Persuasive Technology Flashcards

1
Q

Persuasive Technology

A

Any computing technology designed with the goal of altering users’ behavior, often through impacting their internal states like attitude, motivation, and beliefs

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2
Q

Captology

A

is the field of computers as persuasive technologies (Computers As Persuasive Technologies + ology, or a branch of learning = captology)

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3
Q

Levels of Persuasion

A

Macro

Micro

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4
Q

Macro:

A

The term macrosuasion is used to describe the overall persuasive intent of a product
Example: Fitbit

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5
Q

Micro:

A

The term microsuasion 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, Mint

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6
Q

Persuasive technologies can fill three major roles in their interactions with the user:

A

Tools
Media
Social Actors

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7
Q

Tools

A

augment the user’s performance in some way; they increase the abilities of the user

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8
Q

Media

A

enhance the user’s experience; they provide experiences, insight, behavioral rehearsal not otherwise possible, or insight into cause-effect relationships

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9
Q

Social actors

A

form relationships with the user and take on the role of a virtual peer

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10
Q

Behavior =

A

= MAT (Motivation, Ability, Trigger)

Must have these three at the same time

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11
Q

Trigger

A

Trigger is the call to action; something that tells you to do a behavior now. E.g. traffic light changing from red to green

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12
Q

Types of behavior change:

A

Doing a new behavior
Doing a familiar behavior
Increasing behavior intensity or duration
Decreasing behavior intensity or duration
Stop doing a behavior

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13
Q

Length of behavior change:

A

Dot
Span
Path

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14
Q

Dot:

A

A one time occurrence

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15
Q

Span:

A

Has a set duration

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16
Q

Path:

A

Lasting change, i.e. “from now on”