This article describes software design techniques for social influence as software design patterns, instantiating social influence features defined in the persuasive systems design (PSD) model. The article draws on literature from PSD, social psychology and software patterns to derive the social influence patterns, which are then implemented in a conceptual system. This paves the way for an important research track within persuasive systems research. The ultimate aim of these persuasive software patterns was to develop generalizable techniques that could aid the development of social support features in any persuasive system.
The design principles of persuasive systems and the corresponding software features have been shown to have a positive effect on individuals' behavior and systems use. This study continues along the same line by analyzing the effects of these design principles on users' perceived competence and intention to continue to use an online commitment device. A structural equation modelling approach is used to identify the factors that affect the intention to continue to use the system. Data (N = 173) collected from the system's users is tested against the proposed research model. The results show that 37% of users' continuance intention is explained by the implemented persuasive software feature categories (computer-human dialogue support, primary task support, perceived credibility, and social support) and perceived competence. Of these categories, primary task support has the strongest effect on perceived competence and continuance intention. The study concludes with a discussion and recommendations for future research.
Persuasive systems in different domains have been used to support people in changing their behaviours. These systems motivate desirable behaviour in users by providing relevant information, tracking user progress, and giving them feedback. This study investigates the persuasive features of a web-based information system that supports the enforcement of user commitments. A structural equation modelling approach and analysis of open text responses are used to identify the factors that affect the intention to continue to use the system, to gather users' perspectives on how the system helps them to stick to their goals and the improvements that could be made. Data (N = 227) collected from the system's users is tested against the proposed research model. The results show that 30% of users' continuance intention is explained by the implemented persuasive software feature categories (computer-human dialogue support, primary task support, perceived credibility, and social support) and perceived competence. Of these categories, primary task support has the strongest effect on perceived competence and continuance intention. The results also reveal how the system helps users to be consistent in their goals and the lack of specialized social support features. The study concludes with a discussion and recommendations for future research.
Owing to increasing cases of sedentary lifestyles and their negative impact on health, practical solutions are needed to address the physical and mental wellbeing of citizens and to enhance their standard of living. Among the problems are premature mortality rates caused by physical inactivity, which leads to chronic diseases. Innovative solutions are needed to address many of the problems that we face as a society. Location-based games have been identified as effective solutions for increasing physical activity, enhancing social interaction, and exploration in urban environments. In this pilot study, we explore how to encourage active mobility (walking and cycling) through urban play by integrating technology into the built environment. We examined the usability of a web-based augmented reality application in providing interactive experience to users as they explored the urban environment looking for tasks. Overall, participants’ perceptions of the usability of the application were positive; they enjoyed how the application revealed the tasks at each location and all the checkpoints at the different locations had at least a couple of visitors. We present limitations and future research directions.
Abstract. This paper discusses how social web platforms try to influence user interactions. We explain this influence from the perspective of persuasion context analysis and provision of persuasive user experiences. Additionally, the paper introduces and expounds on the concept of self-referential persuasion and illustrates its application through discussion and analysis of preliminary results of a survey (N=57) on the use of the social web. The persuasive systems design (PSD) model is utilized to analyze the social influence aspects through analysis of the persuasion context and the subsequent persuasive user experiences.
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