Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
perFrames: Persuasive Picture Frames for Proper Posture
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Evaluation of a pervasive game for domestic energy engagement among teenagers
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Mapping the landscape of sustainable HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The percues framework and its application for sustainable mobility
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Surveillance, persuasion, and panopticon
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Means based adaptive persuasive systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Invisible work: an ambient system for awareness and reflection of household tasks
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Hi-index | 0.00 |
Persuasive Technology has great potential to positively influence users in a wide variety of areas such as health, well-being and environmental sustainability. However, concerns have been raised regarding issues such as surveillance, lack of autonomy and coercion that might be involved with the application of such technologies. This paper articulates a set of design concerns around these themes and presents a study of the TV Companion, an instance of a behavior change system that takes into account these concerns. The TV Companion is an application aimed to address the societal issue of prolonged TV consumption with its related potential negative effects and aims to foster more reflective TV viewing among children and their parents. To explore the application of these design approaches in a real world setting we report the findings of a field study of the TV companion in three families with pre-school children and reflect on how the design concerns shaped the experience and use of the TV companion.