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Journal articles on the topic 'Persuasive System Design'

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1

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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Payyanadan, Rashmi P., Linda S. Angell, and Amanda Zeidan. "A COVID Support App Demonstrating the Use of a Rapid Persuasive System Design Approach." Information 16, no. 5 (2025): 360. https://doi.org/10.3390/info16050360.

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Background: The persuasive systems design approach draws together theories around persuasive technology and their psychological foundations to form, alter and/or reinforce compliance, attitudes, and/or behaviors, which have been useful in building health and wellness apps. But with pandemics such as COVID and their ever-changing landscape, there is a need for such design processes to be even more time sensitive, while maintaining the inclusion of empirical evidence and rigorous testing that are the basis for the approach’s successful deployment and uptake. Objective: In response to this need,
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Hussian, Asif, Abdul Mateen, Farhan Amin, Muhammad Ali Abid, and Saeed Ullah. "Health Monitoring Apps: An Evaluation of the Persuasive System Design Model for Human Wellbeing." Information 14, no. 7 (2023): 412. http://dx.doi.org/10.3390/info14070412.

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In the current era of ubiquitous computing and mobile technology, almost all human beings use various self-monitoring applications. Mobile applications could be the best health assistant for safety and adopting a healthy lifestyle. Therefore, persuasive designing is a compulsory element for designing such apps. A popular model for persuasive design named the Persuasive System Design (PSD) model is a generalized model for whole persuasive technologies. Any type of persuasive application could be designed using this model. Designing any special type of application using the PSD model could be di
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Jaffar, Aida, Chai-Eng Tan, Sherina Mohd-Sidik, Novia Admodisastro, and Felicity Goodyear-Smith. "Persuasive Technology in an mHealth App Designed for Pelvic Floor Muscle Training Among Women: Systematic Review." JMIR mHealth and uHealth 10, no. 3 (2022): e28751. http://dx.doi.org/10.2196/28751.

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Background Pelvic floor muscle training (PFMT) is one of the first-line treatments for stress urinary incontinence among pregnant women. Mobile health (mHealth) technology is potentially effective for delivering PFMT to pregnant women. Persuasive technology in the development of such mobile apps may facilitate behavior change by improving adherence to the exercises. The Capability, Opportunity, and Motivation–Behavior (COM-B) model is potentially useful in selecting the appropriate interventions to be incorporated into the apps. Objective This review of mHealth apps for PFMT aims to describe t
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Maret, Pierre, Pravin Amrut Pawar, N. A. Shin', et al. "Data model for health telemonitoring and persuasive system design." International Journal of Intelligent Information and Database Systems 10, no. 1/2 (2017): 4. http://dx.doi.org/10.1504/ijiids.2017.086190.

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Lopez, Guillaume, Ichiro Yamada, Pravin Amrut Pawar, Shin'ichi Warisawa, Fabrice Muhlenbach, and Pierre Maret. "Data model for health telemonitoring and persuasive system design." International Journal of Intelligent Information and Database Systems 10, no. 1/2 (2017): 4. http://dx.doi.org/10.1504/ijiids.2017.10007346.

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Faisal, S., Aziati A. H. Nor, and N. H. Abdullah. "Persuasive System Design for Global Acceptance of Smartphone Apps." Procedia Computer Science 152 (2019): 44–50. http://dx.doi.org/10.1016/j.procs.2019.05.025.

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Nor, Afifah Shafin, Rohmat Saedudin RD, and Hazana Abdullah Nor. "Implementation of persuasive design principles in mobile application development: a qualitative study." Indonesian Journal of Electrical Engineering and Computer Science (IJEECS) 18, no. 3 (2020): 1464–73. https://doi.org/10.11591/ijeecs.v18.i3.pp1464-1473.

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Persuasive design principles (PDP) of persuasive system features framework have shown impressive results from the context of user engagement and acceptance as well as continuous usage towards the persuasive systems involved. Yet, available literatures do not thoroughly address the implementation of these design principles specifically in mobile applications and there is insufficient discussion on the impact of the principles in relation to the overall achievement of mobile applications. Hence, this research was conducted with the aim to qualitatively explore the way PDP were implemented across
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Pit, Sabrina Winona, Aaron J. H. Tan, Robyn Ramsden, et al. "Persuasive Design Solutions for a Sustainable Workforce: Review of Persuasive Apps for Real-Time Capability Support for Rural Health Care Professionals." JMIR mHealth and uHealth 10, no. 2 (2022): e33413. http://dx.doi.org/10.2196/33413.

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Background There is a need to further investigate how persuasive design principles can change rural health professionals’ behaviors to look after their own health workforce capability. Several theories are used when developing apps to persuade people to change behavior, including the Persuasive System Design Model, consisting of primary task, dialogue, system credibility, and social support categories, and Cialdini’s principles of persuasion. These have not been analyzed yet in the field of health workforce capability. Objective This study aims to determine the persuasive design techniques use
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Nasirudin, Mohd Asrul, Mohd Farhan Md Fudzee, Norhalina Senan, Che Samihah Che Dalim, Deden Witarsyah, and Aldo Erianda. "Systematic Literature Review on Augmented Reality with Persuasive System Design: Application and Design in Education and Learning." JOIV : International Journal on Informatics Visualization 8, no. 2 (2024): 862. http://dx.doi.org/10.62527/joiv.8.2.2702.

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Augmented Reality (AR) is an innovative technology that has gained significant scholarly attention. It uses computer-generated sensory inputs like visuals, sounds, and touch to enhance how we perceive the real world, providing a transformative impact on human sensory experiences. Motivated by the possibilities of augmented reality (AR) in the realm of the educational learning environment, this research aims to document the evolving landscape of augmented reality (AR) applications in education and training, with a specific emphasis on the incorporation of persuasive system design (PSD) elements
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Oyibo, Kiemute, and Julita Vassileva. "Investigation of persuasive system design predictors of competitive behavior in fitness application: A mixed-method approach." DIGITAL HEALTH 5 (January 2019): 205520761987860. http://dx.doi.org/10.1177/2055207619878601.

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Fitness applications aimed at behavior change are becoming increasingly popular due to the global prevalence of sedentary lifestyles and physical inactivity, causing countless non-communicable diseases. Competition is one of the most common persuasive strategies employed in such applications to motivate users to engage in physical activity in a social context. However, there is limited research on the persuasive system design predictors of users’ susceptibility to competition as a persuasive strategy for motivating behavior change in a social context. To bridge this gap, we designed storyboard
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Ismail, Mohamad Izwan, Nur Ain Abu Bakar, and Mawarni Mohamed. "ASSESSMENT AND MODULATION OF STUDENT BEHAVIOR THROUGH PERSUASIVE DESIGN." Asian Journal of University Education 15, no. 3 (2019): 117. http://dx.doi.org/10.24191/ajue.v15i3.7564.

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The education system has existed for centuries. However, despite the rapid change in our technology, lifestyle and needs in the workforce, it has failed to adapt accordingly. The current system relies heavily on industrial-age values where students are expected to follow instructions and are stripped of their agency rather than being encouraged to actively participate in their learning process. As a result, students end up lacking motivation and engagement. Persuasive design focuses on influencing human behavior to improve long-term engagement through various mechanisms. Here, we have embedded
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Theresia, Clara, and Ruth Theodora Wiyono. "Wearable Clothing Drop Box Design Using Persuasive Design Approach." SHS Web of Conferences 189 (2024): 01017. http://dx.doi.org/10.1051/shsconf/202418901017.

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The phenomenon of fast fashion (the trend of dressing in a short period of just six months to two years) is a trend that occurs today. This trend raises the problem of stacking clothes. Clothes that are not reused should be used and distributed to others in need or known as the recycling concept. This study aims to design a drop box that can collect and distribute suitable clothes by using Persuasive Design approach. Dropbox is used to improve the concept of sustainability of clothing products. The initial stage of the study was an interview to explore the target of user behaviour in using clo
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Agyei, Eunice Eno Yaa Frimponmaa, Akon Ekpezu, and Harri Oinas-Kukkonen. "Persuasive Systems Design Trends in Coronary Heart Disease Management: Scoping Review of Randomized Controlled Trials." JMIR Cardio 8 (June 19, 2024): e49515. http://dx.doi.org/10.2196/49515.

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Background Behavior change support systems (BCSSs) have the potential to help people maintain healthy lifestyles and aid in the self-management of coronary heart disease (CHD). The Persuasive Systems Design (PSD) model is a framework for designing and evaluating systems designed to support lifestyle modifications and health behavior change using information and communication technology. However, evidence for the underlying design principles behind BCSSs for CHD has not been extensively reported in the literature. Objective This scoping review aims to identify existing health BCSSs for CHD, rep
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Mbanusi, Charity E., Virginia E. Ejiofor, Irabor Chuks Clarence, and Godspower I. Akawuku. "Design and Implementation of Persuasive Technology for Maternal health care: Nigeria as a Case study." RESEARCH INVENTION JOURNAL OF ENGINEERING AND PHYSICAL SCIENCES 4, no. 1 (2025): 74–89. https://doi.org/10.59298/rijep/2025/417489.

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Persuasive technologies are Human-Computer Interaction (HCI) systems integrated with strategies designed to encourage users to perform specific target behaviors. Maternal healthcare services in Nigeria are structured to promote information-seeking behaviors and enhance the health and wellness of pregnant and nursing mothers through social and motivational approaches. However, these strategies have been largely ineffective, resulting in a persistently high rate of maternal deaths due to poor health practices and the lack of engagement with smart e-health solutions. This research investigates th
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Rahmatullah, Tansah. "TEKNOLOGI PERSUASIF : AKTOR PENTING MEDIA SOSIAL DALAM MENGUBAH SIKAP DAN PERILAKU PENGGUNA." Jurnal Soshum Insentif 4, no. 1 (2021): 60–78. http://dx.doi.org/10.36787/jsi.v4i1.509.

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Abstract - Social media influences and changes the attitudes and behavior of its users using a technique known as Persuasive Technology, a concept that is both invisible and manipulative, which has a big impact in all aspects. This research is library research using a literature study approach. With persuasive technology, web applications, social media such as Facebook, Twitter, Instagram, Youtube, Tiktok, and other applications tend to become addicting and get more addicting. Persuasive technology motivates us to use a product and makes it very simple to do and trains us to keep on going with
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Anselma, Luca, and Alessandro Mazzei. "Building a Persuasive Virtual Dietitian." Informatics 7, no. 3 (2020): 27. http://dx.doi.org/10.3390/informatics7030027.

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This paper describes the Multimedia Application for Diet Management (MADiMan), a system that supports users in managing their diets while admitting diet transgressions. MADiMan consists of a numerical reasoner that takes into account users’ dietary constraints and automatically adapts the users’ diet, and of a natural language generation (NLG) system that automatically creates textual messages for explaining the results provided by the reasoner with the aim of persuading users to stick to a healthy diet. In the first part of the paper, we introduce the MADiMan system and, in particular, the ba
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Mhd Salim, Mohamad Hidir, Nazlena Mohamad Ali, Nur Atiqah Jalaludin, Nur Farahin Mohd Johari, and Muhammad Aqil Abd Rahman. "A Conceptual Persuasive Development Framework to Change Students’ Behaviour in Massive Open Online Courses: A Review." International Journal of Learning, Teaching and Educational Research 22, no. 9 (2023): 1–19. http://dx.doi.org/10.26803/ijlter.22.9.1.

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Some experts attribute the relatively low completion rates of Massive Open Online Courses (MOOCs) partly to user dissatisfaction with the system. Live instructors are absent from MOOCs due to their delivery through virtual learning platforms. A distinctive feature distinguishing MOOCs from other e-learning systems is the significantly higher ratio between users and instructors. Consequently, the main challenges include limited interaction between students and study materials and the heightened need for instructor guidance. Consequently, enhancing the design of the existing MOOCs system is impe
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Brangier, Eric, and Michel C. Desmarais. "The Design and Evaluation of the Persuasiveness of e-Learning Interfaces." International Journal of Conceptual Structures and Smart Applications 1, no. 2 (2013): 38–47. http://dx.doi.org/10.4018/ijcssa.2013070105.

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This study addresses the general goal of designing more engaging e-learning applications through persuasive technology. The authors present and discuss two potential approaches to the design persuasive e-learning applications that differ in terms of comprehensiveness and ease of application. The more straightforward approach based on Fogg is considered for designers who may not have the time or background to invest large efforts to analyze and understand how the principles of persuasive technology can be deployed. The Oinas-Kukkonen and Harjumaa (2009) approach is presented as a different appr
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Faisal, Serri, Kamaal Allil, Nor Aziati Abdul Hamid, and Nor Hazana Abdullah. "WhatsApp! Does Culture Matter to Persuasive System Design and Brand Loyalty?" Sustainability 13, no. 11 (2021): 5800. http://dx.doi.org/10.3390/su13115800.

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The traditional paradigm prioritizes local culture in application design; however, popular applications with persuasive systems design (PSD) like WhatsApp appeal to a global audience beyond local cultural attributes. The purpose of this study is to test the moderating role of Hofstede’s cultural dimensions on PSD and the relationship to loyalty in the context of WhatsApp. By employing an online survey, data were collected from the Netherlands, Germany, KSA, and Malaysia (N = 488). Using regression moderation analyses, the hypotheses were tested. Findings suggest that only two cultural dimensio
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Choi, Hoonsung, Daihwan Min, and Hanjin Lee. "Research on Persuasive System Design in Public(Hospital/ATM) KIOSK Features." JOURNAL OF THE KOREA CONTENTS ASSOCIATION 23, no. 8 (2023): 187–97. http://dx.doi.org/10.5392/jkca.2023.23.08.187.

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Shafin, Nor Afifah, RD Rohmat Saedudin, and Nor Hazana Abdullah. "Implementation of persuasive design principles in mobile application development: a qualitative study." Indonesian Journal of Electrical Engineering and Computer Science 18, no. 3 (2020): 1464. http://dx.doi.org/10.11591/ijeecs.v18.i3.pp1464-1473.

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<span>Persuasive design principles (PDP) of persuasive system features framework have shown impressive results from the context of user engagement and acceptance as well as continuous usage towards the persuasive systems involved. Yet, available literatures do not thoroughly address the implementation of these design principles specifically in mobile applications and there is insufficient discussion on the impact of the principles in relation to the overall achievement of mobile applications. Hence, this research was conducted with the aim to qualitatively explore the way PDP were implem
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Della Fadhilatunisa, Andi Naila Quin Azisah Alisyahbana, and Andika Isma. "Enhancing Tax Compliance Intentions: Analyzing the Influence of Awareness, Attention, and Persuasion Among Future Taxpayers." Journal of Economic Education and Entrepreneurship Studies 5, no. 1 (2024): 165–77. http://dx.doi.org/10.62794/je3s.v5i1.3280.

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This study explores the factors influencing tax compliance intentions among future taxpayers, specifically examining the roles of taxpayer awareness, attention, and persuasion. Employing a quantitative research approach with a cross-sectional design, the study analyzed data from a sample of 278 individuals using the PLS-SEM model, evaluating both measurement and structural models. The results demonstrate that taxpayer persuasion has a significant direct impact on tax compliance, indicating that persuasive communication strategies are highly effective. Additionally, taxpayer awareness directly
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Xia, Meng, Qian Zhu, Xingbo Wang, Fei Nie, Huamin Qu, and Xiaojuan Ma. "Persua: A Visual Interactive System to Enhance the Persuasiveness of Arguments in Online Discussion." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (2022): 1–30. http://dx.doi.org/10.1145/3555210.

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Persuading people to change their opinions is a common practice in online discussion forums on topics ranging from political campaigns to relationship consultation. Enhancing people's ability to write persuasive arguments could not only practice their critical thinking and reasoning but also contribute to the effectiveness and civility in online communication. It is, however, not an easy task in online discussion settings where written words are the primary communication channel. In this paper, we derived four design goals for a tool that helps users improve the persuasiveness of arguments in
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Mhd Salim, Mohamad Hidir, Nazlena Mohamad Ali, and Mohamad Syahmi Shahril. "A HEURISTIC EVALUATION OF THE PERSUASIVENESS LEVEL OF A MOOCs-BASED E-LEARNING SYSTEM." Journal of Information System and Technology Management 8, no. 32 (2023): 129–39. http://dx.doi.org/10.35631/jistm.832009.

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The learning concept of Massive Open Online Courses (MOOCs) is capable of receiving a large number of users and it requires little basic knowledge related to the subject taken. This technology will create dynamism and personalization of a wider user learning experience. In order to ensure that the MOOCs e-learning system can benefit users, researchers need to understand and consider the dynamic exchange between user cognition and motivation. Persuasive technology can be applied and integrated to facilitate student adaptation while accelerating their attitude change without using coercion. This
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Saifunnizam, Syamir Thaqif, Mohd Farhan Md Fudzee, Muhamad Hanif Jofri, et al. "Systematic Literature Review on Persuasive System Design Framework for Managing Curriculum Performance." JOIV : International Journal on Informatics Visualization 9, no. 1 (2025): 13. https://doi.org/10.62527/joiv.9.1.3663.

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Integrating digital resources into educational assessment has led to the widespread adoption of e-portfolios as tools for documenting and evaluating student achievement, thereby transforming traditional evaluation methods. However, the existing frameworks primarily focus on assessing academic performance, often neglecting the comprehensive monitoring of student’s co-curricular activities. To overcome current gaps in comprehensive student evaluation, this study introduces a conceptual framework incorporating persuasive system design (PSD) into an e-portfolio to facilitate efficient co-curricula
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Nor, Aziah Daud, Izzati Aminudin Nurul, Redzuan Fauziah, Sahari Ashaari Noraidah, and Muda Zurina. "Identification of persuasive elements in Islamic knowledge website using Kansei engineering." Bulletin of Electrical Engineering and Informatics 8, no. 1 (2019): 313–19. https://doi.org/10.11591/eei.v8i1.1435.

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The global explosions of the internet and direct use by individuals, organizations and Islamic scholars to spread the knowledge and events have witnessed massive growth over the years. The users refuse to use online Islamic websites as references which causes the acceptance rate of the online learning method still low. This paper presents the identifications of persuasive elements in Islamic knowledge website. The objective of this study is to identify the persuasive element using Kansei Engineering (KE) method for online Islamic knowledge website design. Therefore, Kansei words related to onl
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Chiu, Holly, and Joshua Fogel. "The role of manager influence strategies and innovation attributes in innovation implementation." Asia-Pacific Journal of Business Administration 9, no. 1 (2017): 16–36. http://dx.doi.org/10.1108/apjba-02-2016-0026.

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Purpose The purpose of this paper is to examine the impact of manager influence strategies and innovation attributes on employee attitudes and behaviors in innovation implementation. Design/methodology/approach Employees (n=237) in a manufacturing company in Taiwan which implemented an e-learning system participated in an online survey. System logs were used as behavioral outcome variables. Findings Persuasive strategy and relative advantage had a significant positive association with attitudes while relationship-based strategy and complexity had a significant negative association with attitud
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Mohd Mohadis, Hazwani, and Zohora Azmin Shompa. "Designing Persuasive Sustainable Waste Management Application for Urban Community in Malaysia: Understanding End-User Perspectives." Journal of Advanced Research in Applied Sciences and Engineering Technology 50, no. 1 (2024): 47–65. http://dx.doi.org/10.37934/araset.50.1.4765.

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Solid waste management in urban areas in Malaysia is a critical issue that requires immediate attention. Waste management in Malaysia will become even more complex and difficult in the future due to the tremendous growth of the economy, urban population, and consumption patterns. The primary issue in this situation is the growing amount of waste production, which is outpacing the growth in disposal capacity. The Malaysian government has introduced the Waste Separation at Source Initiative (SSI), which mandates the Malaysian community to sustainable waste management practices in their daily liv
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Kelders, Saskia M., Robin N. Kok, Hans C. Ossebaard, and Julia EWC Van Gemert-Pijnen. "Persuasive System Design Does Matter: a Systematic Review of Adherence to Web-based Interventions." Journal of Medical Internet Research 14, no. 6 (2012): e152. http://dx.doi.org/10.2196/jmir.2104.

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Ahmad, Zaifulasraf, Nor Zairah Ab Rahim, and Suraya Ya’acob. "Persuasive System Design: Social Support Elements to Influence the Malaysian Wellness in Social Media." Procedia Computer Science 161 (2019): 773–80. http://dx.doi.org/10.1016/j.procs.2019.11.182.

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Li, Wei, WangCheng Mao, Meng Zhang, and Meng Zhe Bo. "Design of Persuasive APP Based on IOS System-- Taking Intelligent Mask as an Example." IOP Conference Series: Materials Science and Engineering 573 (August 2, 2019): 012030. http://dx.doi.org/10.1088/1757-899x/573/1/012030.

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Berry, Alice, Carey McClellan, Ben Wanless, and Nicola Walsh. "A Tailored App for the Self-management of Musculoskeletal Conditions: Evidencing a Logic Model of Behavior Change." JMIR Formative Research 6, no. 3 (2022): e32669. http://dx.doi.org/10.2196/32669.

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Background Musculoskeletal conditions such as joint pain are a growing problem, affecting 18.8 million people in the United Kingdom. Digital health interventions (DHIs) are a potentially effective way of delivering information and supporting self-management. It is vital that the development of such interventions is transparent and can illustrate how individual components work, how they link back to the theoretical constructs they are attempting to change, and how this might influence outcomes. getUBetter is a DHI developed to address the lack of personalized, supported self-management tools av
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Winther-Nielsen, Nicolai, Margrethe Bang Rye Kofod, and Robert Fernquist. "Plotting Persuasive Progress in Biblical Hebrew Language Learning." HIPHIL Novum 7, no. 1 (2022): 28–48. http://dx.doi.org/10.7146/hn.v7i1.142918.

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Bible Online Learner (https://bibleol.3bmoodle.dk/) claims to deliver a text that can persuade a language learner to practice best online. This corpus-driven learning technology was created as the engine and dashboard to drive learners through four crucial steps in a persuasive technology and design for language learning. The first step is to reduce challenges of learning through instant feedback on practice and to reward the learner with ongoing assessment of progress. The second step is to design for effective and efficient learning by forcing students to follow a specific path through tasks
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Ukabuiro, Ikenna Kelechi, and Stella Adaugo Agomah. "A Digital Persuasive System to Mitigate Health Risks Associated with Prolonged Sitting and Screen Time." European Journal of Innovative Studies and Sustainability 1, no. 3 (2025): 28–45. https://doi.org/10.59324/ejiss.2025.1(3).04.

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The modern digital lifestyle has contributed to a global surge in sedentary behaviour and prolonged screen exposure, significantly increasing the risk of chronic health conditions such as cardiovascular disease, obesity, musculoskeletal disorders, and mental health issues. Despite growing awareness, sustained behavioural change remains a challenge due to the lack of personalization and adaptive support in existing health interventions. This study presents the design and implementation of an intelligent health application that integrates persuasive technology and machine learning to monitor scr
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Ikenna, Kelechi Ukabuiro, and Adaugo Agomah Stella. "A Digital Persuasive System to Mitigate Health Risks Associated with Prolonged Sitting and Screen Time." European Journal of Innovative Studies and Sustainability 1, no. 3 (2025): 28–45. https://doi.org/10.59324/ejiss.2025.1(3).04.

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The modern digital lifestyle has contributed to a global surge in sedentary behaviour and prolonged screen exposure, significantly increasing the risk of chronic health conditions such as cardiovascular disease, obesity, musculoskeletal disorders, and mental health issues. Despite growing awareness, sustained behavioural change remains a challenge due to the lack of personalization and adaptive support in existing health interventions. This study presents the design and implementation of an intelligent health application that integrates persuasive technology and machine learning to monitor scr
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Zhao, Zhao, Ali Arya, Rita Orji, and Gerry Chan. "Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study." JMIR Serious Games 8, no. 4 (2020): e19968. http://dx.doi.org/10.2196/19968.

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Background Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting
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Filippou, Justin, Christopher Cheong, and France Cheong. "Modelling the impact of study behaviours on academic performance to inform the design of a persuasive system." Information & Management 53, no. 7 (2016): 892–903. http://dx.doi.org/10.1016/j.im.2016.05.002.

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Brons, Annette, Shihan Wang, Bart Visser, Ben Kröse, Sander Bakkes, and Remco Veltkamp. "Machine Learning Methods to Personalize Persuasive Strategies in mHealth Interventions That Promote Physical Activity: Scoping Review and Categorization Overview." Journal of Medical Internet Research 26 (November 15, 2024): e47774. http://dx.doi.org/10.2196/47774.

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Background Although physical activity (PA) has positive effects on health and well-being, physical inactivity is a worldwide problem. Mobile health interventions have been shown to be effective in promoting PA. Personalizing persuasive strategies improves intervention success and can be conducted using machine learning (ML). For PA, several studies have addressed personalized persuasive strategies without ML, whereas others have included personalization using ML without focusing on persuasive strategies. An overview of studies discussing ML to personalize persuasive strategies in PA-promoting
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Campos, Pedro Filipe. "HCI Design and Evaluation during Social Confinement: Reflections and Techniques." Interaction Design and Architecture(s), no. 50 (December 20, 2021): 48–57. http://dx.doi.org/10.55612/s-5002-050-003.

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The pandemic brought a number of challenges that provoked a major impact on almost every human activity. In this new context, designers of technologies aimed at supporting mental or physical health are faced with a lack of principles and guidelines for successfully evaluating them, since health authori-ties impose social confinement as a standard safety measure. Moreover, mental health technologies become even more important and more challenging in such context of constrain and anxiety. We discuss the design and evaluation of (i) a system for helping university students avoid smartphone overus
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Kamoun, Faouzi, May El Barachi, Russell Hamilton, and Ahmed Ben Hadj Khelifa. "The IASO Self-Reporting System." International Journal of Applied Research on Public Health Management 5, no. 2 (2020): 40–62. http://dx.doi.org/10.4018/ijarphm.2020070104.

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Mood swings are commonly observed phenomena among hospitalized patients. As a result, there has been a growing interest in developing solutions that can assist caregivers in acquiring a better understanding of patient mood states and behaviors. A key challenge resides in the need to not only monitor patients' mood state but also to try to influence it and regulate it. This article presents the IASO self-reporting system, a persuasive clinical mood tracking, and a management application for hospital patients. We describe the design process of the system, its technical implementation details, an
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