Persuasive computers: perspectives and research directions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The landscape of persuasive technologies
Communications of the ACM
Mediacups: experience with design and use of computer-augmented everyday artefacts
Computer Networks: The International Journal of Computer and Telecommunications Networking - pervasive computing
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Waterbot: exploring feedback and persuasive techniques at the sink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lover's cups: drinking interfaces as new communication channels
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MAHI: investigation of social scaffolding for reflective thinking in diabetes management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SuperBreak: using interactivity to enhance ergonomic typing breaks
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
A Case Study on an Ambient Display as a Persuasive Medium for Exercise Awareness
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Theory-driven design strategies for technologies that support behavior change in everyday life
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
Proceedings of the 4th International Conference on Persuasive Technology
Pervasive Computing in Play-Based Occupational Therapy for Children
IEEE Pervasive 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
Persuasiveness of a mobile lifestyle coaching application using social facilitation
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
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
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This paper presents the lessons learned in designing and evaluating a social persuasion system. This social persuasion system, called the Playful Bottle, consists of a mobile phone attached to an everyday drinking mug, and motivates office workers to drink healthy quantities of water. This study discusses the results of a 10-week quantitative user study and qualitative focus group interviews. We describe how users interacted with one other through the system's care-giving and care-receiving interface and how the system's social effect influenced drinking behaviors. Based on our findings, we offer lessons learned on how to design an effective social persuasion system. The important lessons leaned in our finding: Motivate the motivator, reduce pressure and lessen the feeling of deprivation, and combine positive with negative reinforcements.