Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
SUPPLE: automatically generating user interfaces
Proceedings of the 9th international conference on Intelligent user interfaces
The value of storyboards in the product design process
Personal and Ubiquitous Computing
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Storyboarding: an empirical determination of best practices and effective guidelines
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Crowdsourcing user studies with Mechanical Turk
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The people-prototype problem: understanding the interaction between prototype format and user group
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Goal-setting considerations for persuasive technologies that encourage physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Combating obesity trends in teenagers through persuasive mobile technology
ACM SIGACCESS Accessibility and Computing
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Designing persuasion: health technology for low-income African American communities
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
System Personality and Persuasion in Human-Computer Dialogue
ACM Transactions on Interactive Intelligent Systems (TiiS)
Friends don't lie: inferring personality traits from social network structure
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Proceedings of the conference on Wireless Health
Exploring personality-targeted UI design in online social participation systems
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
Modeling gender differences in healthy eating determinants for persuasive intervention design
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
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Though a variety of persuasive health applications have been designed with a preventive standpoint toward diseases in mind, many have been designed largely for a general audience. Designers of these technologies may achieve more success if applications consider an individual’s personality type. Our goal for this research was to explore the relationship between personality and persuasive technologies in the context of health-promoting mobile applications. We conducted an online survey with 240 participants using storyboards depicting eight different persuasive strategies, the Big Five Inventory for personality domains, and questions on perceptions of the persuasive technologies. Our results and analysis revealed a number of significant relationships between personality and the persuasive technologies we evaluated. The findings from this study can guide the development of persuasive technologies that can cater to individual personalities to improve the likelihood of their success.