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ویرایش: نویسندگان: Sandra Burri Gram-Hansen (editor), Tanja Svarre Jonasen (editor), Cees Midden (editor) سری: ISBN (شابک) : 3030457117, 9783030457112 ناشر: Springer سال نشر: 2020 تعداد صفحات: 252 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 20 مگابایت
در صورت تبدیل فایل کتاب Persuasive Technology. Designing for Future Change: 15th International Conference on Persuasive Technology, PERSUASIVE 2020, Aalborg, Denmark, April ... Applications, incl. Internet/Web, and HCI) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب فناوری متقاعد کننده طراحی برای تغییر آینده: پانزدهمین کنفرانس بین المللی فناوری متقاعد کننده، PERSUASIVE 2020، آلبورگ، دانمارک، آوریل ... برنامه های کاربردی، شامل. اینترنت/وب و HCI) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب مجموعه مقالات داوری پانزدهمین کنفرانس بینالمللی فناوری متقاعدکننده، PERSUASIVE 2020، در آلبورگ، دانمارک، در آوریل 2020 است.
هجدهم مقالات کامل ارائه شده در این کتاب با دقت بررسی و از بین 79 مقاله ارسالی انتخاب شدند. مقالات در بخش های موضوعی زیر گروه بندی می شوند: دیدگاه های روش شناختی و نظری در مورد طراحی متقاعد کننده. متقاعد کننده در عمل، بینش دیجیتال. فن آوری های متقاعد کننده برای سلامتی و رفاه؛ راه حل های متقاعد کننده برای آینده ای پایدار؛ و در مورد امنیت و اخلاق در فناوری متقاعد کننده.
This book constitutes the refereed proceedings of the 15th International Conference on Persuasive Technology, PERSUASIVE 2020, held in Aalborg, Denmark, in April 2020.
The 18 full papers presented in this book were carefully reviewed and selected from 79 submissions. The papers are grouped in the following topical sections: methodological and theoretical perspectives on persuasive design; persuasive in practice, digital insights; persuasive technologies for health and wellbeing; persuasive solutions for a sustainable future; and on security and ethics in persuasive technology.
Preface Organization Contents Methodological and Theoretical Perspectives on Persuasive Design On the Impact of the Application Domain on Users’ Susceptibility to the Six Weapons of Influence 1 Introduction 2 Background and Related Work 2.1 The Six Weapons of Influence 2.2 Related Work 3 The Study 3.1 Study Design 3.2 Participants Recruitment 4 Results 4.1 Impact of Persuasive Strategies 4.2 The Impact of Application Domain 4.3 Persuasiveness Order 5 Discussion 6 Conclusion References Exploring Susceptibility Measures to Persuasion 1 Introduction 2 Related Work 3 Methodology 4 Results 4.1 Analysis of Perceived Susceptibility Measures 4.2 Analysis of Actual Effectiveness and Perceived Susceptibility 4.3 Limitations 5 Conclusion References Integrating Persuasive Technology in Participatory Design Workshops: Prototypes for Participant Support 1 Introduction 2 Theoretical Background 2.1 Participatory Design 2.2 Technological Supports in Participatory Design 3 Research Design 4 Artifact Description: Prototypes for Supporting Participants 4.1 Artifact 1: Tablet-Based Participant Support 4.2 Artifact 2: Bluetooth Beacons for Location-Based Triggers 4.3 Artifact 3: QR Codes for Additional Information 4.4 Artifact 4: Humanoid Robot Assistant 4.5 Evaluation 5 Discussion and Conclusion References Persuasive in Practice, Digital Insights Does Traffic Information Provided by Smartphones Increase Detour Behavior? 1 Introduction 2 Theoretical Framework, Hypotheses, and Research Questions 2.1 Extrinsic and Intrinsic Motivations and Behavior Change in the Traffic Context 2.2 Logical and Emotional Persuasive Strategies and Behavior Change in the Traffic Context 3 Method 3.1 Participants 3.2 Intervention Materials 3.3 Measurements 3.4 Analysis Plan of Location Information 4 Results 4.1 Pre-questionnaire Survey 4.2 Post-questionnaire Survey 4.3 Field Experiment: Location Information 5 Discussion 5.1 Empirical Insights 5.2 Theoretical Implications 5.3 Limitations and Future Directions 6 Conclusion References Evaluating the Susceptibility of E-commerce Shoppers to Persuasive Strategies. A Game-Based Approach 1 Introduction 2 Related Work 2.1 Shopping Motivation 2.2 Persuasive Strategies 3 Shopright Game Design 4 Field Study 4.1 Study Design 4.2 Methodology 4.3 Data Collection and Filtering 5 Results 5.1 Susceptibility to Persuasive Strategies 5.2 Change in Self-efficacy, Attitude, Price, and Intention 5.3 Discussion 6 Conclusion and Future Work References Learning and Teaching Experiences with a Persuasive Social Robot in Primary School – Findings and Implications from a 4-Month Field Study 1 Introduction 2 Related Work 2.1 Robot-Assisted Learning and Child-Robot Interaction 2.2 Persuasive Design in Robot-Assisted Learning 3 Methodology and Study Procedure 3.1 Participants 3.2 Data Collection 3.3 Data Analysis 3.4 The Language Learning Robot and App 4 Findings 4.1 Overall Learning and Teaching Experience 4.2 Tasks of the Robot and Teacher-Robot Collaboration 4.3 Roles of the Robot 4.4 Multimodal Interaction and Behavior of the Robot 5 Discussion and Conclusion References (Expressive) Social Robot or Tablet? – On the Benefits of Embodiment and Non-verbal Expressivity of the Interface for a Smart Environment 1 Introduction 1.1 (Embodied) User Interfaces in Smart Environments 1.2 Emotional and Social Expressivity 1.3 Interruptions for Behaviour Change 1.4 Contribution 2 Experimental Setup of the Smart Office Environment 2.1 Implementation of the User Interfaces\' Behaviour 2.2 Office Work and Physical Well-Being Tasks 3 User Study 3.1 Questionnaires 3.2 Procedure 3.3 Participants 4 Results 5 Discussion 6 Conclusion References Persuasive Technologies for Health and Wellbeing Persuasive Feedback for Fitness Apps: Effects of Construal Level and Communication Style 1 Introduction 2 Background 2.1 Construal Level Theory 2.2 Conceptualising Communication Style of Interactive Technologies 3 Research Goals and Contributions 4 Study 1 (Goal Attainment) 4.1 Design and Method 4.2 Results — Study 1 5 Study 2 (Failure) 5.1 Design and Method 5.2 Results — Study 2 6 Discussion 7 Conclusion References Persuading from the Start: Participatory Development of Sustainable Persuasive Data-Driven Technologies in Healthcare 1 Introduction 2 Methods 2.1 Step 1: Questionnaire (Prioritizing Topics for AF Content) 2.2 Step 2: Focus Group 1 (Content & Added Value) 2.3 Step 3: Focus Group 2 (Practical Use & Requirements) 3 Results 3.1 Content 3.2 Functionalities 3.3 Design 3.4 Participatory Research 4 Discussion 4.1 Persuasive Data-Driven Technologies 4.2 Bottom-Up Participatory Approach to Foster Engagement/Ownership 4.3 Professionalizing Persuasive Design 4.4 Strengths and Limitations 5 Conclusion References HeartHealth: A Persuasive Mobile App for Mitigating the Risk of Ischemic Heart Disease 1 Introduction 2 Background 2.1 Dietary Levels, Blood Cholesterol Levels, and Blood Pressure Levels 2.2 Persuasiveness Versus Usability 3 Related Work 4 Method 4.1 Prototype and Persuasive Strategies 4.2 Participants 4.3 Survey Questions 4.4 Survey Procedure 4.5 Data Analysis 5 Results 5.1 Perceived Persuasiveness of the Strategies 5.2 Thematic Analysis of User Comments 6 Discussion 7 Conclusion and Future Work References Learning to Stop Smoking: Understanding Persuasive Applications’ Long-Term Behavior Change Effectiveness Through User Achievement Motivation 1 Introduction 2 Objectives 3 Methods 4 The Smoking Cessation App 5 Results 6 Discussion References Mobile-based Text Messages for Improved Pediatric Health in Rural Areas of Pakistan: A Qualitative Study 1 Introduction 1.1 Persuasive Technology 1.2 Childhood Illness in Low-Income Countries 1.3 Integrated Management of Childhood Illness 2 Related Work 3 Procedures 3.1 Recruitment 3.2 Ethical Approval 3.3 Data Collection 4 Findings 4.1 Breastfeeding 4.2 Self-medication 4.3 Immunization 5 Discussion 6 Conclusions References Persuasive Solutions for a Sustainable Future Persuasive Mobile Apps for Health and Wellness: A Comparative Systematic Review 1 Introduction 2 Related Work 3 Methodology 3.1 Selection of MHealth Apps 3.2 Coding and Analysis of Selected Apps 4 Results 4.1 Persuasive Strategies Employed by Apps in Various Health Domains 4.2 Persuasive Strategies Implementation in the Apps 4.3 Persuasive Strategies and App Effectiveness 5 Discussion 5.1 Persuasive Strategies Employed Overall 5.2 Persuasive Strategies for Physical Activity 5.3 Persuasive Strategies for Healthy Eating 5.4 Persuasive Strategies for Emotional and Mental Health 5.5 Persuasive Strategies for Health Assessment and Healthcare Delivery 5.6 Comparative Analysis 5.7 Design Suggestions 6 Conclusion and Future Work References Persuasive Mobile Apps for Sustainable Waste Management: A Systematic Review 1 Introduction 2 Literature Review 3 Methods 3.1 Selection of Sample Apps 3.2 Coding and Analysis of Apps 4 Results 4.1 Information on Selected Apps 4.2 Primary Task Support Strategies and Their Implementations in the Apps 4.3 App Categories by Purpose 4.4 Primary Task Support Strategies and App Types 4.5 App Effectiveness and Persuasive Strategies Employed 5 Discussion 6 Design Recommendations 7 Limitations 8 Conclusion References Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behavior 1 Introduction 1.1 Household Recycling Behavior (HRB) 1.2 Sweden as the Study Context 1.3 Recycling-Related Persuasive Technology 2 Methodology 2.1 Online Survey 2.2 Iterative Design Work 3 Results 3.1 HRB Self-evaluation and Difficulties 3.2 Recycling-Related Interests 3.3 Use Context 3.4 Desired Platform, Content and Features 3.5 Design and Evaluation of the Prototype 4 Discussion 4.1 Recommendations for HRB Intervention Design 5 Conclusion References Persuasive Virtual Reality: Promoting Earth Buildings in New Zealand 1 Introduction 2 Earth Buildings in NZ 3 Mitigating Errors in Behaviour Change Interventions 4 The Project Process 5 Design and Implementation of the VR Model 6 Persuasive VR for Promoting Earth Buildings 7 Recommendations and Conclusions References On Security and Ethics in Persuasive Technology PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security 1 Introduction 2 Literature Review 3 Phisher Crush Design Process 3.1 Early Design Phase 3.2 Phisher Crush Gameplay 3.3 The Persuasiveness of Phisher Crush 4 Phisher Crush Heuristics and Persuasiveness Analysis 4.1 Selecting Evaluators 4.2 Results of the Persuasiveness Evaluation 4.3 Results of the HEP Playability Evaluation 4.4 Discussion: Design Considerations from Evaluators’ Comments 5 Conclusion and Future Work References GDPR and Systems for Health Behavior Change: A Systematic Review 1 Introduction 2 Background 3 Methodology 4 Results 4.1 GDPR and Characteristics of eHealth Roadmap 4.2 GDPR and System Requirements 4.3 GDPR and Persuasion for Behaviour Change 5 GDPR and Persuasive System Design 6 Discussion 7 Conclusion References Author Index