Abstract In human-computer interaction (HCI), advances of information and communication technology have led to a wealth of Persuasive Technology (PT) researches to support people’s behaviors change. Many PT theories have been widely used for design analysis and are supposed to be useful for PT design. However, very limited effort has been taken to bridge the gap between PT theory and design practice. In this paper, we present the formative study of Perswedo, a card-based tool that introduces persuasive principles from Persuasive Systems Design model to support the creative design flow. As an intermediate step to appropriate Perswedo cards to the design activities, we assessed the usefulness and value of Perswedo in the design process as we...
Many card-based design tools have been produced, initially mainly to stimulate creative thinking, wi...
Health behaviour change is a key issue in India and especially for reducing diabetes related risks. ...
Product design is often intended to change the user’s behavior and attitude, especially for products...
In human-computer interaction (HCI), advances of information and communication technology have led t...
This paper examines the use of physical persuasive cards for novice designers in ideation sessions. ...
Persuasion has played an important role in human life since it began.In the early 1990s a new approa...
Abstract. Persuasive technology can be considered part of a wider field of ‘De-sign with Intent ’ (D...
A growing number of information technology systems and services are being developed to change users'...
Persuasion has played an important role in human life since it began.In the early 1990s a new approa...
The primary objective of this study was to develop a novel artifact to provide categorized and ethic...
Persuasive technology is a branch of human-centered science, which aims to modify user’s attitude or...
Persuasive technology can be considered part of a wider field of ‘Design with Intent’ (DwI) – design...
This paper further develops the notion of distinguishing between Persuasive Technology and Persuasiv...
Abstract A growing number of information technology systems and services are being developed to cha...
Persuasive technology can be considered part of a wider field of ‘De- sign with Intent’ (DwI) – desi...
Many card-based design tools have been produced, initially mainly to stimulate creative thinking, wi...
Health behaviour change is a key issue in India and especially for reducing diabetes related risks. ...
Product design is often intended to change the user’s behavior and attitude, especially for products...
In human-computer interaction (HCI), advances of information and communication technology have led t...
This paper examines the use of physical persuasive cards for novice designers in ideation sessions. ...
Persuasion has played an important role in human life since it began.In the early 1990s a new approa...
Abstract. Persuasive technology can be considered part of a wider field of ‘De-sign with Intent ’ (D...
A growing number of information technology systems and services are being developed to change users'...
Persuasion has played an important role in human life since it began.In the early 1990s a new approa...
The primary objective of this study was to develop a novel artifact to provide categorized and ethic...
Persuasive technology is a branch of human-centered science, which aims to modify user’s attitude or...
Persuasive technology can be considered part of a wider field of ‘Design with Intent’ (DwI) – design...
This paper further develops the notion of distinguishing between Persuasive Technology and Persuasiv...
Abstract A growing number of information technology systems and services are being developed to cha...
Persuasive technology can be considered part of a wider field of ‘De- sign with Intent’ (DwI) – desi...
Many card-based design tools have been produced, initially mainly to stimulate creative thinking, wi...
Health behaviour change is a key issue in India and especially for reducing diabetes related risks. ...
Product design is often intended to change the user’s behavior and attitude, especially for products...