Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Predicting human interruptibility with sensors
ACM Transactions on Computer-Human Interaction (TOCHI)
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ACM Transactions on Computer-Human Interaction (TOCHI)
MPTrain: a mobile, music and physiology-based personal trainer
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PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
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Proceedings of the 4th International Conference on Persuasive Technology
Pediluma: motivating physical activity through contextual information and social influence
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
The role of commitment devices and self-shaping in persuasive technology
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Behavior change support systems: a research model and agenda
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
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The unique capabilities of mobile, context-aware, networked devices make them an interesting platform for applying suggestion in persuasive technologies. Because these devices are nearly always with their owners, can sense relevant information about the context of their use, and nearly always have network access, they enable the principle of kairos, providing the right information at the best time. Relatively little work has examined providing opportunistic, right-time, right-place suggestions or notifications that encourage people to change their behavior. This paper first discusses some of the challenges facing designers incorporating suggestions into their persuasive technologies. We then review a set of relevant persuasive technologies, focusing primarily on technologies in the health domain. We then identify a design space that represents tactics for building persuasive technologies, particularly suggestion technologies. We then explore how this design space of suggestion tactics can be used to evaluate, compare, and inform the design of new persuasive technologies.