Energy efficient personal transportation requires fuel-efficient and route aware driving. Driving coaching systems can provide to drivers all the information and guidance that is needed to learn these skills. However, persuading drivers to change their driving behaviour is a challenging task. We identify functional, design, safety, and persuasive features for systems supporting fuel-efficiency. Moreover, we analyse how these features are supported by state-of-the-art systems targeting reduced fuel consumption. Finally, based on our analysis, we discuss open issues and opportunities for future development of fuel-efficiency support systems. The literature and the reviewed research in the present paper illustrate the needs for overall situation assessment and benefits of careful and multifaceted approach for systems design when it comes to eco-driving: an effective system will make use of a versatile design toolkit in order to obtain enduring behavioural results.
Reflection is generally considered an effective means of achieving behavior change. A gamified approach to promoting rehearsal and reflection in a healthy eating context was studied. The game was based on the principles of the Implicit Attitude Test: by categorizing food items under positive or negative associations the players would gain points according to how fast they categorized foods under positive or negative associations. Game scores constituted feedback for reflection, and repeated playing constituted rehearsal of target responses. Experiment participants (N=58) played the game over a five-day period. Constructs of Rehearsal (REH), self-reported questionnaire responses on Reflection (REFL) and Perceived Persuasiveness (PEPE), and self-reported Perceived Health Behavior Change (PHBC) were analyzed using PLS-SEM. The results show that PLAY moderates the REFL-PEPE relationship, and there are also significant relationships between REH and PEPE, PEPE and PHBC, and REFL and PHBC.
Involving end-users in a participatory design process may help researchers and developers to gain better understanding of the end users' views about the target system. In this study, we utilized participatory design approach with focus group meetings and participatory design workshops to figure out requirements for persuasive features of a mobile application for entrepreneurs to recover from work related strain and stress. In many cases, end-user participation in the design process may lead into building more efficient persuasive technology solutions and at least avoidance of many of the design pitfalls, but setting up meetings and organizing workshops can be time-consuming.
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