Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Systematic Framework for Designing and Evaluating Persuasive Systems
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Understanding persuasive software functionality in practice: a field trial of polar FT60
Proceedings of the 4th International Conference on Persuasive Technology
Proceedings of the 4th International Conference on Persuasive Technology
Promoting new patterns in household energy consumption with pervasive learning games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Distributed user experience in persuasive technology environments
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Analyzing the persuasion context of the persuasive systems design model with the 3D-RAB model
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Software architecture design for health BCSS: case onnikka
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
A foundation for the study of behavior change support systems
Personal and Ubiquitous Computing
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Persuasive technologies are designed by utilizing a variety of interactive techniques that are believed to promote target behaviors. This paper describes a field study in which the aim was to discover possible pitfalls of persuasion, i.e., situations in which persuasive techniques do not function as expected. The study investigated persuasive functionality of a web service targeting weight loss. A qualitative online questionnaire was distributed through the web service and a total of 291 responses were extracted for interpretative analysis. The Persuasive Systems Design model (PSD) was used for supporting systematic analysis of persuasive functionality. Pitfalls were identified through situations that evoked negative user experiences. The primary pitfalls discovered were associated with manual logging of eating and exercise behaviors, appropriateness of suggestions and source credibility issues related to social facilitation. These pitfalls, when recognized, can be addressed in design by applying functional and facilitative persuasive techniques in meaningful combinations.