CAPTOLOGY Persuasive Technologies in Education by Ami Mehta CAPTOLOGY Persuasive Technologies in Education What is Captology? –Persuasive Computing –Computers as Persuasive Tool –Computers as Persuasive Media –Computers as Persuasive Social Actors Captology Projects – Energy-saving Device – Handheld Study Helper The Creative Process – – – – – Brainstorming Storyboarding Product Sketches Mind Mapping Rapid Prototyping What is Captology? Captology Projects Energy-saving Device Example 1 Handheld Study Helper Example 2 Example 3 Brainstorming Rapid Prototyping Mind Mapping Product Sketches Storyboarding The Creative Process Persuasive Computing “Persuasion is a non-coercive attempt to shape, reinforce, or change behavior, feelings, or thoughts about an issue, subject or action” “Persuasion is an attempt to change attitudes or behaviors” “A persuasive computer is a computing device or system that is designed to change a user’s attitude or behavior” video games palmtops CD-ROM behavior change motivation change in worldview PDAs exercise equipment agents compliance attitude change Computers as Persuasive Tools Using Computing Power to Change Attitudes Examples: • Baby Think It Over • Gambling Sites Computers are persuasive • Intentional Design Trends in Interactive Technology • Make Technology Functional • Make Technology Usable • Make Technology Interactive Design Template Technology Roadmap Traditional Computing Dedicated Devices Smart Objects Smart Environments “Where does the line sit between persuasion and learning?” Behavioronics Computers as Persuasive Media Cause and Effect • Allows users to explore and experiment Sensory Symbolic Simulations Symbols Environment • Can create Object • Fit into the situations that context of a reward and person’s normal motivate people life • Show cause for a target and effect clearly • Are less behavior and quickly dependent on • Allow rehearsal; imagination or • Persuade practicing a suspension of without being target behavior disbelief overly didactic • Can control • Make clear exposure to impact on normal frightening things life •Facilitate role playing; adopting another person’s perspective Symbols convey info. to users • Letters in an alphabet • Icons • Data Graphs Computers as Persuasive Media Examples Cause and Effect Sensory Symbolic Simulations Symbols Environment Object Symbols convey info. to users Turbo Twist Fact Blaster A LearnerCentered Tool for Students Building Models • Word Processors • Pocket Calculator Bright Idea A conceptual captology design Design Challenge To create an interactive system that persuades people to use less electricity in their residence. Time limit: 180 minutes The Light Saver Persuasive Purpose To create an interactive system that persuades families in the United States to use less electricity in their residences. Industrial Design This portable device is a touch screen that provides dynamic feedback through a digital display. The stop light reflects the family’s energy use and alerts them when they exceed their target energy use. The Light Saver Users Families in the United States • Living in an area facing an electricity shortage and rolling blackouts • Responding to escalating costs or concern for the environment • Looking to limit their electricity consumption • Largest audience will be upper middle class households • Suburban and urban families Scenario of Use “How much electricity are we using?” “I want to spend only $60 per month so we can’t use more than $2 of electricity per day… or less,”Dad replies grumpily. Mom is working at the computer. Dad is looking in the refrigerator. Bobby is blasting his stereo. Jane is playing video games. “You light up my life, you give me hope…” The family inputs an inventory of Mom asks. Their appliances and finds out how much electricity they are using per month. The family decides how much money they want to spend per month. The family is using more electricity than their daily limit. The song warns the family that if they don’t use less electricity immediately, they will experience a blackout. Everyone responds quickly, except Bobby, who only hears his own music. Scenario of Use “AAAAHHHH!!!!” “We need to save electricity and change the way we do things around here!” “Yeah!” I landed on Boardwalk, says Jane with glee.” The family does not respond quickly enough, and they experience a blackout. They will know better next time. The family turns off all the electricity and Dad resets the notification system. To save electricity, the family cuts back on watching TV, playing video games, using the computer, and playing the stereo. They turn to more traditional forms of entertainment, like Monopoly. The Light Saver Features • Dynamic Feedback – Monitors and reflects energy usage and cost of use of home appliances – Helps to save money $$$ by raising awareness – Provides feedback based on the family’s conservation goals • Direct Experience – Screensaver displays energy usage on a minute-to-minute basis – Simulates the serious consequences of excessive energy use • Motivation – Generates a new light bulb joke everyday Sleep State The Light Saver Active State The Light Saver Amount $ The Light Saver Feedback Functionality Warning 2 Blackout scheduled in five minutes… four minutes… three minutes… two minutes… one minute… lights out!!! Warning 1 Notification System Please reset!!! 1. Light bulb screensaver reports level of household energy usage with a green, yellow or red light. 2. Warnings offered through bad “light” tunes ie. “You light up my life…” 3. Second warning indicates a blackout is on its way! You light up my life… You give me hope… to carry on... The Light Saver Theoretical Justifications • Dynamic Feedback • Notification – Triggers energy conservation – Alarm causes immediate action • The Center of the Functional Triad – Tool (conveys information – Medium (simulates a direct experience) – Action (establishes family norms, invokes rules and provides feedback) (Fogg,1998.) • Level of Analysis – Family (relies on family choices and cooperative effort) (Fogg,1998.) • Direct Experience – – – – – More specific Held with greater confidence More easily recalled More resistant to change More likely to influence our subsequent behavior. (Fazio, Powell & Herr, 1983; Fazio et.al., 1986; Fazio & Zanna, 1978; Sherman et. Al, 1982; Wu & Shaffer, 1987.) Shortcomings of Design • Needs some exogenous intent • Set up time • Expensive which could reduce the cost saving appeal • Technology has not been developed • Blackouts may not appeal to customers as a consequence for excessive energy use • The system is reactionary. Instead of preventing people from using electricity in the first place, it reacts only when they have used too much electricity. • Uses only negative feedback and provides no reward for improvement in energy consumption. What else is possible? • More control over the consequences – lights dim, only the song plays, specific appliances go out, blackout continues for set periods of time etc.) • More educational – Information about alternative energy sources or suggestions for conservation based on an analysis of family usage patterns – Encouraging families to use solar energy instead of electrical energy – If people use an alternative source of energy their consumption of electrical energy will automatically decrease. • Features and interactions – An adaptive learning guide will work with the family to educate them on the alternative sources of energy – The family could take self paced quizzes Next Steps in Design Process • Research patterns of energy use – How and when do families use energy? – Where are the best opportunities for conservation? • Research related topics in persuasion – What will be most effective with a family group? – How can we best build on “direct experience”? • Prototype • User test – Which features are persuasive? – Do families use the blackout option? – Where are other opportunities for group persuasive? Total Touchdown A conceptual captology design by Ami Mehta, Melissa Cheung, and Yasu Kato Design Challenge To create an interactive palm-sized technology that motivates high school football players to prepare for the SAT. Time limit: 10 hours Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #1 Total Touchdown Persuasive Purpose To motivate high school football players to prepare for the SAT Industrial Design FootPalm: •This football-shaped Palm carrying case can be used by any high school football player. •The FootPalm has special features that: • Adapt to PalmVIII, PalmV and m505 series • Offer wireless connectivity to the Internet • Create a special design for athletes with hands that are bigger than average • Include a built-in wireless antenna which communicates with the Palm via the Universal Connector. • Recharge without removing this case Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #2 Total Touchdown Industrial Design Footbot: •This is the cradle for FootPalm users. It is a systematic and consistent solution for football fun and learning. •The shape of this cradle looks like a football player. •This wireless cradle can communicate with PC and Palm devices. •It can move, speak, sing, and even throw a ball. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #3 User Description • High school juniors who participate in sports. They: – Are upper to middle class – Live in either urban or suburban setting – Have a PC at home with internet connection – Are male football players (target population for first release) • Team Players – Accustomed to working within a team dynamic • Scenario 1 and 2 describe two typical male users on the high school football team. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide #3 #4 User Description Scenario 1 -- Meet “Reggie Kennedy” Reggie is very worried about taking the SAT… He has a lot of familial pressure because his father and mother are both professors and have always stressed the importance of doing well in school. He is not sure he want to go onto college but he knows he needs to do well on the test. – Reggie is a junior at Palo Alto High. – He is also very committed to football. – He doesn’t know if he wants to go to college, he does want to please his parents and have the option of going on to higher education open to him. – He is the star defensive lineman and spends a lot of time memorizing the playbook. – He is also used to being on a team and receiving motivation from his teammates Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide #4 #5 User Description Scenario 2 -- Meet “Joe Smith” Joe is very worried about taking the SAT…He just doesn’t think he has the time or the know-how to be successful. – Joe is a junior at Palo Alto High. – He is very committed to football. – He has a strong desire to get into a Cal State University, known for their excellent football team, so that they can continue to play football and maybe get drafted for the NFL. – Have has a very busy schedule from attending classes to being the captain of the football team to his social schedule. – He is also used to being on a team and receiving motivation from his teammates Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide #5 #6 The Total Touchdown Palm Pilot Two High School football players, Joe and Reggie, talk about the SAT. Reggie shows Joe his new Footbot and football-shaped handheld. Reggie explains further the innerworkings of the football-shaped handheld. “Dude, How are we gonna pass that test? I heard Cal has a great team but you need to get at least an 800 on the test,” questions Joe. Reggie explains to Joe, “Here’s my new footbot. Not only does it help me to remember my plays but it also has a SAT study helper. The palm pilot is shaped like a football and the football dude reminds me of when I need to study and quizzes me on SAT homework questions.” “It also allows you to find out how well the competing schools are doing on their SAT practice tests. In fact, you were right, the whole team can compete against other teams based on average scores for a wod of money.” explains Reggie. “I know if I don’t pass, my parents are going to punt my butt out of the house,” remarked Reggie emphatically, “but my dad bought me some new techie toy to help me on the SAT. Maybe we could get the whole team involved?” “Yeah, I think I’ve heard about this thing. Someone told me we might be able to do well on the test and make some money at the same time!” explains Joe. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org “Wow, this is pretty cool!” Joe shouts. “Now, you’re talking my language,” Joe replies. Reggie also describes, “You see the interface looks like a football field and the better our joint practice test scores, the closer we get to their end zone. If we consistently do better, we will get a Total Touchdown!” Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide #6 #7 The Studying Jocks Reggie uses the Total Touchdown to see how he did on the practice test last week. “I wonder how I did on the test last week?” Reggie asks himself. “You are in the 70th percentile, congratulations on finishing your first practice test! If you keep this up you will definitely do well on the SAT.” replies the voice from the Total Touchdown Palm Pilot. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Joe uses the footballshaped handheld to see how the team is doing against their biggest rival. “Man, I can’t believe we lost the game against Cupertino High. I wonder if we’re at least beating them in the SAT pool?” The palm’s voice system says, “Your team has an average score of 1000 SAT study points and the competition is behind with the average score of 860 SAT points. If you guys continue at this rate, you are sure to score a Total Touchdown on the SAT!” Joe and Reggie huddle around one computer to study together with the Total Touchdown. Joe says, “Hey Reggie, I never thought studying could be fun. This footbot dude is pretty cool!” “I know, my parents are going to be psyched,” replies Reggie. Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide #7 #8 Reggie’s one fine day At home before going to school, Reggie hears a reminder voice from FootPalm and checks his today’s schedule. “Reggie! You’ve got a busy schedule today. Don’t forget to go to practice at 3:30, and make sure you have time for your practice test tonight,” the FootBot reminds him. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org After class and before starting football practice, Reggie checks the results of SAT Bowl. “Palo Alto is just barely ahead,” says the FootPalm. “You’ve got 3 weeks left. Better study up. If you reach 900 by next week, you can advance to the quarter files.” Reggie studies SAT with SAT shortcuts and integrated PC application. Footbot says, “You’ve been doing pretty good. Before starting the practice test, you should do this algebra shortcuts. You’ll get amazing score. Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide #7 #9 Prototype of Total Touchdown • • • • The FootPalm is an intelligent football-shaped case for Palm users. The FootPalm contains several integrated functions to motivate students to study for the SAT. The included software provides fun ways for students to take practice tests. The software allows for a competition between schools. The software provides access to other applications of interest to football players. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #10 Prototype of Total Touchdown SAT shortcuts: Palm application that teaches SAT shortcuts with built-in football interface and metaphors. Students can visually recognize the average score of their team and the rival team. Rewards are not only based on the results of daily SAT Shortcuts application, but also on the frequency of taking SAT practice Test. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Students can learn strategies to get a higher score of SAT, following the instructions of the Total Touchdown system. Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #11 Prototype of Total Touchdown Other integrated features with SAT Shortcuts This chart shows that which school is in which position in the regional SAT tournament. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org This application will help students to analyze the football strategies. When each individual student has got a high score in each game, he will receive a premium football trading card. Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #12 Prototype of Total Touchdown • Footbot: This football playerlike cradle can move, sing, and throw a ball. When a user place a FootPalm on the Footbot and he has got a great score of the SAT practice test, it’ll play a celebration performance, which can be seen in a video clip below. VIDEO CLIP Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #13 Features/Functionality • Wireless communication – Students can exchange instant messages or chat with each other. – They can email each other as well as mentors, coaches or parents. – Students can get updates of other teams SAT Team scores. • College Information – Through this system, students can access enough information about college (ranking of football team, availability of athlete/academic scholarship, and required SAT score, etc.) • SAT – SAT Shortcuts: This application teaches SAT shortcuts to students. It has football-based interface and uses many football metaphors. – SAT Practice Test: Students can easily download practice tests and gets scores and feedbacks from their mentors after on-line submission. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #14 Features/Functionality • Schedule management – Students can integrate their football practice schedule with SAT learning hours. The scheduler makes monthly/weekly/daily schedule and reminds the student of studying hours and assignments. The students’ learning agenda is also updated automatically based on the result of their individual practice tests. • Up-to-date Feedback – Students receive feedback and encouragement as they study and take practice tests. The FootBot does a celebration dance when a test is successfully completed. – FootPalm provides a “countdown” to the SAT test day, using statistics about progress to motivate them. • Footbot – The robotic cradle resembles a football player. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #15 Theoretical Justifications Competition – The SAT football game promotes competition among the same team members as well as rival teams. According to the score, this game brings two-levels of incentive to students: individual and teambased benefits. Reward – Students will get more money for the team as their results of SAT practice tests get better. – Students get immediate feedback on their opportunities for improvement from the system. – Students receive trading cards after completing each practice test. – FootBot offers the student verbal encouragement throughout the studying process. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #16 Theoretical Justifications, continued Promise – Students make a promise with other students to keep up their SAT scores, so they may win the SAT bowl. – “SAT Shortcuts” promise to teach the shortest way to get a better score on the SAT in two months if the student displays consistent studying habits. Channeling – Students are provided with useful football tools, such as being able to analyze strategies from their play books. By creating an environment in which students already use the FootPalm, they may be persuaded to also use it for studying too. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #17 Results of User Testing User Description: – 30 year old ex-high school football player. – took the SAT during his junior year of high school • Would like to: – see more pictures of: - famous football players - cheerleaders - famous college coaches – be able to trade football cards – have my own personal number on the footbot – football related topics correlated with SAT heuristics Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide Slide#18 #8 Results of User Testing • “The interface should look rough and tough not cutsie. I would already feel like a sissy because I needed help studying for the test. This particular picture looks like a cabbage patch doll.” • “If everyone’s going to know my score, I wouldn’t be a part of it. I don’t mind if the scores are aggregated.” • “I would give away the SAT study pool of money to a good cause like getting new equipment for the team or a gift for the locker room.” • “On the football team, some people were into music, some were just into sports.” [In response to the MP3 player as a feature] • “When I first saw this picture, I thought it would be cool to be able to use a handheld to memorize my plays.” • “It would be cool to have challenge bowls and SAT study ladders against neighboring schools” • “Make the handheld extra-sturdy because I would probably drop it a lot.” • “I don’t think I would use it for scheduling.” Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Metha, Mehta, Melissa Cheung, and Yasu Kato Slide Slide#19 #9 Shortcomings of Design • Aims only at short term behavior change; does not address change in attitude about education or SAT • Requires up front commitment from multiple parties: – Individuals on team must all agree to use Total Touchdown! – Coach or parents must agree to monitor use – Other team or school must agree to also use program • May foster bad betting habits • May foster excessive competition with other school or teams Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #20 Expansion - What else is possible? • Other form factors or ID possibilities – This application can be applied for other sports: Baseball, Basketball, Hockey, Soccer, etc – Students’ parents, coaches, or teachers can supervise the performance and track students’ progress. • Other features and interactions – Footbot can be integrated into “Robot football game”. Team mates can form a footbot team. Each Footbot can communicate each other and compete a rival team. The functionalities and performance of each footbot is based on the results of owner’s SAT game. This is appealing to students, who are also thinking about their academic achievement in college beyond athletes. Robotics is one of the best promising fields to study. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #21 Next Steps in Design Process • Fine turn reward structures for individuals • Fine turn reward structures for teams • Talk with coaches and parents to determine with whom the greatest persuasive power would be • Explore other sports teams to see if similar issues of team support and competition hold true • Build prototype • Iterate Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #22 Total Touchdown (Summary) • Total Touchdown! encourages high school juniors on football teams to study for the SAT. • It uses inter-team support to encourage studying with promise. • It uses intra-team competition to encourage raising scores with rewards. • It provides fun, football themed ways to study, and provides tools that user will find useful in football as well as studying. Stanford University, Spring 2001 Ed 225x “Persuasive Technology & Education” www.edu-tech.org, www.captology.org Total Touchdown Ami Mehta, Melissa Cheung, and Yasu Kato Slide #23 Class #1: An Intro to Persuasive Tech Comput ers Captology Persuasi on Class Meeting: April 5, 2001 Captured by Ami Mehta Getting Started (BJ Fogg was at CHI ‘01 in Seattle, so teaching assistant Deb Kim led the first class.) Day #1 Basic info: Class Schedule Course Information Readings overview: Course Reader Draft of BJ’s book Cialdini’s book Class Capture for April 26, 2001 ED225X Persuasive Technologies and Education Journalist: Cathy SooHoo Photographer: Shuli Gilutz Compliance Strategies • What is compliance? Getting people to do what you want them to do • Short term compliance (usually a single time) • Long term compliance (continued behavior change) Two paths to long term compliance 1. Internal attitude change Attitude ? Behavior 2. Operant conditioning Training through a system of reinforcements. Compliance Strategies Each student described 2-3 compliance strategies and gave an example of the strategy in use. •Debt •Moral appeal •Liking •Esteem (positive & negative) •Self feeling – Guilt •Threat •Explanation •Warning •Altercasting (positive & negative) •Self feeling Esteem •Deceit •Aversive stimulation •Expertise (positive & negative) •Promise •Direct request •Hinting •Allurement •Altruism •Pregiving Ingratiation In-Class Analysis Project • TreeLoot http://www.treeloot.com • Compliance goal of web site - Get users to click on the ads • Some of the many compliance strategies used on the web site include – Promise – “We guarantee you’ll win!” – Direct request – “Visit our sponsor!” – Deceit – You win banana bucks, not real money – Hinting – Someone just won… you could, too! – Liking – cute, likable monkey character – Pregiving – you “win” $20 on your first try – Social proof – a chat room community full of “friends” who are also playing Portfolio Tips and Tricks • Show off your skills! • Brag about what you’ve done and learned. • Take and use digital photos to show your process. • Include design projects. (whether you show process or final product is a personal choice) • Feel free to make changes to group projects. • Provide easy navigation – include tabs, table of contents, etc. • Use color prints when possible – it’s worth it. • Annotate – What are you trying to show? What was your role? Don’t make people guess, just tell them. Intro to Design Project #3 Palm-Sized Persuasion – “Your challenge in this design project is to design an interactive Palm experience that persuades/motivates high school juniors to prepare for the SAT.” – Of the 3 major entrée points to innovation, this project focuses on technology Subject/Context User Innovation Technology Report on Class #2 (Class Picture) Class Meeting: April 12, 2001 Captured by Amy Greenhouse Class structure and roles Today’s Show and Tell Today’s Presentations Class Discussion Advice on Presenting Persuasion Skits Creativity Methods Design Proj. #1: Reducing Power Consumption Class Structure and Class Roles Class will begin each week with: • Check-in. Provide a detail about your personal life as a means for everyone to get to know each other better. • Show and tell. Bring in an article, an object, a catalog -- anything that you feel would be useful and interesting to share with the class. • Class roles. Each student will take on a class role that they will fulfill throughout the semester. Today’s Show and Tell • BJ brought in the course catalog from the Art Center School of Design in Pasadena. • Nicole spoke about a picture frame that monitors the health of elderly people. When the person’s health is failing, butterflies on the frame shrink. We can consider this a persuasive technology if the designers intended for the frame to persuade people to check-in more with their elderly parents. Today’s Presentations on BJ’s book Chapter 1 & 2: Tacy and Nicole Chapter 3 & 5: Melissa and John Chapter 6 & 7: Ami and Tania Chapters 8 & 9: Amy and Yasu Chapters 10 & 11: Cathy and Shuli Today’s Presentations on BJ’s book Tacy and Nicole’s Poster - The Persuasive Kingdom where intention is king. Class Discussion What is the difference between trigger and alarm technology? Triggers lead to moments of reflection. You decide what to do next. In contrast, alarms create an automatic response. However, the difference is not always clear cut. For example, some people react to an alarm clock as if it was a trigger, and others see it as an alarm. The reaction depends not on the technology, but on a person’s psychological interpretation of it. Also, people can be trained to react in a certain way to an alarm or trigger, such as kids following a fire drill or people in the military trained to react, not to think. Class Discussion What is the difference between HCI (human-computer interaction) and CMC (computer-mediated communication)? BJ proposes using the following terms for the course: • HCI describes when you interact with a computer. • CMC means using a computer as a medium for interaction. The distinction is not always so clear cut. For example, in onlive.com, a software bot might communicate in the VR environment. Advice on Presenting: • Plant your feet to the floor. • For a larger group, use slower, larger hand gestures. • Go with the flow, even if there is a problem. If something is going wrong, do not make it apparent. •When pressed for time, don’t speak faster. Speak fewer words. •Find a style that fits you -- be authentic. •There are different approaches to different size audiences and topics. Learn to shift gears. Persuasion skits Key Point: We already know a lot about persuasion, both as targets and as agents. Persuasion strategies that emerged from our in-class skits: - explanation of why - plea for help or altruism - reciprocity - persistent - emotional appeal - jump on the bandwagon - relevant and important - reducing the barrier (make it easier for person to carry out request. - straightforward, point-blank request - foot-in-the-door approach - appeal to sense of responsibility Most people used more than one technique. Pay attention to how people sequenced the strategies. Creativity Methods Brainstorming Rapid sketching and drawing. Creativity Methods More rapid sketching and drawing. Class Capture for June 7, 2001 ED225X Persuasive Technologies and Education Journalist: John Wong Photographer: Tacy Trowbridge Agenda • • • • • • Show N Tell Pictures Motivating Mastery Presentations Operant Conditioning Revisited Ethics Discussion Dark Side Projects Show N Tell • BJ talked about the Nintendo Game Boy Advance receiving rave reviews and it being a great opportunity for persuasive games. • Nicole described a sensor that people attach to their arms when playing a video game and it shocks you, momentarily disabling you, if you make the wrong move. Pictures We each drew something on the white board that represented us and then BJ took pictures for the web site. Motivating Mastery Discussion When are pop-up windows effective? – – – – – – – – Timing is crucial Build it in the first time Find the idle times Waiting in line Build it into the screen space Waiting for program or files to open Annoying because it interrupts and there is a lack of control Example of waiting for a movie BJ’s Hypothesis Interruption Make opportunity known and/or available Conditioning Ask/Demand (added by Decker) Motivating Mastery Comments • BJ and Peter (Guest and last year’s TA) thought the projects were overall good and very strong. • Deb thought that these projects, by far, had the best use of theory. Motivating Mastery The Learning Edition – Ami, Cathy, & John The main features of The Learning Edition include: – Using three levels of motivation (social, organizational, and individual) – Including a portfolio management system that people can show off their work and learn from others – A way to see what your co-workers are working on – An individual portfolio system (in case someone doesn’t want to share his/her work) – A Digital Pet that measures the user’s learning and becomes lopsided and deformed if the user doesn’t learn new features in Director. Operant Conditioning Ami told the story of her 3 year niece and she rewarded her for certain types of behavior. BJ brought up Karen Pryor from Don’t Shoot the Dog! and asked “who’s being conditioned? Who’s in control?” – The person in control is the one being conditioned. – Kid who threw a temper tantrum and eventually got his way. Complete opposite of what should happen. – Although raising a child is not as simple as Karen Pryor contends. – Tania gave the example of her dog and combining medicine and a cookie. – Shuli gave the example of the whales who were raised in captivity and either were released or escaped. The whales then performed tricks (e.g. jumping) in the wild and expected food. – BJ used the example of Eudora where he was punished for certain actions and thus reduced his risk taking behavior. Ethics Discussion We’ve worked on projects that were positive, how about ones that are evil or bad? – Tacy’s friend thought the Influence book was “scary.” And Tacy was embarrassed to be seen with the book because she didn’t want to be labeled as needing a “self-help” book. – Tania’s friend thought Captology was a “cult.” – BJ brought up the example of a persuasive profile that could be sold to companies. • Ami thought that wasn’t too bad because she likes the approach of Amazon.com • Shuli felt the opposite and gave the example of a conference called E-Kids where marketers felt that the use of an agent was capable of getting kids to answer personal and valuable information about themselves. – BJ gave a scenario where computers gained awareness and could learn to persuade. • Not too far off considering we’re able to create cookie cutter pop stars. • Virtual Japanese rock star. • The solution is to make people more aware. Dark Side Projects Drinking Buddy by Nicole, Shuli, Ami, and Yasu An interactive worm in a tequila bottle that helps you when you’re alone by: – Interacting with you the more you drink. – If the tequila runs out you have to refill it or the worm stops interacting with you. – It measures your condition and if you can handle it, it encourages you to drink more.