Academic literature on the topic 'Persuasive System Design'

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Journal articles on the topic "Persuasive System Design"

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Murillo-Muñoz, Fernanda, Christian Navarro-Cota, Reyes Juárez-Ramírez, et al. "Characteristics of a Persuasive Educational System: A Systematic Literature Review." Applied Sciences 11, no. 21 (2021): 10089. http://dx.doi.org/10.3390/app112110089.

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The need to compete for users’ attention and provide them with the best user experience has increased the use of persuasion strategies in modern systems. Currently, Persuasive Systems (PSs) promote healthy behavior for well-being, energy consumption, and learning. Although the educational domain has limited investigation compared to other areas, PSs in education have been shown to be effective in motivating students. This paper summarizes the existing evidence on Persuasive Educational Systems (PESs), emphasizing research on the current design methods, evaluation methods, and characteristics.
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Yin-Xia Loh and Nor Aziati Binti Abdul Hamid. "The Evaluation of Online Persuasion Criteria on E-Commerce Website using Persuasive System Design (PSD) Model." International Journal of Business and Society 22, no. 3 (2021): 1143–57. http://dx.doi.org/10.33736/ijbs.4289.2021.

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Persuasive technology in online shopping is proven to assist people while purchasing online. It is crucial to study how was the implementation of such successful persuasive technology in the e-commerce domain. Also, there are certain marketing strategies against consumers from different generational cohorts. Each generation has unique lifestyles, generational history, demographics, experiences, expectations and values that influence their buying behaviours. The persuasive design of e-commerce websites is related to the website conversion rate and is shown to support people throughout the onlin
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Böckle, Martin, Jasminko Novak, and Markus Bick. "Exploring gamified persuasive system design for energy saving." Journal of Enterprise Information Management 33, no. 6 (2020): 1337–56. http://dx.doi.org/10.1108/jeim-02-2019-0032.

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PurposeThe purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.Design/methodology/approachWe performed a large-scale empirical study of 480 participants and analyzed how different HEXAD gamification user types perceive selected persuasive strategies embedded in an energy saving prototype. Furthermore, we investigated the role of existing energy saving behaviors (pro-environmental behavior scale–e.g. regularly turning the lights off) and their effect on the perceived persuasiveness
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Adegoke, Ojeniyi, Khalid Adam, and Christiana Kehinde Obafunmiso. "A persuasive agent architecture for behavior change intervention." International Journal of Informatics and Communication Technology 11, no. 2 (2022): 128–39. https://doi.org/10.11591/ijict.v11i2.pp128-139.

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A persuasive agent makes use of persuasion attributions to ensure that its predefined objective(s) is achieved within its immediate environment. This is made possible based on the five unique features namely sociable, persuasive, autonomy, reactive, and proactive natures. However, there are limited successes recorded within the behavioural intervention and psychological reactance is responsible for these failures. Psychological reactance is the stage where rejection, negative response and frustration are felt by the users of the persuasive system. Thus, this study proposes a persuasive agent (
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Ameer, Fathima Musfira, Nurulhuda Ibrahim, and Harryizman Harun. "EXPLORING THE PERSUASIVE DESIGN ELEMENTS OF INSTAGRAM: A FRAMEWORK-BASED EVALUATION OF USER ENGAGEMENT AND BEHAVIOUR INFLUENCE THROUGH PERSUASIVE SYSTEM DESIGN (PSD)." Journal of Information System and Technology Management 8, no. 33 (2023): 297–319. http://dx.doi.org/10.35631/jistm.833022.

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Existing literature has established that social media can be highly persuasive on a broader scale, yet comprehensive evaluation of persuasive strategies on Instagram remains scarce despite its widespread usage. Instagram, a globally popular social networking platform, lacks thorough academic examination regarding its persuasive technological strategies despite its significant impact on user behaviour and interaction patterns is already realised. The platform's emphasis on visual content, interactive features, and evolving engagement tools presents a unique landscape for studying persuasive str
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Ahmad, Wan Nooraishya Wan, Carolyn Salimun, and Ahmad Rizal Ahmad Rodzuan. "Mapping learning management system features of persuasive design strategies to inform the design of persuasive learning management system." International Journal of Learning Technology 16, no. 3 (2021): 246. http://dx.doi.org/10.1504/ijlt.2021.10043125.

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Ahmad, Wan Nooraishya Wan, Ahmad Rizal Ahmad Rodzuan, and Carolyn Salimun. "Mapping learning management system features of persuasive design strategies to inform the design of persuasive learning management system." International Journal of Learning Technology 16, no. 3 (2021): 246. http://dx.doi.org/10.1504/ijlt.2021.119466.

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Oyibo, Kiemute. "Investigating the Key Persuasive Features for Fitness App Design and Extending the Persuasive System Design Model: A Qualitative Approach." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 10, no. 1 (2021): 47–53. http://dx.doi.org/10.1177/2327857921101022.

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Physical inactivity has been recognized as one of the leading risk factors that account for many non-communicable diseases, with the World Health Organization labeling it as the fourth leading risk factor for global mortality. This has led researchers and developers to create fitness apps to support and motivate people to engage in physical activity more regularly. However, there is limited research on how collectivist and individualist users from different social and cultural backgrounds differ in terms of the persuasive features they care about in fitness apps. Having knowledge of the cultur
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Bawazir, Mohammed Abdullah. "Persuasive Technology in The Islamic Perspective: The Principles and Strategies." International Journal on Perceptive and Cognitive Computing 5, no. 2 (2019): 107–15. http://dx.doi.org/10.31436/ijpcc.v5i2.88.

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The employment of persuasive technology in education, computing, sales, health, and environment is dramatically increasing. Persuasive technology is powerful in changing the attitudes and behaviours of end users. This paper begins by presenting the ethics of persuasive technology which are relevant to Islamic values and beliefs, and how the concept of persuasion had been applied in Islam practices to influence people. It explores how persuasive technology and its design factors presented in FBM are related to the Islamic practices proven in the Quran and Hadith. Additionally, this paper discus
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Ojeniyi, Adegoke, Adam Khalid, and Obafunmiso Christiana Kehinde. "A persuasive agent architecture for behavior change intervention." International Journal of Informatics and Communication Technology (IJ-ICT) 11, no. 2 (2022): 128. http://dx.doi.org/10.11591/ijict.v11i2.pp128-139.

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<span>A persuasive agent makes use of persuasion attributions to ensure that its predefined objective(s) is achieved within its immediate environment. This is made possible based on the five unique features namely sociable, persuasive, autonomy, reactive, and proactive natures. However, there are limited successes recorded within the behavioural intervention and psychological reactance is responsible for these failures. Psychological reactance is the stage where rejection, negative response and frustration are felt by the users of the persuasive system. Thus, this study proposes a persua
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Dissertations / Theses on the topic "Persuasive System Design"

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Sydow, André, and Gustav Wicklén. "Persuasive design ikontexten e-handel : Persuasive Systems Design-modellen som verktyg för utvärdering av Persuasive design-element inom området e-handel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29697.

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In this paper, we examine the persuasive design in e-commerce. This is an area with a strong representation of the design elements that can be classified as persuasive (Alhammand & Gulliver, 2014). Despite this, the spread of studies investigating persuasive design elements in e-commerce basically non-existent. We use the PSD model (Oinas-Kukkonen & Harjumaa, 2009) to identify the presence of persuasive design element on four e-commerce sites through quantitative mapping. The quantitative mapping allows us to carry out a qualitative study of the PSD model as a tool for the identificati
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Birgander, Viktor, and Jens Bleckert. "Tillämpning av persuasive design på kursvärderingsverktyg." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446183.

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Vid Institutionen för informatik och media vid Uppsala Universitet (IM) används ett digitalt kursvärderingsverktyg (IMKV) som en central metod att samla in feedback från kursdeltagare som underlag för kvalitetsarbete och för reflektion åt kursdeltagaren. Vid IM är svarsfrekvensen låg och således är underlaget för kvalitetsarbete lågt och IMKV riskerar visa på resultat som inte är reliabla eller representativa. Syftet med arbetet var att utveckla en it-artefakt som alternativ till IMKV med stöd från empirin om användarbeteende och persuasive design, följt av en utvärdering om huruvida denna pro
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Marquardson, James. "Achieving Alignment: System Design and Attitudinal Considerations to Increase the Persuasive Power of Technology." Diss., The University of Arizona, 2015. http://hdl.handle.net/10150/556848.

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Increasing amounts of data are being produced and consumed on a daily basis. Every mouse movement and click on a website can be analyzed to discover usage patterns and cognitive load (Jenkins et al., 2014), companies mine purchase histories to discover customer shopping patterns (Brin et al., 1997) and historical business transaction information can be used to improve business processes (Ghattas et al., 2014). Using sophisticated algorithms, data can be turned into information that helps guide marketers, policy makers, business managers, and other decision-makers. However, history has shown th
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Larsson, Gustav, and Anna Cumlin. "Hur svenska användare uppleverövertygande design i sociala medier." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446316.

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När individer tillbringar en betydande del av vardagen vid sociala medier får sociala mediermöjlighet att påverka och motivera en användares beteende och attityd. Denna påverkan skergenom övertygande design, en implementerad teknik i IT-system, som genom sin design syftartill att övertyga en användare till att ändra sitt beteende och attityd. Övertygande design upplevsofta som positiv då övertygande design personifierar och stödjer individen i sitt användande avett system. När en användare övertygas till att ändra sitt beteende och sin attityd ska detta skeutan bedrägeri eller tvång. Forskning
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Löthman, Anna, and Malin Liljeblad. "Committed to Exercise : A qualitative study on the persuasive effect and potential of a gym’s online booking system." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106818.

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While physical activity has many important benefits on our health and well-being, many people find it hard to establish and maintain long-lasting exercise routines. Technology can be an effective tool to combat this issue by increasing users’ motivation to exercise and encouraging them to make healthier choices. In this qualitative study, we explored the persuasive effect and potential of an online booking system (OBS) implemented in a gym in the South West of United Kingdom to limit the amount of people in the facilities during the Covid-19 pandemic. The purpose of our research was to examine
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Dedinja, Semra. "Walk with me : An iterative design process involving senior citizens in the making of a persuasive eHealth system." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160769.

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Digitization of data offers more opportunities for future health and medicine care due to the availability of information technology in our everyday lives. Several studies have provided us with insights in designing persuasive eHealth services, but only a few studies have investigated the design of a persuasive eHealth application by using presently available smartphones and while including the target group. By pursuing an iterative design process, three smartphone application prototypes were created and tested with senior citizens by using cognitive walkthroughs, use case scenarios and semi-s
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Bae, Eunjin. "Musical hand shaker toward sustainable behavioral changes : Designing of persuasive interaction through emotion arousing." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-94183.

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Context. This paper aims to investigate the potential of sustainable interaction system by employing persuasive design process. Sustainable Human Computer Interaction community (HCI) strives to find effective ways to change human behavior toward pro-environment. The sustainable HCI community seems to propose ambient display interface as one of its major interaction methods, which have an impact in quiet and static surroundings. However, when it comes to crowded public places where public resources are heavily wasted, ambient interfaces hardly get people’s attention and provide timely informati
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Hellberg, Erica, and Therese Lindström. "Vad får användare att spara i Dreams?" Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446305.

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The younger generation shows a different consumption behavior compared to previousgenerations where the attitude towards debt and loans is more relaxed. In addition, manypeople also experience difficulties with saving money and the human brain is a major factorin the connection between money and consumption behavior. Dreams is an application whereyou can save money and they argue that they increase the user’s wellbeing, feeling of safetyand motivation towards saving money. Dreams is designed for the users to be able to savemoney in an easy, fun and innovative way. The black background with whi
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Langrial, S. (Sitwat). "Exploring the influence of persuasive reminders and virtual rehearsal on the efficacy of health behavior change support system." Doctoral thesis, Oulun yliopisto, 2014. http://urn.fi/urn:isbn:9789526204765.

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Abstract Information technologies have opened new opportunities to develop persuasive systems that support people to adopt and sustain healthy behaviors. Both web-based and ubiquitous information systems have shown promising results in supporting people to adopt healthy routines. Persuasive systems have therefore received increasing attention from researchers over the past decade. Behavior Change Support Systems are an object of persuasive technology. These systems are designed to facilitate behavior change process over an extended period of time. This dissertation comprises of six studies, in
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De, Villiers Stephanie. "The observing self as a catalyst for behaviour change and wellbeing: Effective personal informatics system design to promote behaviour change in the changing health paradigm." Master's thesis, University of Cape Town, 2017. http://hdl.handle.net/11427/27443.

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The current study is a user-centred enquiry into how wellness-related personal informatics (PI) systems can be more effectively designed to better promote lasting behaviour change and sustained wellbeing in the context of the changing health paradigm. Until recently, the Western biomedical model with its disease focus has been effective in delivering health care; however, this paradigm does not efficiently support a system in crises - the contemporary health care system which is confronted with complex challenges of modern lifestyle diseases and behavioural disorders. Enabled by the technologi
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Books on the topic "Persuasive System Design"

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Meade, Jerud J. Persuasive programming. ABF Content, 2001.

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Ontario. Esquisse de cours 12e année: Sciences de l'activité physique pse4u cours préuniversitaire. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Technologie de l'information en affaires btx4e cours préemploi. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Études informatiques ics4m cours préuniversitaire. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Mathématiques de la technologie au collège mct4c cours précollégial. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Sciences snc4m cours préuniversitaire. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: English eae4e cours préemploi. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Le Canada et le monde: une analyse géographique cgw4u cours préuniversitaire. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Environnement et gestion des ressources cgr4e cours préemploi. CFORP, 2002.

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Ontario. Esquisse de cours 12e année: Histoire de l'Occident et du monde chy4c cours précollégial. CFORP, 2002.

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Book chapters on the topic "Persuasive System Design"

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Yoo, Kyung-Hyan, Ulrike Gretzel, and Markus Zanker. "Implications for Recommender System Design." In Persuasive Recommender Systems. Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-4702-3_7.

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Guracho, Yonas Deressa, Susan J. Thomas, Nawaf Almutairi, and Khin Than Win. "Persuasive System Design Features for Mobile Mental Health Applications." In Persuasive Technology. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-58226-4_10.

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Mustaquim, Moyen M., and Tobias Nyström. "A System Development Life Cycle for Persuasive Design for Sustainability." In Persuasive Technology. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20306-5_20.

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Adib, Ashfaq, and Rita Orji. "Persuasive System Design for Climate Change Awareness." In Entertainment Computing – ICEC 2023. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-8248-6_9.

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Shao, Xiuyan, and Harri Oinas-Kukkonen. "How Does GDPR (General Data Protection Regulation) Affect Persuasive System Design: Design Requirements and Cost Implications." In Persuasive Technology: Development of Persuasive and Behavior Change Support Systems. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17287-9_14.

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Afşin, Yasin, and Tuğba Taşkaya Temizel. "Harnessing Large Language Models for Automatic Evaluation of Mobile Health Applications Based on Persuasive System Design Principles and Mobile Application Rating Scale." In Persuasive Technology. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-58226-4_1.

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Taype, Geovanna Evelyn Espinoza, and Maria Cecilia Baranauskas Calani. "Extending Persuasive System Design Frameworks: An Exploratory Study." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-40690-5_4.

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Meedya, Shahla, Muhamad Kashif Sheikh, Khin Than Win, and Elizabeth Halcomb. "Evaluation of Breastfeeding Mobile Health Applications Based on the Persuasive System Design Model." In Persuasive Technology: Development of Persuasive and Behavior Change Support Systems. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17287-9_16.

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Drozd, Filip, Tuomas Lehto, and Harri Oinas-Kukkonen. "Exploring Perceived Persuasiveness of a Behavior Change Support System: A Structural Model." In Persuasive Technology. Design for Health and Safety. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31037-9_14.

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Ruijten, Peter A. M., Yvonne A. W. de Kort, and Petr Kosnar. "Bridging the Gap between the Home and the Lab: A Qualitative Study of Acceptance of an Avatar Feedback System." In Persuasive Technology. Design for Health and Safety. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31037-9_22.

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Conference papers on the topic "Persuasive System Design"

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Citoler, Alba, Jungna Lee, and Eunji Lee. "ExSnus: A Persuasive Mobile Health Application for Snus Cessation." In Special Session on Design and Evaluation of Monitoring Systems. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013398100003911.

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Torning, Kristian, and Harri Oinas-Kukkonen. "Persuasive system design." In the 4th International Conference. ACM Press, 2009. http://dx.doi.org/10.1145/1541948.1541989.

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Schneider, Hanna, Kilian Moser, Andreas Butz, and Florian Alt. "Understanding the Mechanics of Persuasive System Design." In CHI'16: CHI Conference on Human Factors in Computing Systems. ACM, 2016. http://dx.doi.org/10.1145/2858036.2858290.

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Xinrui, Guo, Jie Yao, and Shumeng Hou. "Smartwatch-based persuasive design with tailored competition and cooperation strategies for promoting physical activity." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003626.

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Originating from the concept of “captology”, interactive information technology designed for changing users’ attitudes or behaviors is known as persuasive technology (Fogg, 2002). Based on Fogg's behavioral model, Oinas-Kukkonen & Harjumaa (2008) proposed a framework for designing and evaluating Persuasive System Development (PSD), with specific persuasion principles. Persuasive technology has gained popularity in mobile sports applications as a design approach aiming to change healthy-related attitudes and behaviors among users. Nevertheless, most applications of persuasive design have ta
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Walji, Muhammad F., and Jiajie Zhang. "Human-Centered Design of Persuasive Appointment Reminders." In 2008 41st Annual Hawaii International Conference on System Sciences. IEEE, 2008. http://dx.doi.org/10.1109/hicss.2008.194.

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Knott, Manuel, Anne-Sophie Mayer, Franz Strich, and Marina Fiedler. "Increasing user engagement on blockchain applications through persuasive design." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2022. http://dx.doi.org/10.24251/hicss.2022.736.

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Shih, Li Hsing, Fenghueih Huarng, and Yi-Cin Jheng. "Selecting persuasive strategies for design for energy-saving behavior." In 2017 International Conference on Applied System Innovation (ICASI). IEEE, 2017. http://dx.doi.org/10.1109/icasi.2017.7988108.

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Win, Khin Than, Judy Mullan, Sarah Howard, and Harri Oinas-Kukkonen. "Persuasive Systems Design features in Promoting Medication Management for consumers." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2017. http://dx.doi.org/10.24251/hicss.2017.403.

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Quispe-Cruz, Marcela, and Nelly Condori-Fernandez. "Extending the Sustainability-Quality Model for supporting the design of Persuasive Software Systems." In Congresso Ibero-Americano em Engenharia de Software. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/cibse.2022.20970.

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This research aims at providing a guiding support for the selection of relevant features and quality requirements for designing persuasive software systems. To do this, a mapping between the Persuasive System Design (PSD) model and a generic Sustainability-Quality (SQ) model was carried out. As a result of this mapping, we extended the SQ model, by adding certain types of relationships with specific features of the PSD model. A Graph database tool, named Neo4j, was used for facilitating the visualization of the identified relationships. And we also used the query language Cypher in order to re
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Qingyu, Zhu, Ying Zhao, Hao Yang, and Yiyang Zhang. "Persuasive interaction design based on The behavior of Car-sharing users in Beijing." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002001.

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With the advent of the era of sharing economy, in order to alleviate traffic congestion, environmental pollution and other increasingly serious urban traffic problems, car-sharing emerged at the historic moment. However, with the rapid development of car-sharing, some problems in the process of users' use are gradually exposed, mainly manifested in the damage of the car body caused by users' non-standard operation, among which the high rate of loss of personal property of users has also caused a certain impact on user experience. This paper investigates user behavior cognition through question
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