LEADER 03932nam 22007815 450 001 9910299216603321 005 20230810155803.0 010 $a1-4471-4324-8 024 7 $a10.1007/978-1-4471-4324-6 035 $a(CKB)3710000000500658 035 $a(EBL)4088334 035 $a(SSID)ssj0001584288 035 $a(PQKBManifestationID)16264578 035 $a(PQKBTitleCode)TC0001584288 035 $a(PQKBWorkID)14866533 035 $a(PQKB)11278874 035 $a(DE-He213)978-1-4471-4324-6 035 $a(MiAaPQ)EBC4088334 035 $a(PPN)190533552 035 $a(EXLCZ)993710000000500658 100 $a20151103d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aMobile Persuasion Design $eChanging Behaviour by Combining Persuasion Design with Information Design /$fby Aaron Marcus 205 $a1st ed. 2015. 210 1$aLondon :$cSpringer London :$cImprint: Springer,$d2015. 215 $a1 online resource (688 p.) 225 1 $aHuman?Computer Interaction Series,$x2524-4477 300 $aDescription based upon print version of record. 311 $a1-4471-4323-X 320 $aIncludes bibliographical references at the end of each chapters. 327 $aForeword - Tom MacTavish. - Foreword - Ben Shneiderman -- Foreword - Peter Simlinger -- Preface -- Glossary of Key Terms -- Introduction -- The Green Machine -- The Health Machine -- The Money Machine -- The Story Machine -- The Travel Machine -- The Innovation Machine -- The Driving Machine -- The Learning Machine -- The Happiness Machine -- The Marriage Machine -- Conclusion. 330 $aMobile Persuasion Design presents ten conceptual design projects (or ?Machines?) for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people?s behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people?s wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna. 410 0$aHuman?Computer Interaction Series,$x2524-4477 606 $aSocial sciences$xData processing 606 $aMedicine, Preventive 606 $aHealth promotion 606 $aSustainability 606 $aEconomic development 606 $aContinuing education 606 $aComputer Application in Social and Behavioral Sciences 606 $aHealth Promotion and Disease Prevention 606 $aSustainability 606 $aEconomic Development, Innovation and Growth 606 $aLifelong Learning 615 0$aSocial sciences$xData processing. 615 0$aMedicine, Preventive. 615 0$aHealth promotion. 615 0$aSustainability. 615 0$aEconomic development. 615 0$aContinuing education. 615 14$aComputer Application in Social and Behavioral Sciences. 615 24$aHealth Promotion and Disease Prevention. 615 24$aSustainability. 615 24$aEconomic Development, Innovation and Growth. 615 24$aLifelong Learning. 676 $a004 700 $aMarcus$b Aaron$4aut$4http://id.loc.gov/vocabulary/relators/aut$0950766 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910299216603321 996 $aMobile Persuasion Design$92520007 997 $aUNINA