bridges in the adoption of today's mobile phone contextual services
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Comparative feedback in the street: exposing residential energy consumption on house façades
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
The consumption of integrated social networking services on mobile devices
Proceedings of the 10th International Conference on Mobile and Ubiquitous Multimedia
Twitter me: using micro-blogging to motivate teenagers to exercise
DESRIST'10 Proceedings of the 5th international conference on Global Perspectives on Design Science Research
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Successful persuasive technology for behavior reduction: mapping to fogg’s gray behavior grid
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Practical findings from applying the PSD model for evaluating software design specifications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
"I'd never get out of this !?$%# office": redesigning time management for the enterprise
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sonic Cradle: designing for an immersive experience of meditation by connecting respiration to music
Proceedings of the Designing Interactive Systems Conference
Early experiences with participation in persuasive technology design
Proceedings of the 12th Participatory Design Conference: Research Papers - Volume 1
Normative social influence in persuasive technology: intensity versus effectiveness
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Passengers' safety in aircraft evacuations: employing serious games to educate and persuade
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Personalized healthcare self-management using social persuasion
ICOST'12 Proceedings of the 10th international smart homes and health telematics conference on Impact Ananlysis of Solutions for Chronic Disease Prevention and Management
Living with an intelligent thermostat: advanced control for heating and cooling systems
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Proceedings of the 13th International Conference on Electronic Commerce
Energy, environment, and conscious consumption: making connections through design
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
A gesture interface game for energy consumption awareness
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
PowerFood: turns fruit eating into fun and makes snacks not done
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Mobile video for patient education: the midwives' perspective
Proceedings of the 3rd ACM Symposium on Computing for Development
Modeling the structure of recommending interfaces with adjustable influence on users
ACIIDS'13 Proceedings of the 5th Asian conference on Intelligent Information and Database Systems - Volume Part II
Pattern Recognition Letters
Deconstructing disengagement: analyzing learner subpopulations in massive open online courses
Proceedings of the Third International Conference on Learning Analytics and Knowledge
The power of mobile notifications to increase wellbeing logging behavior
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reinforcing preliminary design strategy selection guidelines with insight from Fogg's behaviour grid
Proceedings of the 6th International Conference on Persuasive Technology: Persuasive Technology and Design: Enhancing Sustainability and Health
Design activism in the HCI classroom
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Using crowdsourcing to support pro-environmental community activism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Viewing and controlling personal sensor data: what do users want?
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Colours that move you: persuasive ambient activity displays
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Social stairs: taking the piano staircase towards long-term behavioral change
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Sustainability in the workplace: nine intervention techniques for behavior change
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
A tangible programming tool for creation of context-aware applications
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
An initial model for designing socially translucent systems for behavior change
Proceedings of the Biannual Conference of the Italian Chapter of SIGCHI
A case study in the gamification of a university-level games development course
Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference
Avatar interfaces for biobehavioral feedback
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Gamification: when it works, when it doesn't
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
World of workout: a contextual mobile RPG to encourage long term fitness
Proceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health
LunchTime: a slow-casual game for long-term dietary behavior change
Personal and Ubiquitous Computing
CAMMInA: a mobile ambient information system to motivate elders to exercise
Personal and Ubiquitous Computing
Persuasive strategies in mobile insomnia therapy: alignment, adaptation, and motivational support
Personal and Ubiquitous Computing
A Review of Four Persuasive Design Models
International Journal of Conceptual Structures and Smart Applications
The Design and Evaluation of the Persuasiveness of e-Learning Interfaces
International Journal of Conceptual Structures and Smart Applications
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This paper presents a new model for understanding human behavior. In this model (FBM), behavior is a product of three factors: motivation, ability, and triggers, each of which has subcomponents. The FBM asserts that for a person to perform a target behavior, he or she must (1) be sufficiently motivated, (2) have the ability to perform the behavior, and (3) be triggered to perform the behavior. These three factors must occur at the same moment, else the behavior will not happen. The FBM is useful in analysis and design of persuasive technologies. The FBM also helps teams work together efficiently because this model gives people a shared way of thinking about behavior change.