Final Flashcards
Any computing technology designed with the goal of altering users’ behavior, often through impacting their internal states like attitude, motivation, and beliefs
Persuasive Technology Basic Definition
Must have the intention of changing the users’ attitudes or behavior in a planned and purposeful way
Persuasive Technology
is the field of computers as persuasive technologies (Computers As Persuasive Technologies + ology, or a branch of learning)
Captology
Who coined the term Captology in the late 1990’s?
BJ Fogg
For purposes of captology, persuasion is defined as
the attempt to change attitudes or behaviors or both, without coercion or deception
implies force
Coercion
involves misleading people
Deception
which implies voluntary change—in behavior, attitude, or both
persuasion
whether brought about by humans or computers - requires intentionality
True persuasion
Captology does not include such unintended outcomes; it focuses on the attitude and behavior changes intended by the designers of interactive technology products
These planned effects can range widely: which are…
from persuading people to buy things online
to motivating people to take stretch breaks after extended periods of desk work
to convincing people that bioterrorism is a serious threat
2 Different Levels of Persuasion
Micro and Macrosuasion
This term is used to describe theoverall persuasive intent of a product
Example: Fitbit
Macrosuasion
This term is used to describe a product that does not have an overall intent to persuade, but that incorporates smaller persuasive elements to achieve a different overall goal
Example: Quicken
Microsuasion
Persuasive-based computing technologies (PBCTs) can fill three major roles in their interactions with the user: they are:
Tools
Media
Social Actors
_______ augment the user’s performance in some way; they increase the abilities of the user
Tools
_______ enhance the user’s experience; they provide experiences, insight, behavioral rehearsal not otherwise possible, or insight into cause-effect relationships
Media
_______ form relationships with the user and take on the role of a virtual peer
Social actors
For the example Fitbit, As It Keeps track of steps automatically, computes statistics like average steps, numbers of calories to eat per day, etc. This is :
Tool
For the example Fitbit, As it Provides simulated experience by providing real-life comparisons
Media
For the example: Fitbit, As it Greets user by name, uses different encouraging phrases to motivate them
Social Actor
The fitbit Incorporates_________elements as well like Badges/Achievements and having a friends list/communication/competition
microsuasion
Steps to design Persuasive Technology
Step 1: Choose a simple behavior to target
Step 2: Choose a receptive audience
Step 3: Find what prevents (or facilitates) the target behavior
Step 4: Choose an appropriate and familiar technology channel
Step 5: Find relevant examples of persuasive technology
Step 6: Imitate successful examples
Step 7: Test and iterate quickly
Step 8: Expand on success
This can be any of the following:
a paper-based outline of a screen or set of screens
an electronic ‘picture’
a video simulation of a task
a three-dimensional paper and cardboard mockup of a whole workstation
a simple stack of hyperlinked screen shots
Prototype
What is a Prototype?
A prototype allows stakeholders to interact with an envisioned product, to gain some experience of using it in a realistic setting. and to explore imagined uses
Jeff Hawkin carried a piece of wood the size and shape of the proposed palm pilot idea
Prototyping- piece of wood lead to What does the size of the device feel like?
Putting it in a pocket and taking it out many times a day – does it fit? Is the process quick and easy?
At what points during the day would he want to use its features? In which environments?
________is a limited representation of a design that allows users to interact with it and to explore its suitability. Not designed to replicate full functionality
Acts as an interim step between conception of a design and full implementation of it
Answer questions about the design and helps designers to choose between alternative designs
A Prototype
Prototype serves different purposes:
To est out the technical feasibility of an idea
clarify some vague requirements
do some user testing and evaluation, using empirical research methods or a more qualitative approach
This type of prototype is one thatdoes not look very much like the final product
For example, it might use materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal
They are useful because they tend to be simple, cheap, and quick to produce
Low-fidelity
Consists of a series of sketches or screenshots showing how a user might progress through a task using the product under development
The purpose for doing this is two-fold:
First, to produce one that can be used toget feedback from users and colleagues
Second, to prompt the design team to consider the scenario and the use of the system in more detail
Storyboarding- Low-Fidelity
More “sketch-like” art can actually help remind people that they’re working with an early prototype
If your prototype looks too “slick,” people may expect full functionality
You can devise your own symbols and icons for elements you might want to sketch, and practice using them
They don’t have to be anything more than simple boxes, stick figures, and symbols
Storyboarding- Low-Fidelity
A ________ prototype looks a lot more like the finished product
A high-fidelity
Uses materials that you would expect to be in the final product
May use software tools like Flash, Visual Basic, PowerPoint, or specialized prototyping software to prototype interfaces
Useful for selling ideas to people and for testing out technical issues
High Fidelity prototyping
Downsides of low fidelity prototypes:
The device usually doesn’t actually work!
Could accidentally design something that is not technologically feasible
One reason it’s important to have technical knowledge in a design team
Downsides of high fidelity prototypes:
Take a longer time to build
Reviewers and testers tend to comment on superficial aspects rather than content
Developers are reluctant to change something they have crafted for hours
Two common compromises that often must be traded against each other are
breadth of functionality provided vs. depth of functionality
horizontal prototyping
providing a wide range of functions but with little detail, i.e. breadth
vertical prototyping
providing a lot of detail for only a few functions, i.e. depth