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Filtering by: persuasive

Persuasive and Transforming Technology
Jun
22
to Jun 23

Persuasive and Transforming Technology

Global Information Technology Management Association (GITMA) Conference

The research on persuasive and transforming technology has been advanced for more than a decade to improve lives and help organizations succeed. The fundamental question still remains – with all the evolving innovations and digital revolution, do societies get happier and organizations more sustainable? It rather seems that many aspects of life nowadays are getting unbalanced despite this progress in building increasingly capable technological innovations.

The Persuasive and Transforming Technology track at GITMA 2020 conference welcomes papers addressing the following and other technology related:

TOPICS

  • Transformative Technology

  • Socially Influencing Systems

  • Behavior Change Design

  • Transforming Wellbeing Theory

  • Change Management

  • Gamification

  • Transforming Sociotech Design

  • Persuasive Systems

  • Nudging

  • Brain and Neuroscience

  • Transforming Cities

  • Computer-Supported Influence

  • User Experience Design

  • Human-Computer Interaction

  • Psychology in Technology Interfaces

  • Ethics of Persuasive Technology

To facilitate debate and steer the discourse on the future of persuasive and transforming technology, the proposed track invites researchers and practitioners to share their scientific insights and practical applications to sustainably impact lives and organizations across the globe. Scholars and experts are welcome to expand our collective understanding beyond the limitations of oversimplified digital transformation, traditional change management, and stereotypical behavioral designs.

The track aims at encouraging discussion around the current state-of-the-art and the future of persuasive and transforming technology and its diverse implications on private and public organizations. Submissions are expected from researchers and professionals representing a wide range of related fields, including change management, behavioral economics, gamification, nudging, persuasive technology, behavior change, information systems, user experience design, psychology, neuroscience, etc.

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Empowering Sustainable Change
Apr
9
2:00 PM14:00

Empowering Sustainable Change

Emergence of Transforming Wellbeing Theory (TWT) Tutorial

Majority of global problems and business challenges are byproducts of poor human attitude and behavior. Communities, societies, businesses, and organizations, basically everyone needs help with transformations. People often tend to perceive changes as something difficult, impossible, and mystical, thus are willing to avoid them. That attitude naturally leads to poorer decisions and consequent behavioral outcomes. This science-driven tutorial demystifies transformation by introducing:

  • Transforming Wellbeing Theory (TWT) — that explains the essentials of and inevitable necessity for transformation,

  • Typology of Change — that clarifies the variety of different changes, and

  • Transforming Framework — that provides 8 (eight) applicable tools for bending technological innovations with human nature to empower sustainable changes at scale.

Due to its scientific richness and practical nature, this transforming tutorial is applicable in many essential contexts, including wellbeing, health, innovation, leadership, autonomy, commercialization, education, diversity, culture, sustainability, dwelling, equality, social change, governance, automation, emergency, management, marketing, art, safety, ecology, and economy.

Transforming Wellbeing Theory

Transforming Wellbeing Theory is emerging as an inevitable response to the ever-growing imbalance in our lives across the globe [15]. Over the decades, we have been advancing technologies to make our lives better and businesses growing. The fundamental question still remains: with all the evolving technologies, are we gaining decent success in achieving healthier societies and well performing organizations? Every crucial domain of our lives continuously provides evidence of how things are getting imbalanced despite us making huge progress in building increasingly capable innovations. This work summarizes the state-of-the-art scientific insights and practical applications to transform lives and accelerate businesses at global scale.

Present knowledge on persuasive technology often reveals how behavior change designs and interventions are limited in sustaining their effects [5-6]. There is an increasing need for novel ways to design technology that helps people not only to achieve their goals, but also to support sustaining their newly developed habits. Transforming innovations should ultimately empower people and organizations to succeed in their desired and more often even inevitable changes. Thus, the theory aims at extending the understanding beyond limitations of traditional change management and behavioral designs.

The theory is highly instrumental for organizations and communities that are designing for and undergoing transformations, as it provides and helps internalizing easy to use methods and tools for achieving permanent behavior change. This science-driven work embodies advanced knowledge on how to design sustainable changes, including Typology of Change and Transforming Framework.

Typology of Change

Scientific literature [1] [3-4] [16] reveals three general types of change: transactional, transitional, and transformational (Fig. 1). Transactional change is usually defined as an occurrence producing an outcome that differs from previous preferences. Then, transitional change is often defined as a period, in which certain outcomes significantly differ from what was habitual before. However, transformational change manifests itself as a continuum having direction as well as magnitude to produce apparently irreversible shifts.

Fig. 1. Typology of Change.

Fig. 1. Typology of Change.

The three types of change have their characteristics, including general descriptions, overall perspective, perceived timelines, orientations, nature, metrics, underlying psychology, and some examples provided in Table 1.

Table 1. Types of change and their characteristics.

Table 1. Types of change and their characteristics.

Transforming Framework

Despite acknowledgeable progress in designing persuasive technologies, many behavioral design interventions still produce unsustainable effects on target audiences [8]. To help scientists and practitioners creating technology designs for sustainable change [7] and wellbeing [10], a science-driven Transforming Framework is introduced (Fig. 2).

Transforming Framework embodies 8 (eight) scientifically driven tools that leverage prior knowledge on triadic reciprocal determinism (TRIANGLE) [2], elaboration and behavioral modeling (CURVE) [6] [9], essential components for defining transformation (METRIC) [14], susceptibility to influence and change (CIRCLES) [14], key layers of transforming technology design (ARCHITECTURE) [14], fundamentals of socially influencing systems (SOCIUM) [11], typology of computer-supported influence (MODERATION) [12], and dark patterns and persuasive backfiring (ETHICS) [13].

Fig. 2. Transforming Framework.

Fig. 2. Transforming Framework.

Event

This is the fourth sequential event succeeding the “Persuasive Urban Mobility” workshop in 2015, the “Empowering Cities for Sustainable Wellbeing” workshop in 2016, and the “Transforming Sociotech Design” tutorial in 2018. The number of participants has significantly grown over these events, which evidences their importance and relevance to the Persuasive Technology community, especially the conference participants. This upgraded tutorial will introduce and explain how the

Transforming Wellbeing Theory (TWT) contributes to the Persuasive Technology (PT) research by extending our understanding beyond limitations of traditional behavioral change designs and interventions.

This tutorial addresses highly important research direction that influences the future of PT and ways to properly and ethically design our ever-increasing technology-supported environments. The PT community will benefit from the advanced knowledge and immediate capacity of applying the fundamental strategies and frameworks to transform lives.

Organizers

References

  1. Amado, G., Ambrose, A.: The Transitional Approach to Change. Karnac Books (2001)

  2. Bandura, A.: Social Foundations of Thought and Action: A Social Cognitive Theory. Prentice Hall, Englewood Cliffs (1986)

  3. de Biasi, K.: The Interdependent Relation between Continuity and Change. In Solving the Change Paradox by Means of Trust, pp. 45-75. Springer Gabler, Wiesbaden (2019)

  4. Burke, W. W., Litwin, G. H.: A Causal Model of Organizational Performance and Change. Journal of Management, 18(3), pp. 523-545 (1992)

  5. Chatterjee, S., Price, A.: Healthy Living with Persuasive Technologies: Framework, Issues, and Challenges. American Medical Informatics Association Journal 16, 171–178 (2009)

  6. Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do. San Francisco: Morgan Kaufmann (2003)

  7. Mustaquim, M. M., Nyström, T.: A System Development Life Cycle for Persuasive Design for Sustainability. In: MacTavish, T., Basapur, S. (eds.) Persuasive Technology, LNCS, vol. 9072, pp. 217–228. Springer, Heidelberg (2015)

  8. Orji, R., Moffatt, K.: Persuasive Technology for Health and Wellness: State-of-the-Art and Emerging Trends. Health Informatics Journal (2016)

  9. Petty, R. E., Cacioppo, J. T.: The Elaboration Likelihood Model of Persuasion. In Communication and Persuasion, pp. 1-24. Springer, New York, NY (1986)

  10. Röderer, K., Reisinger, M. R., Stibe, A.: Well-Being in Persuasive Technology Research: A Systematic Review (forthcoming)

  11. Stibe, A.: Towards a Framework for Socially Influencing Systems: Meta-Analysis of Four PLS-SEM Based Studies. In: MacTavish, T., Basapur, S. (eds.) Persuasive Technology, LNCS, vol. 9072, pp. 171–182. Springer, Heidelberg (2015)

  12. Stibe, A.: Advancing Typology of Computer-Supported Influence: Moderation Effects in Socially Influencing Systems. In: MacTavish, T., Basapur, S. (eds.) Persuasive Technology, LNCS, vol. 9072, pp. 251–262. Springer, Heidelberg (2015)

  13. Stibe, A., Cugelman, B.: Persuasive Backfiring: When Behavior Change Interventions Trigger Unintended Negative Outcomes. In International Conference on Persuasive Technology, pp. 65-77. Springer (2016)

  14. Stibe, A., Larson, K.: Persuasive Cities for Sustainable Wellbeing: Quantified Communities. In International Conference on Mobile Web and Information Systems (MobiWIS), pp. 271-282. Springer International Publishing (2016)

  15. Stibe, A.: Envisioning the Theory of Transforming Wellbeing: Influencing Technology and Sociotech Design. The 7th Mediterranean Conference on Embedded Computing (MECO). IEEE Conferences. Page 6. Keynote. June 10-14, 2018, Budva, Montenegro (2018)

  16. Vito, G. F., Higgins, G. E., Denney, A. S.: Transactional and Transformational Leadership: An Examination of the Leadership Challenge Model. Policing: An International Journal of Police Strategies & Management, 37(4), pp. 809-822 (2014)

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Transforming Sociotech Design
Apr
17
9:00 AM09:00

Transforming Sociotech Design

Transforming Sociotech Design (TSD) Tutorial

Transforming Sociotech Design (TSD) tutorial covers conceptual frameworks for designing and evaluating Persuasive Technology (PT) aimed at achieving sustainable transformations of our lives towards wellbeing. The tutorial introduces and explains how TSD contributes to PT research by extending our understanding beyond limitations of traditional behavioral change designs and interventions.

Template

TSD embodies a fundamental understanding of the PT components that are essential for designing successful transformations, known as: 

  • Socially Influencing Systems

  • Computer-Supported Influence

  • Persuasive Cities

  • Persuasive Backfiring

  • Persuasive Design for Sustainability

This knowledge of TSD empowers the scholars and designers participating in this tutorial session to create PT that makes behavioral and attitudinal changes last. Moreover, the tutorial also shares the knowledge about strategies from rhetoric, psychology, and neuroscience that lead to attitudinal transformations. By definition, this tutorial also transforms the way participants see the potential of PT in attaining long-term permanent behavioral changes at all scales, be it at individual, group, or societal levels.

Everyone interested in creating innovations that successfully transform human behavior and attitude is welcome, especially PT researchers and practitioners, including designers, developers, user experience experts, psychologists, gamifyers, and nudging enthusiasts.

Agenda

9:00 Introduction
9:15 Defining Transformation
9:30 Transforming Sociotech Design

10:00 Break

10:15 Transforming Model
10:35  Socially Influencing Systems
10:55 Computer-Supported Influence

11:15 Break

11:30 Persuasive Cities
11:45 Persuasive Backfiring & Dark Patterns
12:00 Persuasive Design for Sustainability
12:15 Next Steps

Organizers


Motivation

Present knowledge on Persuasive Technology (PT) often reveals how behavior change designs and interventions are limited in sustaining their effects [6]. There is an increasing need for novel ways to create PT that helps people not only to achieve their goals, but also supports everyone to maintain their new habits. Such PT should ultimately empower people to succeed in their desired transformations. Therefore, this tutorial will cover conceptual frameworks for designing and evaluating PT aimed at achieving sustainable transformations of our lives towards wellbeing. The tutorial will introduce and explain how Transforming Sociotech Design (TSD) contributes to the existing PT knowledge by extending our understanding beyond limitations of traditional behavioral change designs and interventions.

Frameworks

This tutorial is highly instrumental for researchers and practitioners designing PT, as it will provide and help internalize scientific frameworks for achieving permanent behavior change. TSD embodies fundamental understanding of the PT components that are essential for designing successful transformations, known as Socially Influencing Systems [11], Computer-Supported Influence [10], Persuasive Cities [13], Persuasive Backfiring [12], and Persuasive Design for Sustainability [8].

Socially Influencing Systems

The framework of Socially Influencing Systems [11] describes perpetual mechanisms to foster user motivation as compared to conventional methods, such as those that are based incentives and punishments. Socially Influencing Systems harness social influence from crowd behavior to craft influential messaging aimed at shifting behavior and attitude of an individual, who naturally is an integral part of the same crowd. Such continuous interplay can ultimately result in an ongoing process that has the capacity to transform lives without any other mechanisms.

Computer-Supported Influence

The framework of Computer-Supported Influence [10] in the realm of PT distinguishes four types of persuasion, i.e. interpersonal persuasion, computer-mediated persuasion, computer-moderated persuasion, and human-computer persuasion. This framework outlines a sharper conceptual representation of the key terms in transforming design, drafts a structured approach for better understanding of the influence typology, and presents how computers can be moderators of social influence.

Persuasive Cities

The framework of Persuasive Cities [13] aims at improving wellbeing across societies through applications of socio-psychological theories and their integration with conceptually new urban designs. This research presents an ecosystem of future cities, describes three generic groups of people depending on their susceptibility to persuasive technology, explains the process of defining behavior change, and provides tools for social engineering of Persuasive Cities.

Persuasive Backfiring

The framework of Persuasive Backfiring [12] provides tools to aid academics and designers in the study of behavior change interventions that produce unintended negative outcomes, presents a taxonomy of backfiring causes, and describes an analytical approach containing the intention-outcome and likelihood-severity matrices. This framework also introduces and locates dark patterns within the PT research.

Persuasive Design for Sustainability

The framework on Persuasive Design for Sustainability [8] originates from two previously established frameworks of a cognitive dissonance model for persuasive design for sustainability and a system development lifecycle (SDLC) process in design for sustainability. The established SDLC of Persuasive Design for Sustainability introduces a novel methodology for designing solutions that confront the problems of developing a persuasive system that transforms behaviors towards a set goal like sustainability.

Impact

This tutorial will address highly important research direction that influences the future of PT and our ever-increasing technology-supported environments [13]. According to social sciences [1], environmental, personal, and behavioral factors are locked into triadic reciprocal determinism, meaning that all three are strongly interconnected and continuously reshaping each other. Thus, environmental design is a strong influencer on human behavior and attitude. In other words, quite often it is merely sufficient to improve our digitally-equipped spaces to achieve better lives [10]. This is a very powerful vision as it encompasses not only behavior change but also a potential transformation of human behavior at scale [13]. This collection of knowledge on TSD will empower the scholars and designers participating in this tutorial session to create PT that makes behavioral and attitudinal changes last. Moreover, the tutorial will share also knowledge about strategies from rhetoric [4], psychology [1, 5], neuroscience [2, 5], and social influence [11] that can lead to attitudinal transformation. By definition, this tutorial will also transform the way participants see the potential of PT in attaining long-term permanent behavioral changes at all scales, be it at individual, group, or societal levels.

Outcomes

The tutorial will provide participants with frameworks and models that has been proven to be effective in helping to achieve permanent behavior changes and attitudinal transformations. Knowledge about strategies from rhetoric [4], psychology [1, 5], neuroscience [2, 5], and social influence [11] will be put on the table for everyone to learn, experience, design, and apply. The strategies will be applied hands on to learn how to make a difference and achieve transformations using real-life issues. Participants will expand their horizons of how the various frameworks connect, sometimes overlap, complement each other, and can be effectively combined to solve some of the most essential behavioral challenges we have today.

The main outcome of this tutorial for our persuasive technology community members will be their more advanced knowledge about and immediate capacity of applying the fundamental strategies and frameworks for transforming lives. Outcomes of this tutorial are instrumental for various contexts, including health [3], eHealth [14], education, games [7], sustainability [8], safety, wellbeing [9], emergency management, ecology, and economy. Ultimately, more refined scientific knowledge on how to design permanent behavior changes will be generated and translated into applicable guidelines for our PT community to foster transformation for the betterment of our future.

Information technology and computer systems will be increasingly designed to change behavior and help achieve better lives [2-6]. TSD overviews and explains how various frameworks and models can help scholars and developers to create PT that facilitates desired transformative effects on users. Persuasive technologies [6] will reshape human behavior in countless ways and some will continue to misuse strategies and fail their responsibility towards the betterment of human lives. Thus, more effort has to be put into educating and training [7] researchers and designers not only with insights on how to change behavior, but also include the responsibility and ethical mindsets that should be followed.

Organizers

  • Prof. Agnis Stibe from the world-renowned MIT Media Lab will bring very fresh and novel way how to design transformation. He established research on future Persuasive Cities that encourage healthy and sustainable routines. Prof. Stibe believes that our world can become a better place thought purposefully designed urban spaces that successfully blend technological advancements with human nature. His research is built upon socio-psychological theories to design long-lasting transformations of our lives. Agnis is an active member of PT community, frequently speaking at annual conferences and effectively collaborating with industry. He has worked for a number of Fortune 100 companies such as Hewlett-Packard and Oracle. He has received awards from the MIT Media Lab, Nokia Foundation, and more.

  • Anne-Kathrine Kjær Christensen has studied persuasive design at Aalborg University (cum laude) and was part of the Persuasive Technology community e.g. participating with a presentation at Persuasive 2007 at Stanford University regarding an article she wrote with Prof. Per Hasle. Since graduation in 2008 she has worked for both public and private companies. She has been the owner of her own company Specifii for about 3 years. She has worked as product owner for Telenor on a large omnichannel project and as product owner for the shipping company DFDS. She has also worked with customer insight + customer experience for several companies e.g. Dating.dk. Anne frequently speaks about Persuasive Technology at different meetups and conferences in Denmark.

  • Tobias Nyström is a researcher and PhD candidate with expertise in business studies and information systems. Tobias recent research has focused on sustainability combined with universal design, gamification, open innovation, system design, and persuasive technology. One of his papers, co-written with Moyen Mustaquim, was accepted to and presented at the PT conference in Chicago, IL, USA, April 2015.

Supportive Materials

References

  1. Bandura, A.: Social Foundations of Thought and Action: A Social Cognitive Theory. Prentice Hall, Englewood Cliffs (1986)

  2. Cacioppo, J.T., Cacioppo, S., Petty, R.E.: The Neuroscience of Persuasion: A Review with an Emphasis on Issues and Opportunities. Social Neuroscience, 1-44 (2017)

  3. Chatterjee, S., Price, A.: Healthy Living with Persuasive Technologies: Framework, Issues, and Challenges. Journal of the American Medical Informatics Association (JAMIA) 16, 171–178 (2009)

  4. Christensen, A.K.K., Hasle, P F.: Classical Rhetoric and a Limit to Persuasion. In: de Kort Y., IJsselsteijn W., Midden C., Eggen B., Fogg B.J. (eds) Persuasive Technology, LNCS, vol. 4744, pp. 307-310. Springer, Berlin, Heidelberg (2007)

  5. Cugelman, B.: Digital Behavior Change Toolkit (iteration #), AlterSpark Corp. Toronto, Canada. www.alterspark.com (2015)

  6. Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do. San Francisco: Morgan Kaufmann (2003)

  7. Fountoukidou, S., Ham, J., Midden, C., Matzat, U.: Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for Novel Technologies. Int. Work. Pers. Persuas. Technol. (2017)

  8. Mustaquim, M. M., Nyström, T.: A System Development Life Cycle for Persuasive Design for Sustainability. In: MacTavish, T., Basapur, S. (eds.) Persuasive Technology, LNCS, vol. 9072, pp. 217–228. Springer, Heidelberg (2015)

  9. Orji, R. and Moffatt, K.: Persuasive Technology for Health and Wellness: State-of-the-Art and Emerging Trends. Health Informatics Journal (2016)

  10. Stibe, A.: Advancing Typology of Computer-Supported Influence: Moderation Effects in Socially Influencing Systems. In: MacTavish, T., Basapur, S. (eds.) Persuasive Technology, LNCS, vol. 9072, pp. 251–262. Springer, Heidelberg (2015)

  11. Stibe, A.: Towards a Framework for Socially Influencing Systems: Meta-Analysis of Four PLS-SEM Based Studies. In: MacTavish, T., Basapur, S. (eds.) Persuasive Technology, LNCS, vol. 9072, pp. 171–182. Springer, Heidelberg (2015)

  12. Stibe, A. and Cugelman, B.: Persuasive Backfiring: When Behavior Change Interventions Trigger Unintended Negative Outcomes. In International Conference on Persuasive Technology, pp. 65-77. Springer (2016)

  13. Stibe, A. and Larson, K.: Persuasive Cities for Sustainable Wellbeing: Quantified Communities. In International Conference on Mobile Web and Information Systems (MobiWIS), pp. 271-282. Springer International Publishing (2016)

  14. Van Velsen, L., Wentzel, J., Van Gemert-Pijnen, J. E.: Designing eHealth that Matters via a Multidisciplinary Requirements Development Approach. JMIR research protocols, 2(1), (2013)

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Persuasive Technology: Making a Difference Together
Apr
17
9:00 AM09:00

Persuasive Technology: Making a Difference Together

Merged with the Transforming Sociotech Design (TSD) Tutorial

About

This workshop will discuss the research efforts that are being made aimed at changing human behavior and attitude. It will engage the persuasive technology community to jointly look at where do we stand and where do we want to go with the field. In 2018, it will be fifteen years since the seminal book on persuasive technology was published. Since then, already twelve annual conferences have been held on the topic. The Persuasive Technology community has attracted many young scholars and has kept very strong core of leading scientists in the area of research. At the same time, not all expectations have been met over the last decade. Therefore, the community needs to come together and discuss ways for natural expansion and strategic growth. We need acknowledge weaknesses in the area of behavior change interventions and seek for ways to overcome them.

This workshop will help facilitating discourses around human behavior, behavior change, early interventions for behavior change, persuasive technology, persuasive systems design, design with intent, personalized persuasion, behavior change support systems, health behavior change, socially influencing systems, user experience design for behavior change, computer-supported influence, and more. The workshop will discuss open questions, promote a healthy debate amongst academics, create strategic directions, and unify everyone around what’s essential for advancing the community in a fundamentally fresh and novel way.

Register

To register your participation, please visit the Transforming Sociotech Design (TSD) tutorial page.

Organizers

Look forward to see you all on April 17, 2018, in Waterloo, ON, Canada:


Opening

People have unique beliefs and values that shape up their personalities over time. However, not many act in accordance with their beliefs and values. It is not surprising to find a contradiction between peoples’ beliefs and actual actions. Such inconsistencies gave birth to the Theory of Cognitive Dissonance [1]. Indeed, it was this particular gap in peoples’ beliefs and actual actions that was recognized by academics, psychologists and researchers leading to the manifest role of Persuasive Technology to shape up human behavior.

Advancing

While several scholars studied human behavior and early interventions were designed to guide users through behavior change process [2,3], Brendryen and Kraft proposed that technology-based interventions had the potential to change people’s behaviors [4]. In 2003, Fogg introduced a new research area known as Persuasive Technology [5]. His work originates from Human Psychology and hence it is essential to understand the interplay between Psychology and Technology when interventions are developed to shape up human behavior. The research field of Persuasive Technology highlights the potential of technology as a tool for persuasion where the earlier acts both as a medium and a social actor [5]. Following Fogg’s work, researchers from around the globe started developing and analyzing persuasive technologies for a wide range of areas including but not limited to promotion of physical activity [6], saving energy [7], living happily [8], reducing soda consumption [9], managing mental disorders [10] and persuasive cities [11].

Learning from Success!

Available research largely provides evidence of learning from success. In other words, it is relatively hard to find scientific publications in the area of Persuasive Technology that highlight failures. This compels us to think whether we as researchers can learn from success only? Or is it so that our research settings are flawless that our research outcomes are always positive? It remains a fact that real knowledge is verified knowledge in a way that the knowledge base should be proven by intelligence or by (logical) evidence. Further, scholarly integrity in any research discipline demands that researchers should abstain from any unverified remarks [12]. In other words, we must disown biased and speculative results. We propose that the same should be practiced in the research field of Persuasive Technology. Persuasive Technology has received a great deal of attention from researchers who have developed stand-alone applications to promote desirable behaviors. However, a quick look at the previous proceedings indicates that researchers are still focused on application-driven studies with little attention to theoretical grounds. Hence there is a lack of balance between studying technologies and theories to support the work.

Bias?

Another area that calls for discussion is an evident lack of publications that has highlight failures. This is in line with a review of empirical studies by [13] who investigated a variety of persuasive information systems and reported that reviewed studies primarily reported fully positive and partially positive effects [13]. We argue that partial reason for absence of publications that report failures is because of publication bias that pertains to acceptance of only those manuscripts that have statistically significant level of results while all other submissions are more or less rejected. Similar reservations have also been put forward by [14].

This, in a way, is publication suppression that obstructs what could otherwise prove to be quality papers from being accepted. When it comes to Persuasive Technology this would result in serious inaccuracy rates in available literature. There is substantial evidence that convinces the existence of publication bias. Banks and colleagues propose that the degree of publication bias has grown to such an extent that available research results are unreliable of all research. Further, they highlight that publication bias is one of the greatest threats to the legitimacy of meta-analytic articles, which in turn are among the most significant instruments for advancing scientific research [14]. There could be several reasons for publication bias. One being authors’ decision. In simple terms, authors have more control of their data. A classic example would be a situation where authors would not submit their work because of small sample size, statistically insignificant results or because of findings that contradict previous research.

Heading Where?

The issue of publication bias applies to almost all the research disciplines and the research area of Persuasive Technology is no exception. Here, we would highlight another issue that is similar to publication bias. This critical issue is what we generally call as conflict of interest. If we go through the proceedings of all the conferences on Persuasive Technology, it becomes crystal clear that prominent names seem to appear both in the scientific committees as well as in the list of authors of accepted publications. This is a clear case of conflict of interest, one would argue. While there is no substitute for experience and we can never underestimate the contribution of senior researchers, yet it seems relatively clear that the research area of Persuasive Technology is in what might call as “rigid control” of a few. As an example, consider the International Conference on Persuasive Technology. One would notice that a high majority of Steering Committee remain the same and secondly, most of them have at least one paper published in the proceedings.

Outcomes

The proposed workshop aims to bring researchers together to a forum that facilitates constructive discussion and debate. The research area of Persuasive Technology is receiving increasing interest from across the globe and deservingly so. Yet it is observed that the audience at Persuasive Technology conferences revolves mainly around the same crowd with a few exceptions. It is anticipated that the workshop will provide an opportunity for researchers from different disciplines to address the issue and come up with constructive recommendations leading to a change for the advancement of Persuasive Technology Community.

We welcome topics included but not limited to:

  • Theory-driven persuasive design

  • Publishing failures

  • Multidisciplinary contributions

  • Publication bias

  • Attracting larger audience

  • Strategic steering

References

  1. Festinger, L. A (1957). A Theory of Cognitive Dissonance, Stanford, CA: Stanford University Press.

  2. Revere, D., & Dunbar, P. J. (2001). Review of Computer-generated Outpatient Health Behavior Interventions Clinical Encounters “in Absentia”. Journal of the American Medical Informatics Association, 8(1), 62-79.

  3. Reiter, E., Robertson, R., & Osman, L. M. (2003). Lessons from a failure: Generating tailored smoking cessation letters. Artificial Intelligence, 144(1), 41-58.

  4. Brendryen, H., & Kraft, P. (2008). Happy Ending: A randomized controlled trial of a digital multi‐media smoking cessation intervention. Addiction, 103(3), 478-484.

  5. Fogg, B. J. (2003). Computers as persuasive social actors.

  6. Toscos, T., Faber, A., An, S., & Gandhi, M. P. (2006, April). Chick clique: persuasive technology to motivate teenage girls to exercise. In CHI'06 extended abstracts on Human factors in computing systems (pp. 1873-1878). ACM.

  7. Midden, C., & Ham, J. (2009, April). Using negative and positive social feedback from a robotic agent to save energy. In Proceedings of the 4th international conference on persuasive technology (p. 12). ACM.

  8. Chatterjee, S., & Price, A. (2009). Healthy living with persuasive technologies: framework, issues, and challenges. Journal of the American Medical Informatics Association, 16(2), 171-178.

  9. Langrial, S., & Oinas-Kukkonen, H. (2012). Less fizzy drinks: a multi-method study of persuasive reminders. In Persuasive Technology. Design for Health and Safety (pp. 256-261). Springer Berlin Heidelberg.

  10. Langrial, S., Oinas-Kukkonen, H., Lappalainen, P., & Lappalainen, R. (2014, May). Managing depression through a behavior change support system without face-to-face therapy. In International Conference on Persuasive Technology (pp. 155-166). Springer, Cham.

  11. Stibe, A., & Larson, K. (2016). Persuasive cities for sustainable wellbeing: quantified communities. In International Conference on Mobile Web and Information Systems (pp. 271-282). Springer International Publishing.

  12. Lakatos, I. (1976). Falsification and the methodology of scientific research programmes (pp. 205-259). Springer Netherlands.

  13. Hamari, J., Koivisto, J., & Pakkanen, T. (2014). Do Persuasive Technologies Persuade?-A Review of Empirical Studies. In Persuasive Technology (pp. 118-136).

  14. Banks, G. C., Kepes, S., & McDaniel, M. A. (2012). Publication Bias: A call for improved meta‐analytic practice in the organizational sciences. International Journal of Selection and Assessment, 20(2), 182-196.

  15. Available at: http://scitechconnect.elsevier.com/why-science-needs-to-publish-negative-results/?utm_source=socialmedia&utm_medium=All&utm_campaign=Why%20Science%20Needs%20to%20Publish%20Negative%20Results&sf8382783=1. Accessed on April 15, 2015.

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