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Persuasive Technology to Support Chronic Health Conditions: Investigating the Optimal Persuasive Strategies for Persons with COPD

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Persuasive technology can support persons with chronic conditions to comply with their treatment plan. For persons with chronic obstructive pulmonary disease (COPD), staying physically active is crucial to prevent deteriorations of their health status. However, most persons with COPD do not reach and maintain recommended levels of physical activity goals. Although COPD is expected to become the third most common cause of death worldwide, research on how to design persuasive systems for motivating specifically persons with COPD to engage in regular physical activity is still scarce. To bridge this gap, we conducted a study involving persons with COPD (n = 115) to investigate the perceived persuasiveness of 17 strategies (i.e., ratings of their concrete implementation) and individual susceptibility to persuasion (i.e., an underlying disposition to be more receptive to certain persuasive strategies). Based on our analysis, the following strategies were perceived as most persuasive: personalization, reminder, commitment, self-monitoring, rewards, customization, authority, and scarcity. Interestingly, the data revealed differences between perceived persuasiveness and individual susceptibility to persuasion, indicating that both constructs measure distinct aspects of persuasiveness. Our results are relevant to designers and developers of persuasive systems by providing valuable insights about the most promising persuasive strategies and their practical implementation when designing for persons with COPD.
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Persuasive Technology to Support Chronic
Health Conditions: Investigating the Optimal
Persuasive Strategies for Persons with COPD
Beatrix Wais-Zechmann
1(&)
, Valentin Gattol
1
, Katja Neureiter
1
,
Rita Orji
2
, and Manfred Tscheligi
1,3
1
AIT Austrian Institute of Technology, Vienna, Austria
{beatrix.wais-zechmann,valentin.gattol,
katja.neureiter,manfred.tscheligi}@ait.ac.at
2
Faculty of Computer Science, Dalhousie University, Halifax, NS, Canada
rita.orji@dal.ca
3
University of Salzburg, Salzburg, Austria
manfred.tscheligi@sbg.ac.at
Abstract. Persuasive technology can support persons with chronic conditions
to comply with their treatment plan. For persons with chronic obstructive pul-
monary disease (COPD), staying physically active is crucial to prevent deteri-
orations of their health status. However, most persons with COPD do not reach
and maintain recommended levels of physical activity goals. Although COPD is
expected to become the third most common cause of death worldwide, research
on how to design persuasive systems for motivating specically persons with
COPD to engage in regular physical activity is still scarce. To bridge this gap,
we conducted a study involving persons with COPD (n= 115) to investigate the
perceived persuasiveness of 17 strategies (i.e., ratings of their concrete imple-
mentation) and individual susceptibility to persuasion (i.e., an underlying dis-
position to be more receptive to certain persuasive strategies). Based on our
analysis, the following strategies were perceived as most persuasive: person-
alization,reminder,commitment, self-monitoring, rewards,customization,au-
thority, and scarcity. Interestingly, the data revealed differences between
perceived persuasiveness and individual susceptibility to persuasion, indicating
that both constructs measure distinct aspects of persuasiveness. Our results are
relevant to designers and developers of persuasive systems by providing valu-
able insights about the most promising persuasive strategies and their practical
implementation when designing for persons with COPD.
Keywords: Chronic obstructive pulmonary disease (COPD)
Persuasive strategies Perceived persuasiveness
Individual susceptibility to persuasion
1 Introduction
Chronic obstructive pulmonary disease (COPD) is a chronic progressive lung disease
with symptoms like breathlessness, muscle weakness, and chronic cough that leads (in
severe stages) to the dependence on external oxygen supply. About 10% of adults
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J. Ham et al. (Eds.): PERSUASIVE 2018, LNCS 10809, pp. 255266, 2018.
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above the age of 40 are affected [1] and COPD is expected to become the third most
common cause of death worldwide in 2030 [2]. Within the European Union, health care
costs of COPD are estimated to be about 23.3 billion Euro [3]. COPD is not curable,
thus, patients have to deal with it throughout their lifetime and there is no getting
around without a successful self-management process. Mitigating the disease pro-
gression signicantly is possible through lifestyle changes [4,5]. In particular, frequent
physical activity is considered to be one of the most effective measures to prevent
decline [6]. However, many patients lack motivation and do not reach the recom-
mended physical activity level leading to increased hospitalizations, mortality, reduced
quality of life and loss of productivity [6,7]. Thus, a solution is required that motivates
persons with COPD (PwCOPD) to engage in frequent physical activity as a preventive
measure. While the use of persuasive technology has been broadly investigated in
training applications for the general population [8], little work has been done regarding
the use of persuasive technology to motivate PwCOPD to exercise more [9].
The aim of our research is to investigate how persuasive systems should be
designed for PwCOPD. In this paper, we contribute to the existing research by
answering the following research question: Which persuasive strategies (PS) are most
effective in motivating PwCOPD to engage in more physical activity?
Findings of this research allow for a more effective design and adaptation of
persuasive systems for PwCOPD. The paper is structured as follows: we start with
reviewing the related work, followed by a description of the methods, the analysis of
the results, their discussion including implications and conclusions for designers and
developers of persuasive systems for PwCOPD.
2 Related Work
Persuasive technologies have been successfully applied in a wide range of contexts to
trigger behavior change, such as increased physical activity [10]. However, the
applications focus mainly on the general population without considering
disease-related circumstances of PwCOPD. In those few applications that focus on
motivating PwCOPD for physical activities, only little work has been done to inves-
tigate the use of persuasive design strategies and principles for this target group [9].
Thus, the scientic literature in the context of PS in COPD treatment reveals knowl-
edge gaps. Behavioral interventions that aim at increasing physical activity in
PwCOPD mainly use conventional approaches such as counselling and education [11].
However, the effectiveness of individual PS has not been evaluated specically for
PwCOPD.
Voncken-Brewster et al. [12] evaluated the usability of an online self-management
intervention for COPD patients in a lab setting that included eight behavioural change
techniques (based on the I-Change Model [13]). However, they provide few insights on
how PwCOPD experience behavioral change strategies. Instead, the paper focuses
chiey on usability aspects of the overall intervention and does not investigate the
effectiveness of the strategies. Similarly, other studies include various PS in their
interventions but do not evaluate the comparative effectiveness of the individual
strategies per se (e.g. [14]).
256 B. Wais-Zechmann et al.
Bartlett et al. [9] investigated the acceptance of different persuasive design prin-
ciples for technologies that aim at encouraging physical activity among PwCOPD.
They investigated three different prototypes using the three design principles dialogue
support, primary task support, and social support and investigated acceptance and
persuasiveness of the technologies. Although the authors account for design principles,
each of them incorporating several PS, their work does not assess the persuasiveness of
the individual strategies.
It is essential to evaluate the effectiveness of various PS before implementing them
in an intervention. In a review involving 17 randomized controlled trials, four tech-
niques were associated with signicantly larger effect sizes related to smoking cessa-
tion in COPD patients: facilitate action planning/develop treatment plan, prompt self-
recording, advise on methods of weight control, and advise on/facilitate use of social
support [15]. This review also points out that the most frequently used strategy (boost
motivation and self-efcacy; used in 70.6% of interventions) was associated with very
low effectiveness.
To develop suitable persuasive systems for PwCOPD, our paper investigates which
of the PS are perceived as most persuasive by PwCOPD to increase their physical
activity.
3 Method
To answer the research question, we conducted an online survey involving 118
PwCOPD. The goals of the survey were to assess whether the participants differed in
their perceived persuasiveness towards the 17 implemented strategies and in their
individual susceptibility to persuasion as measured by the STPS scale [16]. The
detailed methodology is described in this chapter.
3.1 Persuasive Strategies and Storyboards
We chose to employ ten widely-used strategies by Oinas-Kukkonen and Fogg in
our study, which have been used in the health context earlier [1719]: comparison,
competition, cooperation, customization, personalization, punishment, rewards, self-
monitoring, simulation, and suggestion. In addition, we employed the strategy
reminder, which is an important strategy in tness applications to increase physical
activity [10].
To allow for a comparison with the STPS scale, we employed the six
well-established strategies by Cialdini: reciprocity, scarcity, authority, commitment,
consensus, and liking [20].
To communicate the PS in a visually appealing way, we created storyboards for all
17 PS, each consisting of three individual illustrations that represent the strategy as a
scripted interaction between the user and the smartphone application (see Fig. 1as an
example of the storyboard representing the competition strategy). The storyboards were
based on those used in the work of Orji et al. [17,19].
Persuasive Technology to Support Chronic Health Conditions 257
We validated our storyboards prior to the main study to make sure that the visu-
alizations accurately represented each of the PS as intended. We rst made two internal
rounds of evaluation and adaptation of the storyboards. After that we sent out the
storyboards to seven researchers in the eld of humancomputer interaction familiar
with persuasive technology and asked them to allocate the correct storyboard to the 17
strategies. Additionally, we asked the experts to provide further feedback about the
storyboards. Following this procedure, the storyboards were further rened and
nalized.
3.2 Questionnaire Measures
Perceived Persuasiveness. To measure the perceived persuasiveness of the 17
strategies, each storyboard was followed by four questions of the perceived persua-
siveness scale by Drozd et al. [21], as also used in the work of Orji et al. [19]. The
participants were asked to indicate on a 7-point Likert scale to which degree the
strategy (a) would inuence them, (b) would be convincing, (c) would be personally
relevant for them, and (d) would make them reconsider their physical activity habits.
Individual Susceptibility to Persuasion. In addition to perceived persuasiveness,
which represents the participantsratings of external stimuli (i.e., the storyboards), we
assessed also their individual susceptibility to persuasion. The key distinction between
the two constructs is that the former is a persons evaluation of external stimuli,
whereas the latter can be understood as a trait that resides within the person. In other
words, individual susceptibility to persuasion describes a persons underlying dispo-
sition to be more or less receptive to certain PS. To measure the individual suscepti-
bility of participants, we included the Susceptibility to Persuasion Scale (STPS) [16].
The scale measures the participants susceptibility towards Cialdinis six strategies
[20]: reciprocity,scarcity,authority,commitment,consensus and liking.
Fig. 1. Example storyboard of the PS competition translated to English.
258 B. Wais-Zechmann et al.
3.3 Procedure of the Online Survey
Recruitment of potential participants in Austria and Germany was rst done through
asking COPD self-support groups to distribute the survey in their network of PwCOPD.
As an incentive, participants who nalized the survey could win an Amazon voucher.
The survey was additionally distributed via a recruiting panel based in Austria. Par-
ticipants who completed the survey received credit points via the panel that could be
exchanged for money or vouchers. After the potential participants opened the survey
link that they received either via mail or the recruiting panel, they rst read a short
introduction about the aims of the study. Two screening questions assessed the presence
or absence of COPD and the age of the person. Each of the subsequent pages showed in
randomized order one of the 17 PS, presented as storyboards, followed by four questions
assessing the participantsperceived persuasiveness of the respective strategies [21].
The next part of the survey contained the STPS items in randomized order followed by
sociodemographic questions such as gender, education, height, weight, the presence of
other diseases, their physical activity level as well as their stage of change towards doing
more physical activity. The entire survey was conducted in German.
3.4 Participants
Given that PwCOPD are typically older, the majority of participants recruited for the
study were above the age of 40 (97%). The survey was completed by a total of 118
participants. Three participants were excluded from the analysis because they com-
pleted the survey in a time that we deemed unrealistic (i.e., below 5 min); for com-
parison, participants took 18.77 min on average (SD = 12.99). The remaining 115
participants included 30 women and 85 men. More details on sociodemographic data is
shown in Table 1.
3.5 Data Analysis
The data analysis was conducted with SPSS version 22. Boxplot gures were created
with the statistics software Wessa.net (Wessa, 2017). To assess which of the 17 PS are
most effective for PwCOPD, we rst calculated an average score per participant across
the four items measuring the perceived persuasiveness for each strategy. Similarly, we
calculated an average score per participant for the items measuring individual suscep-
tibility to persuasion, separately for Cialidinis six strategies: ve items were averaged
for the strategy of reciprocity, another ve for scarcity, four items for authority, another
Table 1. Sociodemographic data of participants
Sample size 115
Gender 30 women/85 men (26%/74%)
Age <40 (3%), 4049 (11%), 5559 (28%), 6069 (36%), >69 (23%)
Education Compulsory school (3%), Professional school (16%), Vocational training
(24%), High school (36%), University (or similar) (21%)
Other diseases no other (35%), 1 other (37%), 2 other (18%), 35 other diseases (10%)
Persuasive Technology to Support Chronic Health Conditions 259
ve for commitment, another four for consensus, and three items for liking. We con-
ducted altogether two repeated-measures ANOVAs (analysis of variance), separately for
the two within-subject factors perceived persuasiveness (i.e., the 17 strategies imple-
mented as storyboards) and individual susceptibility to persuasion (i.e., an underlying
disposition to be more receptive to certain PS). Comparing the average values of the
study sample per strategy allows gaining insights specically for the target group of
PwCOPD in terms of their underlying dispositions (individual susceptibility to per-
suasion) and their perceptions of implemented strategies (perceived persuasiveness).
Moreover, we generated notched boxplots that depict the data descriptively and provide
a visual gauge of potentially signicant differences for each of the 17 strategies with the
neutral mid-point of the perceived persuasiveness scale [18].
4 Results
4.1 Perceived Persuasiveness of the 17 Strategies
In order to identify the most suitable PS for PwCOPD, we compared the means of the
perceived persuasiveness scores of the 17 strategies. Results from the repeated-
measures ANOVA revealed a signicant effect for the within-subjects factor PS, (F(16,
1824) = 16.15, p< .001, partial eta squared = .124). This indicates that there is a
signicant difference in the perceived persuasiveness between the PS. Figure 2below
shows notched boxplots of the perceived persuasiveness for all 17 strategies. Notches
indicate the 95% condence interval of the median and allow estimating signicant
differences between the strategy and the neutral mid-point of the persuasiveness scale
[18]. The neutral mid-point for perceived persuasiveness (i.e., the value 4on the
7-point Likert scale) indicates that a strategy is perceived as rather neutral (i.e., neither
persuasive nor unpersuasive). Out of the 17 strategies, PwCOPD perceived eight
strategies as signicantly more persuasive than the neutral mid-pointin the following
listed from highest (most persuasive) to lowest (least persuasive): personalization,
reminder, commitment, self-monitoring, rewards, customization, authority, and scar-
city (see Fig. 2and Table 2). Interestingly, two PS were perceived as signicantly less
persuasive than the neutral mid-point, namely liking and reciprocity.
Fig. 2. Perceived persuasiveness (y-axis) of the 17 PS (x-axis) on a Likert-type scale ranging
from 1 to 7 (higher scores indicate a higher persuasiveness; the horizontal line at 4 indicates the
neutral mid-point, the eight underlined strategies are perceived as signicantly more persuasive
than the neutral mid-point).
260 B. Wais-Zechmann et al.
4.2 Individual Susceptibility to Persuasion
In order to examine the individual susceptibility to persuasion of PwCOPD to different
strategies, we compared the mean scores for each of the strategies that we calculated
from the Susceptibility to Persuasion Scale (STPS).
Results from the repeated-measures ANOVA revealed a signicant effect for the
within-subjects factor individual susceptibility to persuasion,(F(5, 545) = 89.00,
p< .001, partial eta squared = .449), indicating that peoples self-assessment of indi-
vidual susceptibility differed for Cialidinis six PS.
As illustrated in Fig. 3and Table 3below, PwCOPD had a signicantly higher
individual susceptibility towards reciprocity, commitment and liking, than to scarcity,
authority and consensus.
Table 2. Means and standard deviations of perceived persuasiveness towards the 17 strategies
Strategy M(SD) Strategy M(SD) Strategy M(SD)
Authority 4.3 (±1.9) Customization 4.3 (±1.9) Rewards 4.4 (±2.0)
Commitment 4.4 (±1.9) Liking 3.2 (±2.0) Scarcity 4.1 (±1.9)
Comparison 3.6 (±2.1) Personalization 4.6 (±1.9) Self-monitoring 4.4 (±1.8)
Competition 3.7 (±2.1) Punishment 3.7 (±2.1) Simulation 3.8 (±1.9)
Consensus 3.7 (±2.0) Reciprocity 3.3 (±2.0) Suggestion 4.1 (±1.9)
Cooperation 3.7 (±2.0) Reminder 4.4 (±2.0)
Note. M = mean, SD = standard deviation.
Fig. 3. Individual susceptibility (y-axis) towards Cialdinis six strategies (x-axis) on a
Likert-type scale ranging from 1 to 7 (higher scores indicate a higher susceptibility; the
horizontal line at 4 indicates the neutral mid-point).
Table 3. Means and standard deviation of individual susceptibility to persuasion
Strategy M(SD) Strategy M(SD) Strategy M(SD)
Reciprocity 5.4(±1.3) Authority 3.6 (±1.5) Consensus 4.2 (±1.3)
Scarcity 3.9 (±1.5) Commitment 5.6 (±1.1) Liking 5.4 (±1.2)
Note. M = mean, SD = standard deviation.
Persuasive Technology to Support Chronic Health Conditions 261
5 Discussion
In the following section, we rst discuss the perceived persuasiveness of the 17
strategies by elaborating on the most interesting strategies (i.e., the most and least PS as
well as a group of strategies that rely on social interaction). We follow up by addressing
individual susceptibility to persuasion and how it differs from participantsperceived
persuasiveness.
Perceived persuasiveness of the 17 strategies. The analysis of our online survey data
revealed a signicant difference in the perceived persuasiveness of the 17 PS. Per-
sonalization was perceived as the most PS for PwCOPD. This could suggest a need to
account for individual requirements due to individual-specic disease conditions. This
highlights the need to establish an appropriate activity plan in line with each persons
physical abilities. Liking, on the other hand, was perceived as the least PS for
PwCOPD. This strategy rests on the principle that people like people, who are familiar
and similar to them [22]. Therefore, the strategy might work only for PwCOPD when
the other person understands what it means to be living with this disease and be
physically active (e.g., when the other person is also affected by the disease or familiar
with COPD). Hence, further investigations are required to see if the social context
might have an inuence on the PS liking. Moreover, a worsening of the disease can
make it difcult to maintain, let alone surpass past activity levels for which they might
have previously received acknowledgement in the form of likes from others. Getting
likes for underperforming could be perceived as demotivating for them. Thus, relying
on social graticationmight put them on the spot what they rather like to avoid.
Those PS that rely on some kind of interaction with other persons (i.e., comparison,
competition or cooperation) showed to be averagely persuasive for PwCOPD. Bartlett
et al. [9] found in their qualitative interviews, that PwCOPD had very diverse opinions
about those social strategies with, for example, some people liking the idea of com-
petitive activities and others not. Similarly, as can be seen from our own data (Fig. 2),
the ratings of perceived persuasiveness varied greatly for the social strategies, resulting
in an overall persuasiveness score close to the neutral mid-point of the scale. Inter-
estingly, competition and comparison are increasingly used and widely appreciated in
persuasive systems for the general population [17]. PwCOPD, who feel stressed by
their symptoms, may disfavor the two strategies, giving them the feeling of losing
control and drawing them out of the comfort zone [17].
Individual susceptibility to persuasion and how it differs from perceived persua-
siveness. We found signicant differences in participantsindividual susceptibility to
persuasion. PwCOPD showed high susceptibility to reciprocity (M= 5.4) and liking
(M= 5.4). These two strategies, however, were the least persuasive ones when eval-
uating the respective storyboard implementations in terms of their perceived persua-
siveness (M= 3.3 and M= 3.2, for reciprocity and liking respectively). Similarly,
authority had the lowest susceptibility score (M= 3.6) but was perceived as slightly
above average persuasive in the storyboard implementation (M= 4.3). It appears that
262 B. Wais-Zechmann et al.
the perceived persuasiveness, as measured by the scale of Drozd et al. [21], and
individual susceptibility to persuasion, as measured by the STPS [16], both assess
distinct aspects of persuasiveness and are more diverse as expected.
5.1 Implications for Designing Persuasive Systems for PwCOPD
Based on the results from our study in which we investigated the perceived persua-
siveness and individual susceptibility to persuasion of PwCOPD, we can derive several
implications for the future development of persuasive systems targeting specically
PwCOPD. In the following we provide examples of how the strategies could be
implemented. These are based on our experiences from working with PwCOPD. Our
analysis shows which PS were perceived as signicantly above (below) average with
respect to their persuasiveness by PwCOPD and are thus most (least) suitable in the
design of persuasive systems targeting the group. Based on the experience from run-
ning the study and the evaluation results, we provide the following suggestions:
(1) A physical activity plan and suggestions for physical activity that are personalized
to the individual needs of PwCOPD are more effective than generic recommen-
dations. Physical activity recommendations should especially account for each
persons health status as this hugely affects their motivation to engage in physical
activity (personalization).
(2) In addition, the persuasive technology should be designed to allow the PwCOPD
to adapt the suggested physical activity plan to her/his individual needs (cus-
tomization). A dened daily or weekly physical activity goal could be presented
as a virtual contract by the persuasive system. Our ndings reveal that there is a
higher motivation to comply to the plan when the person committed
herself/himself to a goal (commitment). However, additional reminders to meet
their physical activity goals are useful (reminder). Ideally, those reminders should
account for the persons current symptoms, which could vary on a day-to-day
basis. Specically, exacerbations, which are acute deteriorations of the disease,
have to be considered when giving recommendations or reminders. The detection
of an exacerbation in clinical practice relies on the patients self-reporting of
symptoms, such as dyspnea, cough and increased sputum. Assessing those indi-
cators allows a technology to recognize upcoming exacerbations, thus, give rec-
ommendations and reminders accordingly [23].
(3) Setting time limits to achieve goals is further motivating for PwCOPD. This could
be implemented by informing them about how much time they have left to
achieve this goal (scarcity). This strategy is suited to be combined with reminders
or rewards, which both showed to motivate PwCOPD (reminder,reward).
(4) A persuasive system that provides the persons activity data and feedback in a
visually appealing and understandable way is further motivating. For PwCOPD,
not only their activity data but also their subjectively indicated symptoms and
physiological data (e.g., oxygen saturation, pulse) could be presented. Overviews
and retrospectives as well as correlations of data (e.g., the more you walk, the
better you feel) could help them to understand the importance of regular physical
activity (self-monitoring).
Persuasive Technology to Support Chronic Health Conditions 263
(5) Information and suggestions coming from an authority gure are more persuasive
for PwCOPD (compared to information that is not provided by an authority gure).
In case of COPD, recommendations could be presented in a persuasive system not
only from physicians but also from acknowledged COPD institutions such as the
Global Initiative for Chronic Obstructive Pulmonary Disease (GOLD) [24], the
European Respiratory Society or the American Thoracic Society [25](authority).
(6) Two of the 17 PS were perceived as below average in persuasiveness by
PwCOPD and are thus not suitable for this target group: liking and reciprocity.
Thus, we would recommend avoiding these two strategies when designing per-
suasive systems for PwCOPD.
6 Conclusions
With this research, we extend the existing literature of persuasive technology in
healthcare by presenting ndings from an online study that investigated perceived
persuasiveness of widely-used PS for PwCOPD (who have been majorly neglected by
researchers), with the goal of increasing their physical activity level. To the best of our
knowledge, this study is the rst research in the domain of persuasion that is focused on
PwCOPD.
Our results have several implications for the future development of persuasive
systems for PwCOPD. Our research shows that PwCOPD perceive the individual
strategies to be signicantly different in their persuasiveness. Thus, it is benecial to
employ only those strategies that were rated above average in perceived persuasive-
ness. Based on our ndings, we offer some suggestions on how the strategies can be
implemented to motivate PwCOPD.
Further research is necessary to see if those ndings apply only to the target
behavior of increasing physical activity or if the outcomes can be generalized to other
target behaviors. Our ndings additionally need to be veried in the real-life context of
PwCOPD to investigate their validity and reliability and to gather more details on the
impact of persuasive systems for PwCOPD. Further research should investigate if the
ascertained differences in perceived persuasiveness and individual susceptibility to
persuasion pertain also to people without COPD. A limitation is that the results are
based on implementations of PS in the form of storyboards, which differ from
real-world implementations in the form of applications for mobile devices.
Acknowledgements. This research has partly been funded by the Vienna Business Agency
under contract no. ID 1605387 (SmartCOPDTrainer).
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266 B. Wais-Zechmann et al.
... Another field study showed that an animated character can be used as an imaginative trigger to foster healthy smartphone use (Chow 2018). As a third example, Wais-Zechmann et al. (2018) used personalized reminders and rewards to assist in meeting physical activity goals for patients with COPD (chronic obstructive pulmonary disease). They investigated the perceived persuasiveness within an online study utilizing storyboards, and concluded that these persuasive strategies are rated above average (Wais-Zechmann et al. 2018). ...
... As a third example, Wais-Zechmann et al. (2018) used personalized reminders and rewards to assist in meeting physical activity goals for patients with COPD (chronic obstructive pulmonary disease). They investigated the perceived persuasiveness within an online study utilizing storyboards, and concluded that these persuasive strategies are rated above average (Wais-Zechmann et al. 2018). While such automatic prompts and reminders are already part of established and well evaluated Internet-and mobile-based interventions , the question on when to prompt and remind users in what way and dosage to achieve the best possible behavior change is an open question not yet well understood Domhardt et al. 2021a;Fry and Neff 2009). ...
... Design principles in the system credibility category focus on designing a system that is credible to its users by providing verifiably qualified, truthful, fair and unbiased information, demonstrating experience and competence, having a competent look and feel, and referring to real-world people and respected third-party endorsements. Wais-Zechmann et al. (2018) state that information and suggestions coming from an authority (like physicians or acknowledged institutions) are more persuasive for persons with COPD. Several interventions have already been developed and examined that used such persuasive messages referring to authorities (e.g. ...
... Another field study showed that an animated character can be used as an imaginative trigger to foster healthy smartphone use (Chow 2018). As a third example, Wais-Zechmann et al. (2018) used personalized reminders and rewards to assist in meeting physical activity goals for patients with COPD (chronic obstructive pulmonary disease). They investigated the perceived persuasiveness within an online study utilizing storyboards, and concluded that these persuasive strategies are rated above average (Wais-Zechmann et al. 2018). ...
... As a third example, Wais-Zechmann et al. (2018) used personalized reminders and rewards to assist in meeting physical activity goals for patients with COPD (chronic obstructive pulmonary disease). They investigated the perceived persuasiveness within an online study utilizing storyboards, and concluded that these persuasive strategies are rated above average (Wais-Zechmann et al. 2018). While such automatic prompts and reminders are already part of established and well evaluated Internet-and mobile-based interventions , the question on when to prompt and remind users in what way and dosage to achieve the best possible behavior change is an open question not yet well understood Domhardt et al. 2021a;Fry and Neff 2009). ...
... Design principles in the system credibility category focus on designing a system that is credible to its users by providing verifiably qualified, truthful, fair and unbiased information, demonstrating experience and competence, having a competent look and feel, and referring to real-world people and respected third-party endorsements. Wais-Zechmann et al. (2018) state that information and suggestions coming from an authority (like physicians or acknowledged institutions) are more persuasive for persons with COPD. Several interventions have already been developed and examined that used such persuasive messages referring to authorities (e.g. ...
Chapter
The aim of this chapter is to introduce and describe how digital technologies, in particular smartphones, can be used in research in two areas, namely (i) to conduct personality assessment and (ii) to assess and promote physical activity. This area of research is very timely, because it demonstrates how the ubiquitously available smartphone technology—next to its known advantages in day-to-day life—can provide insights into many variables, relevant for psycho-social research, beyond what is possible within the classic spectrum of self-report inventories and laboratory experiments. The present chapter gives a brief overview on first empirical studies and discusses both opportunities and challenges in this rapidly developing research area. Please note that the personality part of this chapter in the second edition has been slightly updated.
... change the order) of the prototypes for each participant. The perceived persuasiveness questionnaire (PPQ) (Thomas et al. 2019), which was adapted to fit our resilience building context, has been used in many HCI and persuasive technology research including (Orji et al. 2014(Orji et al. , 2017(Orji et al. , 2018bOyebode et al. 2021;Oyebode and Orji 2022;Wais-Zechmann et al. 2018). The PPQ consists of five (5) items measured using a 7-point Likert scale ranging from "1-Strongly Disagree" to "7-Strongly Agree": (a) This application would influence me to be resilient, (b) This application would convince me to be resilient, (c) This application would be personally relevant for me, Next, participants were asked to indicate how they felt (i.e. ...
... It is common for HCI researchers (e.g. Jia et al. 2016;Mulchandani et al. 2022;Orji et al. 2018b;Oyebode et al. 2021;Oyebode and Orji 2022;Wais-Zechmann et al. 2018) to assess attitude or perception as a precursor of actual behaviour, in line with established theories of planned behaviour (Ajzen et al. 1991) and reasoned action (Hale et al. 2002), to develop useful design guidelines. Although in certain cases, perception may not always reflect actual behaviour; yet, it is widely acknowledged in the area of persuasive technology (PT) that both explicit measure (i.e. ...
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Persuasive strategies have been widely operationalized in systems or applications to motivate behaviour change across diverse domains. However, no empirical evidence exists on whether or not persuasive strategies lead to certain emotions to inform which strategies are most appropriate for delivering interventions that not only motivate users to perform target behaviour but also help to regulate their current emotional states. We conducted a large-scale study of 660 participants to investigate if and how individuals including those at different stages of change respond emotionally to persuasive strategies and why. Specifically, we examined the relationship between perceived effectiveness of individual strategies operationalized in a system and perceived emotional states for participants at different stages of behaviour change. Our findings established relations between perceived effectiveness of strategies and emotions elicited in individuals at distinct stages of change and that the perceived emotions vary across stages of change for different reasons. For example, the reward strategy is associated with positive emotion only (i.e. happiness) for individuals across distinct stages of change because it induces feelings of personal accomplishment, provides incentives that increase the urge to achieve more goals, and offers gamified experience. Other strategies are associated with mixed emotions. Our work links emotion theory with behaviour change theories and stages of change theory to develop practical guidelines for designing personalized and emotion-adaptive persuasive systems.
... To collect data for our online study, we followed established methodologies employed in many HCI research including [38,39,67,68], as described below. ...
... Third, we presented prototype illustrating each strategy to participants as a set of images in a logical flow depicting user interaction. Participants see one prototype (or strategy) at a time and then respond to the perceived persuasiveness questionnaire (PPQ) adapted from [43] and used in many PT research including [7,38,39,68,75]. To prevent possible prototypes ordering bias, we used the randomization feature of the survey tool [76] to change the order of the prototypes for each participant. ...
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Technologies have been shown to alter how people feel and create outlets for expressing positive and/or negative emotions. This indicates that persuasive systems, which rely on persuasive strategies (PS) to motivate behaviour change, have the potential to elicit emotions in users. However, there is no empirical evidence on whether or not PS evoke emotions and how to tailor PS based on emotional states. Therefore, we conduct a large-scale study of 660 participants to investigate if and how individuals respond emotionally to various PS and why. Our results show that some PS (such as Reward, Reduction, and Rehearsal) evoke positive emotion only, while others (such as Self-monitoring, Reminder, and Suggestion) evoke both positive and negative emotions at varying degrees and for different reasons. Our research links emotion theory with behaviour change models to develop practical guidelines for designing emotion-adaptive persuasive systems that employ appropriate PS to motivate behaviour change while regulating users' emotion.
... When it comes to specific customisation features, studies in the domain of persuasive technology for health and wellness have primarily explored their role in intervention programs, for example, through planning physical activity, setting goals, and tracking progress [38,43]. Other domains include the customisation of aesthetic characteristics, such as the setting of theme and sound, or in a specific case where persuasive messages were delivered through an animated character, the avatar's appearance [20]. ...
Chapter
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In mobile technologies for health and well-being (mHealth), push notifications are a widely used tool to implement persuasive strategies. However, little research has been carried out to investigate the impact of notifications in such technologies and users’ attitudes towards them. In this study, we address this gap by exploring the role of notifications and their customisation in the context of mobile applications that promote social and mental well-being. Based on observational data collected from 152 participants, we investigate users’ attitudes and preferences towards notifications. Moreover, we explore how users’ attitudes towards notifications differ along demographic dimensions. Our findings show that customisation of notifications is a desired feature that can be used to improve the persuasive aspect of mHealth applications.Implications derived from our study can provide guidance for researchers and practitioners alike when designing app notifications to create better motivating, meaningful, and persuasive experiences.
... change the order) of the prototypes for each participant. The perceived persuasiveness questionnaire (PPQ), adapted from Thomas, Masthoff, and Oren (2019), has been used in many persuasive technology research including Orji, Tondello, and Nacke (2018), , Wais-Zechmann et al. (2018). The PPQ consists of the following 5 items measured using a 7point Likert scale ranging from '1 -Strongly Disagree' to '7 -Strongly Agree': Next, participants were asked to provide mandatory qualitative comments about the prototype/implementation to justify their ratings. ...
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Persuasive systems motivate behaviour change using persuasive strategies (PS) which are often implemented in various ways. However, whether or not the effectiveness of PS varies depending on implementation choices is yet to be investigated via an empirical study. We conduct a large-scale study of 568 participants to investigate if and how individuals at different Stages of Change (SoC) respond to different implementations of each strategy in the same system. We also explore why the implementations motivate behaviour change using ARCS motivation model. Our results show that people's SoC plays a significant role in the perceived effectiveness of different implementations of the same strategy and that the implementations motivate for different reasons. For instance, people at the precontemplation stage are motivated by reward strategy implemented as badges because it increases their Confidence, while people in the preparation stage prefer reward implemented as points to build their Confidence. Our work links SoC theory with motivation theory and Persuasive Systems Design (PSD) model to offer practical guidelines for tailoring PS implementations to individuals to motivate behaviour change.
Chapter
Non-communicable diseases (NCDs) are the leading cause of global deaths and an increasing economic burden. Adherence to treatment among NCD patients is generally low due to the demanding treatment plans (i.e., lifestyle changes). Persuasive systems are a promising approach to complement traditional NCD care to support patients in behavior change and increase long-term adherence. However, we ask ourselves: To what extent does current persuasive systems research address the need for continuous, comprehensive, and adaptive NCD care? And where are the blind spots that need to be addressed by developers and researchers of more comprehensive persuasive systems? To answer these questions, we analyzed 57 articles on persuasive systems for NCD care in a systematic literature review. Our results show clear gaps in research and design of persuasive systems. We conceptualize comprehensive persuasive systems in the Fogg-PDSA matrix combining social (e.g., medical professionals) and technical aspects (i.e., persuasive applications) of persuasion. KeywordsFogg behavior change modelpersuasive systemscontinuous carenon-communicable diseasessystematic review
Chapter
At a time, in which people are more and more suffering from lifestyle-related diseases such as cardiovascular diseases, diabetes, or obesity, changing health behavior and preserving a healthy lifestyle are salient factors of any public health effort. Hence, research on predictors and pathways of health behavior change is increasingly important. Following this, new ways of implementing behavior change interventions become possible based on internet technologies, allowing for technological approaches to foster behavior change. Such union of media informatics and psychology is denoted as persuasive design and refers to all technological intervention components, which help people to take, regularly use and re-take (after relapses into unwanted behavior) interventions. Along this trend, the present chapter introduces (1) theories of health behavior change and summarizes (2) present persuasive design approaches, thereby ending with (3) future directions in the field.KeywordsPersuasive designHealth behavior changee-healthLifestyle interventions
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Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these systems can increase their efficacy. However, there is little knowledge on how game-based persuasive systems can be tailored to individuals of various personality traits. To advance research in this area, we conducted a large-scale study of 660 participants to investigate how different personalities respond to various persuasive strategies that are used in persuasive health games and gamified systems. Our results reveal that people's personality traits play a significant role in the perceived persuasiveness of different strategies. Conscientious people tend to be motivated by goal setting, simulation, self-monitoring and feedback; people who are more open to experience are more likely to be demotivated by rewards, competition, comparison, and cooperation. We contribute to the CHI community by offering design guidelines for tailoring persuasive games and gamified designs to a particular group of personalities.
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Background People with chronic obstructive pulmonary disease (PwCOPD) often experience breathlessness and fatigue, making physical activity challenging. Although many persuasive technologies (such as mobile phone apps) have been designed to support physical activity among members of the general population, current technologies aimed at PwCOPD are underdeveloped and only use a limited range of persuasive technology design principles. Objective The aim of this study was to explore how acceptable different persuasive technology design principles were considered to be in supporting and encouraging physical activity among PwCOPD. Methods Three prototypes for mobile apps using different persuasive technology design principles as defined by the persuasive systems design (PSD) model—namely, dialogue support, primary task support, and social support—were developed. Opinions of these prototypes were explored through 28 interviews with PwCOPD, carers, and the health care professionals (HCPs) involved in their care and questionnaires completed by 87 PwCOPD. Participants also ranked how likely individual techniques (eg, competition) would be to convince them to use a technology designed to support physical activity. Data were analyzed using framework analysis, Friedman tests, and Wilcoxon signed rank tests and a convergent mixed methods design was used to integrate findings. Results The prototypes for mobile apps were received positively by participants. The prototype that used a dialogue support approach was identified as the most likely to be used or recommended by those interviewed, and was perceived as more persuasive than both of the other prototypes (Z=−3.06, P=.002; Z=−5.50, P<.001) by those who completed the questionnaire. PwCOPD identified dialogue support and primary task support techniques as more likely to convince them to use a technology than social support techniques (Z=−5.00, P<.001; Z=−4.92, P<.001, respectively). Opinions of social support techniques such as competition and collaboration were divided. Conclusions Dialogue support and primary task support approaches are considered to be both acceptable and likely to be persuasive by PwCOPD, carers, and HCPs. In the future, these approaches should be considered when designing apps to encourage physical activity by PwCOPD.
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The goal of persuasive games is to change behavior and attitudes in a desirable manner, e.g., to promote physical activity. Research has shown that personalized persuasive approaches are more successful than one-size-fits-all approaches. As a means for personalization, sex has been investigated with results showing that women are overall more persuadable than men. We argue that considering only a dichotomous sex-type categorization may not be able to fully capture the differences in the persuasiveness of persuasion strategies. To that end we apply a dimensional approach of capturing gender identity – femininity and masculinity. We investigate the relationship between masculinity, femininity, sex and the persuasiveness of ten persuasion strategies in an online study (n = 592). Results show that femininity is significantly associated with seven of the ten strategies, while sex does only show differences for two strategies, suggesting gender identity could be a reliable variable for personalizing persuasive games.
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Persuasive technology in mobile applications can be used to influence the behaviour of users. A framework known as the Persuasive Systems Design model has been developed for designing and evaluating systems that influence the attitudes or behaviours of users. This paper reviews the current state of mobile applications for health behavioural change with an emphasis on applications that promote physical activity. The inbuilt persuasive features of mobile applications were evaluated using the Persuasive Systems Design model. A database search was conducted to identify relevant articles. Articles were then reviewed using the Persuasive Systems Design model as a framework for analysis. Primary task support, dialogue support, and social support were found to be moderately represented in the selected articles. However, system credibility support was found to have only low levels of representation as a persuasive systems design feature in mobile applications for supporting physical activity. To ensure that available mobile technology resources are best used to improve the wellbeing of people, it is important that the design principles that influence the effectiveness of persuasive technology be understood.
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Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies.
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There is no healthcare system in the world that has the capacity or resources to provide every person in need of help and support of changing lifestyle behaviors. Consequently, there is a need to design health information systems that enable individuals to manage their health and maintain a healthier lifestyle. However, there is limited knowledge about how individuals perceive these behavior change support systems and how individuals' perceptions affect the use of such systems. In the present study, we tested a persuasive systems design model that had a significant impact on perceived persuasiveness and system usage. Also, there appears to be some local gender differences in the strength of the relationships between factors (perceived persuasiveness and intention, and unobtrusiveness and intention). We discuss future developments of the model and health as a social and personal responsibility.
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Background: Physical activity is an important aspect in the treatment of patients with chronic obstructive pulmonary disease or type-2 diabetes. A monitoring and feedback tool combined with guidance by a primary care provider might be a successful method to enhance the level of physical activity in these patients. As a prerequisite for useful technology, it is important to involve the end-users in the design process from an early stage. Objective: The aim of this study was to investigate the user requirements for a tool to stimulate physical activity, embedded in primary care practice. The leading principle of this tool is to change behavior by self-monitoring, goal-setting, and feedback. Methods: The research team collected qualitative data among 15 patients, 16 care professionals, and several experts. A prototype was developed in three stages. In stage 1, the literature was searched to identify end-users and context. In stage 2, the literature, experts and patient representatives were consulted to set up a use case with the general idea of the innovation. In stage 3, individual interviews and focus groups were held to identify the end-user requirements. Based on these requirements a prototype was built by the engineering team. Results: The development process has led to a tool that generally meets the requirements of the end-users. A tri-axial activity sensor, worn on the hip, is connected by Bluetooth to a smartphone. In an app, quantitative feedback is given about the amount of activity and goals reached by means of graphical visualization, and an image shows a sun when the goal is reached. Overviews about activity per half an hour, per day, week, and month are provided. In the menu of the app and on a secured website, patients can enter information in individual sessions or read feedback messages generated by the system. The practice nurse can see the results of all patients on a secure webpage and can then discuss the results and set personalized goals in consultation with the patient. Conclusions: This study demonstrates that a user-centered approach brings in valuable details (such as the requirements for feedback in activity minutes per day) to improve the fit between the user, technology, and the organization of care, which is important for the usability and acceptability of the tool. The tool embedded in primary care will be evaluated in a randomized controlled trial.
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