Persuasive Technology
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Persuasive technology is broadly defined as
technology Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, ...
that is designed to change attitudes or behaviors of the users through
persuasion Persuasion or persuasion arts is an umbrella term for Social influence, influence. Persuasion can influence a person's Belief, beliefs, Attitude (psychology), attitudes, Intention, intentions, Motivation, motivations, or Behavior, behaviours. ...
and
social influence Social influence comprises the ways in which individuals adjust their behavior to meet the demands of a social environment. It takes many forms and can be seen in conformity, socialization, peer pressure, obedience (human behavior), obedience, lead ...
, but not necessarily through
coercion Coercion () is compelling a party to act in an involuntary manner by the use of threats, including threats to use force against a party. It involves a set of forceful actions which violate the free will of an individual in order to induce a desi ...
. Such technologies are regularly used in
sales Sales are activities related to selling or the number of goods sold in a given targeted time period. The delivery of a service for a cost is also considered a sale. The seller, or the provider of the goods or services, completes a sale in r ...
,
diplomacy Diplomacy comprises spoken or written communication by representatives of states (such as leaders and diplomats) intended to influence events in the international system.Ronald Peter Barston, ''Modern diplomacy'', Pearson Education, 2006, p. 1 ...
,
politics Politics (from , ) is the set of activities that are associated with making decisions in groups, or other forms of power relations among individuals, such as the distribution of resources or status. The branch of social science that studies ...
,
religion Religion is usually defined as a social- cultural system of designated behaviors and practices, morals, beliefs, worldviews, texts, sanctified places, prophecies, ethics, or organizations, that generally relates humanity to supernatural, ...
,
military training Military education and training is a process which intends to establish and improve the capabilities of military personnel in their respective roles. Military training may be voluntary or compulsory duty. It begins with recruit training, proceed ...
,
public health Public health is "the science and art of preventing disease, prolonging life and promoting health through the organized efforts and informed choices of society, organizations, public and private, communities and individuals". Analyzing the det ...
, and
management Management (or managing) is the administration of an organization, whether it is a business, a nonprofit organization, or a government body. It is the art and science of managing resources of the business. Management includes the activities o ...
, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of
experimental psychology Experimental psychology refers to work done by those who apply experimental methods to psychological study and the underlying processes. Experimental psychologists employ human participants and animal subjects to study a great many topics, in ...
,
rhetoric Rhetoric () is the art of persuasion, which along with grammar and logic (or dialectic), is one of the three ancient arts of discourse. Rhetoric aims to study the techniques writers or speakers utilize to inform, persuade, or motivate parti ...
, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent.


Taxonomies


Functional triad

Persuasive technologies can be categorized by their functional roles.
B. J. Fogg Brian Jeffrey Fogg (born August 7, 1963) is an American social scientist and author who is a research associate and adjunct professor at Stanford University. He is the founder and director of the Stanford Behavior Design Lab, formerly known as ...
proposes the ''functional triad'' as a classification of three "basic ways that people view or respond to computing technologies": persuasive technologies can function as tools, media, or social actors – or as more than one at once. * As ''tools'', technologies can increase people's ability to perform a target behavior by making it easier or restructuring it. For example, an installation wizard can influence task completion – including completing tasks not planned by users (such as installation of additional software). * As ''media'', interactive technologies can use both interactivity and narrative to create persuasive experiences that support rehearsing a behavior, empathizing, or exploring causal relationships. For example, simulations and games instantiate rules and procedures that express a point of view and can shape behavior and persuade; these use
procedural rhetoric Procedural rhetoric or simulation rhetoric Frasca, Gonzalo (2003). "Simulation versus Narrative: Introduction to Ludology." In ''The Video Game Theory Reader''. Ed. by Mark J. P. Wolf and Bernard Perron. New York: Routledge. 221–37 is a rhetori ...
. * Technologies can also function as ''social actors''. This "opens the door for computers to apply ... social influence". Interactive technologies can cue social responses, e.g., through their use of language, assumption of established social roles, or physical presence. For example, computers can use
embodied conversational agent In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically ...
s as part of their interface. Or a helpful or disclosive computer can cause users to mindlessly reciprocate. Fogg notes that "users seem to respond to computers as social actors when computer technologies adopt animate characteristics (physical features, emotions, voice communication), play animate roles (coach, pet, assistant, opponent), or follow social rules or dynamics (greetings, apologies, turn taking)."


Direct interaction v. mediation

Persuasive technologies can also be categorized by whether they change attitude and behaviors through direct interaction or through a mediating role: do they persuade, for example, through human-computer interaction (HCI) or
computer-mediated communication Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated formats ...
(CMC)? The examples already mentioned are the former, but there are many of the latter. Communication technologies can persuade or amplify the persuasion of others by transforming the social interaction, providing shared feedback on interaction, or restructuring communication processes.


Persuasion design

Persuasion design is the design of messages by analyzing and evaluating their content, using established psychological research theories and methods. Andrew Chak argues that the most persuasive web sites focus on making users feel comfortable about making decisions and helping them act on those decisions. During the clinical encounter, clinical decision support tools (CDST) are widely applied to improve patients' satisfaction towards medical decision-making shared with the physicians. The comfort that a user feels is generally registered subconsciously.


Persuasion by social motivators

Previous research has also utilized on social motivators like competition for persuasion. By connecting a user with other users, his/her coworkers, friends and families, a persuasive application can apply social motivators on the user to promote behavior changes. Social media such as Facebook, Twitter also facilitate the development of such systems. It has been demonstrated that social impact can result in greater behavior changes than the case where the user is isolated.


Persuasive strategies

Halko and  Kientz made an extensive search in the literature for persuasive strategies and methods used in the field of psychology to modify health-related behaviors. Their search concluded that there are eight main types of persuasive strategies, which can be grouped into the following four categories, where each category has two complementary approaches.


Instruction style


Authoritative

This persuades the technology user through an authoritative agent, for example, a strict personal trainer who instructs the user to perform the task that will meet their goal.


Non-authoritative

This persuades the user through a neutral agent, for example, a friend who encourages the user to meet their goals. Another example of instruction style is customer reviews; a mix of positive and negative reviews together give a neutral perspective on a product or service.


Social feedback


Cooperative

This persuades the user through the notion of cooperating and teamwork, such as allowing the user to team up with friends to complete their goals.


Competitive

This persuades the user through the notion of competing. For example, users can play against friends or peers and be motivated to achieve their goal by winning the competition.


Motivation type


Extrinsic

This persuades the user through external motivators, for example, winning a trophy as a reward for completing a task.


Intrinsic

This persuades the user through internal motivators, such as the good feeling a user would have for being healthy or for achieving a goal. It is worth noting that intrinsic motivators can be subject to the overjustification effect, which states if intrinsic motivators are associated with a reward and you remove the reward then the intrinsic motivation tends to diminish. This is because depending on how the reward is seen, it can become linked to extrinsic motivations instead of intrinsic motivations. Badges, prizes, and other award systems will increase intrinsic motivation if they are seen as reflecting competence and merit. In 1973, Lepper et al. conducted a foundational study that underscored the overjustification effect.Greene, David, and Mark R. Lepper. “Effects of Extrinsic Rewards on Children’s Subsequent Intrinsic Interest.” Child Development, vol. 45, no. 4, iley, Society for Research in Child Development 1974, pp. 1141–45, https://doi.org/10.2307/1128110. Their team brought magic markers to a preschool and created three test groups of children who were intrinsically motivated. The first group were informed that if they used markers they could receive a “Good Player Award.” The second group was not incentivized to use the magic markers with a reward, but were given a reward after playing. The third group was given no expectations about awards and received no awards. A week later, all students played with the markers without a reward. The students receiving the "good player" award originally showed half as much interest as when they began the study. Later, other psychologists repeated this experiment only to conclude that rewards create short-term motivation, but undermine intrinsic motivation.


Reinforcement type


Negative reinforcement

This persuades the user by removing an unpleasant stimulus. For example, a brown and dying nature scene might turn green and healthy as the user practises more healthy behaviors.


Positive reinforcement

This persuades the user by adding a positive stimulus. For example, adding flowers, butterflies, and other nice-looking elements to an empty nature scene as a user practises more healthy behaviors.


Logical Fallacies

More recently,
Lieto Lieto (; sv, Lundo) is a a city and municipality of Finland. It is located in the province of Western Finland and is part of the Southwest Finland region. The municipality has a population of () and covers an area of of which is water. The p ...
and Vernero have also shown that arguments reducible to
logical fallacies In philosophy, a formal fallacy, deductive fallacy, logical fallacy or non sequitur (; Latin for " tdoes not follow") is a pattern of reasoning rendered invalid by a flaw in its logical structure that can neatly be expressed in a standard logic syst ...
are a class of widely adopted persuasive techniques in both web and mobile technologies. These techniques have also shown their efficacy in large-scale studies about persuasive news recommendations as well as in the field of human-robot interaction. A 2021 report by the
RAND Corporation The RAND Corporation (from the phrase "research and development") is an American nonprofit global policy think tank created in 1948 by Douglas Aircraft Company to offer research and analysis to the United States Armed Forces. It is financed ...
shows how the use of logical fallacies is one of the rhetorical strategies used by the Russia and its agents to influence the online discourse and spread subversive information in Europe.


Reciprocal equality

One feature that distinguishes persuasion technology from familiar forms of persuasion is that the individual being persuaded often cannot respond in kind. This is a lack of ''reciprocal equality''. For example, when a
conversational agent A dialogue system, or conversational agent (CA), is a computer system intended to converse with a human. Dialogue systems employed one or more of text, speech, graphics, haptics, gestures, and other modes for communication on both the input and o ...
persuades a user using social influence strategies, the user cannot also use similar strategies on the agent.


Health behavior change

While persuasive technologies are found in many domains, considerable recent attention has focused on behavior change in health domains. Digital
health coaching Health coaching is the use of evidence-based skillful conversation, clinical interventions and strategies to actively and safely engage client/patients in health behavior change. Health coaches are certified or credentialed to safely guide clients a ...
is the utilization of computers as persuasive technology to augment the personal care delivered to patients, and is used in numerous medical settings. Numerous scientific studies show that online health behaviour change interventions can influence users' behaviours. Moreover, the most effective interventions are modelled on health coaching, where users are asked to set goals, educated about the consequences of their behaviour, then encouraged to track their progress toward their goals. Sophisticated systems even adapt to users who relapse by helping them get back on the bandwagon. Maintaining behavior change long term is one of the challenges of behavior change interventions. For instance, as reported, for chronic illness treatment regimens non-adherence rate can be as high as 50% to 80%. Common strategies that have been shown by previous research to increase long-term adherence to treatment include extended care, skills training, social support, treatment tailoring, self-monitoring, and multicomponent stages. However, even though these strategies have been demonstrated to be effective, there are also existing barriers to implementation of such programs: limited time, resources, as well as patient factors such as embarrassment of disclosing their health habits. To make behavior change strategies more effective, researchers also have been adapting well-known and empirically tested behavior change theories into such practice. The most prominent behavior change theories that have been implemented in various health-related behavior change research has been self-determination theory, theory of planned behavior, social cognitive theory, transtheoretical model, and social ecological model. Each behavior change theory analyses behavior change in different ways and consider different factors to be more or less important. Research has suggested that interventions based on behavior change theories tend to yield better result than interventions that do not employ such theories. The effectiveness of them vary: social cognitive theory proposed by Bandura, which incorporates the well-known construct of
self-efficacy In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endea ...
, has been the most widely used method in behavior change interventions as well as the most effective in maintaining long-term behavior change. Even though the healthcare discipline has produced a plethora of empirical behavior change research, other scientific disciplines are also adapting such theories to induce behavior change. For instance, behavior change theories have also been used in sustainability, such as saving electricity, and lifestyle, such as helping people drinking more water. These research has shown that these theories, already effectively proven useful in healthcare, is equally powerful in other fields to promote behavior change. Interestingly, there have been some studies that showed unique insights and that behavior change is a complex chain of events: a study by Chudzynski et al. showed that reinforcement schedule has little effect on maintaining behavior change. A point made in a study by Wemyss et al. is that even though people who have maintained behavior change for short term might revert to baseline, their perception of their behavior change could be different: they still believe they maintained the behavior change even if they factually have not. Therefore, it is possible self-report measures would not always be the most effective way of evaluating the effectiveness of the intervention.


Promote sustainable lifestyles

Previous work has also shown that people are receptive to change their behaviors for sustainable lifestyles. This result has encouraged researchers to develop persuasive technologies to promote for example, green travels, less waste, etc. One common technique is to facilitate people's awareness of benefits for performing eco-friendly behaviors. For example, a review of over twenty studies exploring the effects of feedback on electricity consumption in the home showed that the feedback on the electricity consumption pattern can typically result in a 5–12% saving. Besides the environmental benefits such as savings, health benefit, cost are also often used to promote eco-friendly behaviors.


Research challenges

Despite the promising results of existing persuasive technologies, there are three main challenges that remain present.


Technical challenges

Persuasive technologies developed relies on self-report or automated systems that monitor human behavior using sensors and pattern recognition algorithms. Several studies in the medical field have noted that self-report is subject to bias, recall errors and low adherence rates. The physical world and human behavior are both highly complex and ambiguous. Utilizing sensors and machine learning algorithms to monitor and predict human behavior remains a challenging problem, especially that most of the persuasive technologies require just-in-time intervention.


Difficulty in studying behavior change

In general, understanding behavioral changes require long-term studies as multiple internal and external factors can influence these changes (such as personality type, age, income, willingness to change and more). For that, it becomes difficult to understand and measure the effect of persuasive technologies. Furthermore, meta-analyses of the effectiveness of persuasive technologies have shown that the behavior change evidence collected so far is at least controversial, since it is rarely obtained by Randomized Controlled Trials (RCTs), the “gold standard” in causal inference analysis. In particular, due to relevant practical challenges to perform strict RCTs, most of the above-mentioned empirical trials on lifestyles rely on voluntary, self-selected participants. If such participants were systematically adopting the desired behaviors already before entering the trial, then self-selection biases would occur. Presence of such biases would weaken the behavior change effects found in the trials. Analyses aimed at identifying the presence and extent of self-selection biases in persuasive technology trials are not widespread yet. A study by Cellina et al. on an app-based behavior change trial in the mobility field found evidence of no self-selection biases. However, further evidence needs to be collected in different contexts and under different persuasive technologies in order to generalize (or confute) their findings.


Ethical challenges

The question of manipulating feelings and desires through persuasive technology remains an open ethical debate. User-centered design guidelines should be developed encouraging ethically and morally responsible designs, and provide a reasonable balance between the pros and cons of persuasive technologies. In addition to encouraging ethically and morally responsible designs, Fogg believes education, such as through the journal articles he writes, is a panacea for concerns about the ethical challenges of persuasive computers. Fogg notes two fundamental distinctions regarding the importance of education in engaging with ethics and technology: "First, increased knowledge about persuasive computers allows people more opportunity to adopt such technologies to enhance their own lives, if they choose. Second, knowledge about persuasive computers helps people recognize when technologies are using tactics to persuade them." Another ethical challenge for persuasive technology designers is the risk of triggering persuasive backfires, where the technology triggers the bad behavior that it was designed to reduce.


See also

Other subjects which have some overlap or features in common with persuasive technology include: *
Advertising Advertising is the practice and techniques employed to bring attention to a product or service. Advertising aims to put a product or service in the spotlight in hopes of drawing it attention from consumers. It is typically used to promote a ...
*
Artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech re ...
*
Brainwashing Brainwashing (also known as mind control, menticide, coercive persuasion, thought control, thought reform, and forced re-education) is the concept that the human mind can be altered or controlled by certain psychological techniques. Brainwash ...
*
Captology Captology is the study of computers as persuasive technologies. This area of inquiry explores the overlapping space between persuasion in general (influence, motivation, behavior change, etc.) and computing technology. This includes the design, ...
*
Coercion Coercion () is compelling a party to act in an involuntary manner by the use of threats, including threats to use force against a party. It involves a set of forceful actions which violate the free will of an individual in order to induce a desi ...
*
Collaboration tool A collaboration tool helps people to collaborate. The purpose of a collaboration tool is to support a group of two or more individuals to accomplish a common goal or objective. Collaboration tools can be either of a non-technological nature suc ...
s (including
wiki A wiki ( ) is an online hypertext publication collaboratively edited and managed by its own audience, using a web browser. A typical wiki contains multiple pages for the subjects or scope of the project, and could be either open to the pu ...
s) *
Design for behaviour change Behavioural design is a sub-category of design, which is concerned with how design can shape, or be used to influence human behaviour.Lockton, D., Harrison, D., Stanton, N.A. (2010)The Design with Intent Method: a design tool for influencing user ...
* Personal
coaching Coaching is a form of development in which an experienced person, called a ''coach'', supports a learner or client in achieving a specific personal or professional goal by providing training and guidance. The learner is sometimes called a ''coa ...
* Personal grooming *
Propaganda Propaganda is communication that is primarily used to influence or persuade an audience to further an agenda, which may not be objective and may be selectively presenting facts to encourage a particular synthesis or perception, or using loaded ...
*
Psychology Psychology is the scientific study of mind and behavior. Psychology includes the study of conscious and unconscious phenomena, including feelings and thoughts. It is an academic discipline of immense scope, crossing the boundaries betwe ...
*
Rhetoric Rhetoric () is the art of persuasion, which along with grammar and logic (or dialectic), is one of the three ancient arts of discourse. Rhetoric aims to study the techniques writers or speakers utilize to inform, persuade, or motivate parti ...
and oratory skills *
Technological rationality Technological rationality or technical rationality is a philosophical idea postulated by the Frankfurt School philosopher Herbert Marcuse in his 1941 article, "Some Social Implications of Modern Technology," published first in the journal Studies i ...
* '' T3: Trends, Tips & Tools for Everyday Living''


References


Sources

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External links

* * * {{cite web , title=Persuasive Technology Conference – The 12th International Conference on Persuasive Technology , url=http://persuasivetechnology.eu/ Human communication Human–computer interaction Ethically disputed business practices Persuasion