E-Learning and Games [[electronic resource] ] : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / / edited by Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (XIV, 308 p. 180 illus.) |
Disciplina | 371.337 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
Education—Data processing User interfaces (Computer systems) Application software Computer graphics Personal Computing Computers and Education User Interfaces and Human Computer Interaction Information Systems Applications (incl. Internet) Computer Graphics |
ISBN | 3-319-65849-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game. |
Record Nr. | UNISA-996465565103316 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
E-Learning and Games : 11th International Conference, Edutainment 2017, Bournemouth, UK, June 26–28, 2017, Revised Selected Papers / / edited by Feng Tian, Christos Gatzidis, Abdennour El Rhalibi, Wen Tang, Fred Charles |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Descrizione fisica | 1 online resource (XIV, 308 p. 180 illus.) |
Disciplina | 371.337 |
Collana | Information Systems and Applications, incl. Internet/Web, and HCI |
Soggetto topico |
Personal computers
Education—Data processing User interfaces (Computer systems) Application software Computer graphics Personal Computing Computers and Education User Interfaces and Human Computer Interaction Information Systems Applications (incl. Internet) Computer Graphics |
ISBN | 3-319-65849-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Virtual Reality and Augmented Reality in Edutainment -- Gamification for Serious Game and Training -- Graphics, Imaging and Applications -- E-Learning and Game. |
Record Nr. | UNINA-9910484396103321 |
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors) |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (335 pages) |
Disciplina | 303.4834 |
Collana | Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI |
Soggetto topico | Computers and civilization |
ISBN | 3-030-79460-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- AI and Persuasion -- Positing a Sense of Agency-Aware Persuasive AI: Its Theoretical and Computational Frameworks -- 1 Introduction -- 2 Why Should SoA Matter to Persuasive Technologies? -- 3 The Phenomenology of Sense of Agency -- 4 Computing for a Sense of Agency-Aware Persuasive AI -- 4.1 Intention-Action Link of a Beneficial and Trustworthy Persuasive AI -- 4.2 Action-Outcome Link of a Creative Causal Inferencing AI -- 4.3 Computing for the Sense of Agency -- 5 From Formalisms to Practical Design -- 6 Conclusion -- References -- Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models -- 1 Introduction -- 1.1 Background -- 1.2 The Models -- 1.3 Our Approach -- 1.4 Research Questions -- 1.5 Structure of This Paper -- 2 Materials and Methods -- 2.1 Materials -- 2.2 Sampling and Participants -- 2.3 Design and Procedure -- 3 Results -- 4 Conclusion -- 4.1 Discussion -- 4.2 Limitations -- 4.3 Future Work -- References -- Towards Adaptive Robotic Tutors in Universities: A Field Study -- 1 Introduction -- 2 Social Robots in Higher Education -- 3 Contribution -- 4 Learning Environment -- 4.1 Learning Material -- 4.2 Implementation of the Adaptive Robotic Tutor -- 5 User Study -- 5.1 Participants -- 5.2 Questionnaires -- 5.3 Procedure -- 6 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- The Use of a Tablet to Increase Older Adults' Exercise Adherence -- 1 Introduction -- 2 Methods -- 2.1 Study Design -- 2.2 Measures -- 3 Results -- 3.1 Participants -- 3.2 Exercise Adherence and Tablet Engagement -- 3.3 Prediction of Exercise Adherence -- 4 Discussion -- 4.1 Principal Findings -- 4.2 Limitations -- 4.3 Conclusions -- References -- Towards an Automatic Generation of Persuasive Messages.
1 Introduction -- 2 Related Works on Text Generation -- 3 The Persuasive Messages Generator -- 4 Experiment -- 4.1 Training Dataset -- 4.2 Variables and Metrics -- 4.3 Results -- 5 Conclusions and Future Work -- References -- Persuasive Social Robot Using Reward Power over Repeated Instances of Persuasion -- 1 Introduction -- 2 Research Method -- 2.1 Design -- 2.2 Hypothesis -- 2.3 Measure -- 2.4 Participants -- 3 Procedure -- 3.1 Task, Robot, and Environment -- 4 Conclusion -- References -- Case Studies -- Planning Habit: Daily Planning Prompts with Alexa -- 1 Introduction -- 2 Related Work -- 2.1 IVAs -- 2.2 Planning Prompts -- 3 Design Process -- 3.1 Stage I: Initial Design -- 3.2 Stage II: Usability Testing -- 3.3 Stage III: Final Design -- 4 Feasibility Study -- 4.1 Method -- 4.2 Quantitative Findings -- 4.3 Qualitative Findings -- 5 Discussion -- 5.1 Limitations and Future Research -- 6 Conclusion -- References -- Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study -- 1 Introduction -- 2 Related Work -- 3 Driving Feedback Avatar -- 3.1 Avatar and Feedback Design -- 3.2 Feedback Algorithm -- 3.3 Persuasiveness -- 4 Method -- 4.1 Wizard-of-Oz Setup -- 4.2 Procedure -- 4.3 Measures -- 4.4 Participants -- 5 Results -- 5.1 Aggressive Driving -- 5.2 Emotional Attachment -- 5.3 Perceived Functionality -- 6 Discussion -- 6.1 Methodological Limitations -- 6.2 Design Considerations -- 7 Conclusion -- References -- Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies -- 1 Introduction -- 2 Background -- 3 Methods -- 4 Results and Discussion -- 4.1 Evaluating the CHEERS App and the Effect of Social Influence Strategies -- 4.2 User Acceptance of a Mobile Persuasive Ap for Responsible Alcohol Use -- 5 Summary, Conclusions, Limitations, and Future Work -- References. Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts -- 1 Introduction -- 2 Related Work -- 2.1 Context-Based Habit-Support Interventions -- 2.2 Context-Aware (Non-habit) Behavior Change Interventions -- 2.3 Wearable Visual Context Detection -- 3 Habit-Support Interventions Design -- 3.1 Intervention Contexts -- 3.2 Intervention Mediums -- 3.3 Cameras and Privacy -- 4 PAL Implementation -- 4.1 Mobile App -- 4.2 Wearable Device -- 4.3 Context Detection Models -- 5 Study Design -- 5.1 Participants -- 5.2 Measures -- 5.3 Procedures -- 6 Results -- 6.1 Chosen Habit-Support Contexts -- 6.2 Quantitative Habit Formation -- 6.3 Qualitative Responses -- 7 Discussion -- 7.1 Key Findings -- 7.2 Limitations and Future Work -- 7.3 Recommendations and Implications -- 8 Conclusion -- References -- Emotions and User Experience -- Disparate Impact Diminishes Consumer Trust Even for Advantaged Users -- 1 Introduction -- 2 Background and Related Work -- 3 Method -- 3.1 Operationalization -- 3.2 Hypotheses -- 3.3 Procedure -- 3.4 Statistical Analyses -- 3.5 Participants -- 4 Results -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations and Future Work -- 6 Conclusion -- References -- Towards Better Rating Scale Design: An Experimental Analysis of the Influence of User Preference and Visual Cues on User Response -- 1 Introduction -- 2 Related Work -- 2.1 Rating Scales Design Impact -- 2.2 Users' Preference of Rating Scale -- 2.3 Use of Colour Cues for Rating Scale -- 3 Methodology -- 3.1 Research Hypotheses -- 3.2 Rating Scale Designs for the User Study -- 3.3 User Study Interface Design -- 4 Empirical and Statistical Evaluations -- 5 Results and Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Investigating User Perceptions of Persuasive Design Elements that Influence Perceived Credibility -- 1 Introduction. 1.1 Background -- 1.2 Current Study -- 2 Method -- 2.1 Materials -- 2.2 Procedure -- 3 Results -- 3.1 The Measurement Model -- 3.2 The Structural Model -- 4 Discussion -- 5 Conclusion -- References -- Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model -- 1 Introduction -- 2 Related Literature -- 2.1 Customer Satisfaction -- 2.2 Kano's Model of Customer Satisfaction -- 2.3 Persuasive Systems Features and E-Commerce Websites -- 3 Research Approach -- 4 Results -- 4.1 Respondents' Characteristics -- 4.2 Kano's Categorization of Persuasive Features -- 5 Discussion and Implications -- 5.1 Primary Task Support Features -- 5.2 Dialogue Support -- 5.3 Credibility Support -- 5.4 Social Support -- 6 Conclusions and Future Work -- References -- The Role of Emotional Expression in Behavior Change Coaching by a Social Robot -- 1 Introduction -- 1.1 Behavior Change - Tiny Habits Method -- 1.2 Robots as a Persuasive Technology -- 2 Case Study: Emotional Expression in Behavior Change Coaching -- 2.1 Method -- 2.2 Experimental Setup -- 2.3 Results -- 3 Discussion -- 4 Conclusion -- References -- Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Experimental Design -- 3.2 Participants -- 4 Data Analysis and Results -- 4.1 Personality-Based Rating Behavior Analysis -- 4.2 Culture-Based Rating Behavior Analysis -- 5 Discussion -- 6 Design Recommendations -- 7 Conclusion -- References -- Making Them Use It: User Perceptions that Determine the Acceptance of a Persuasive Interventions for Child Healthcare -- 1 Introduction -- 2 Persuasive Technologies and Information Systems -- 3 Methods -- 4 Results -- 5 Discussion -- 6 Conclusions -- References -- Methods and Techniques. A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations -- 1 Introduction -- 2 Related Studies -- 3 Methodology -- 3.1 Selection of Applications -- 3.2 Coding Applications -- 3.3 Analysis -- 4 Results -- 4.1 Common Persuasive Strategies in E-Commerce Applications -- 4.2 Relation Between Application's Popularity and Strategies Used -- 4.3 Relation Between Application's Rating and Strategies Used -- 4.4 Detailed Analysis of the Top 7 Applications -- 5 Discussion -- 5.1 Strengths and Weaknesses of the Applications -- 5.2 Design Recommendations -- 6 Limitations -- 7 Conclusion -- References -- Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 1 Introduction -- 2 Background -- 2.1 Inspiration Cards -- 2.2 Canvases -- 2.3 Designing Persuasive Technology -- 2.4 Challenges and Potentials in Creative Situations -- 3 Research Design -- 4 Artifact Description: Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 4.1 Technology Cards -- 4.2 Application Cards -- 4.3 Potentials Cards -- 4.4 Canvas -- 5 Demonstration and Evaluation -- 6 Discussion and Conclusion -- References -- Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey -- 1 Introduction -- 2 Related Work -- 3 Survey Design -- 4 Results -- 5 Discussion -- 5.1 Key Findings -- 5.2 Key Recommendations -- 5.3 Key Limitations and Future Work -- 6 Conclusion -- References -- Theory and Guidelines -- Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change -- 1 Introduction -- 2 Bringing Together Shared Decision Making and Behaviour Change -- 2.1 Existing Models About Caregiver's Role and the Dialog Between Caregiver and Patient -- 2.2 Existing Models About Designing for Behaviour Change. 2.3 Shared Decision Making for Behaviour Change. |
Record Nr. | UNINA-9910488708703321 |
Cham, Switzerland : , : Springer, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors) |
Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
Descrizione fisica | 1 online resource (335 pages) |
Disciplina | 303.4834 |
Collana | Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI |
Soggetto topico | Computers and civilization |
ISBN | 3-030-79460-1 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- AI and Persuasion -- Positing a Sense of Agency-Aware Persuasive AI: Its Theoretical and Computational Frameworks -- 1 Introduction -- 2 Why Should SoA Matter to Persuasive Technologies? -- 3 The Phenomenology of Sense of Agency -- 4 Computing for a Sense of Agency-Aware Persuasive AI -- 4.1 Intention-Action Link of a Beneficial and Trustworthy Persuasive AI -- 4.2 Action-Outcome Link of a Creative Causal Inferencing AI -- 4.3 Computing for the Sense of Agency -- 5 From Formalisms to Practical Design -- 6 Conclusion -- References -- Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models -- 1 Introduction -- 1.1 Background -- 1.2 The Models -- 1.3 Our Approach -- 1.4 Research Questions -- 1.5 Structure of This Paper -- 2 Materials and Methods -- 2.1 Materials -- 2.2 Sampling and Participants -- 2.3 Design and Procedure -- 3 Results -- 4 Conclusion -- 4.1 Discussion -- 4.2 Limitations -- 4.3 Future Work -- References -- Towards Adaptive Robotic Tutors in Universities: A Field Study -- 1 Introduction -- 2 Social Robots in Higher Education -- 3 Contribution -- 4 Learning Environment -- 4.1 Learning Material -- 4.2 Implementation of the Adaptive Robotic Tutor -- 5 User Study -- 5.1 Participants -- 5.2 Questionnaires -- 5.3 Procedure -- 6 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- The Use of a Tablet to Increase Older Adults' Exercise Adherence -- 1 Introduction -- 2 Methods -- 2.1 Study Design -- 2.2 Measures -- 3 Results -- 3.1 Participants -- 3.2 Exercise Adherence and Tablet Engagement -- 3.3 Prediction of Exercise Adherence -- 4 Discussion -- 4.1 Principal Findings -- 4.2 Limitations -- 4.3 Conclusions -- References -- Towards an Automatic Generation of Persuasive Messages.
1 Introduction -- 2 Related Works on Text Generation -- 3 The Persuasive Messages Generator -- 4 Experiment -- 4.1 Training Dataset -- 4.2 Variables and Metrics -- 4.3 Results -- 5 Conclusions and Future Work -- References -- Persuasive Social Robot Using Reward Power over Repeated Instances of Persuasion -- 1 Introduction -- 2 Research Method -- 2.1 Design -- 2.2 Hypothesis -- 2.3 Measure -- 2.4 Participants -- 3 Procedure -- 3.1 Task, Robot, and Environment -- 4 Conclusion -- References -- Case Studies -- Planning Habit: Daily Planning Prompts with Alexa -- 1 Introduction -- 2 Related Work -- 2.1 IVAs -- 2.2 Planning Prompts -- 3 Design Process -- 3.1 Stage I: Initial Design -- 3.2 Stage II: Usability Testing -- 3.3 Stage III: Final Design -- 4 Feasibility Study -- 4.1 Method -- 4.2 Quantitative Findings -- 4.3 Qualitative Findings -- 5 Discussion -- 5.1 Limitations and Future Research -- 6 Conclusion -- References -- Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study -- 1 Introduction -- 2 Related Work -- 3 Driving Feedback Avatar -- 3.1 Avatar and Feedback Design -- 3.2 Feedback Algorithm -- 3.3 Persuasiveness -- 4 Method -- 4.1 Wizard-of-Oz Setup -- 4.2 Procedure -- 4.3 Measures -- 4.4 Participants -- 5 Results -- 5.1 Aggressive Driving -- 5.2 Emotional Attachment -- 5.3 Perceived Functionality -- 6 Discussion -- 6.1 Methodological Limitations -- 6.2 Design Considerations -- 7 Conclusion -- References -- Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies -- 1 Introduction -- 2 Background -- 3 Methods -- 4 Results and Discussion -- 4.1 Evaluating the CHEERS App and the Effect of Social Influence Strategies -- 4.2 User Acceptance of a Mobile Persuasive Ap for Responsible Alcohol Use -- 5 Summary, Conclusions, Limitations, and Future Work -- References. Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts -- 1 Introduction -- 2 Related Work -- 2.1 Context-Based Habit-Support Interventions -- 2.2 Context-Aware (Non-habit) Behavior Change Interventions -- 2.3 Wearable Visual Context Detection -- 3 Habit-Support Interventions Design -- 3.1 Intervention Contexts -- 3.2 Intervention Mediums -- 3.3 Cameras and Privacy -- 4 PAL Implementation -- 4.1 Mobile App -- 4.2 Wearable Device -- 4.3 Context Detection Models -- 5 Study Design -- 5.1 Participants -- 5.2 Measures -- 5.3 Procedures -- 6 Results -- 6.1 Chosen Habit-Support Contexts -- 6.2 Quantitative Habit Formation -- 6.3 Qualitative Responses -- 7 Discussion -- 7.1 Key Findings -- 7.2 Limitations and Future Work -- 7.3 Recommendations and Implications -- 8 Conclusion -- References -- Emotions and User Experience -- Disparate Impact Diminishes Consumer Trust Even for Advantaged Users -- 1 Introduction -- 2 Background and Related Work -- 3 Method -- 3.1 Operationalization -- 3.2 Hypotheses -- 3.3 Procedure -- 3.4 Statistical Analyses -- 3.5 Participants -- 4 Results -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations and Future Work -- 6 Conclusion -- References -- Towards Better Rating Scale Design: An Experimental Analysis of the Influence of User Preference and Visual Cues on User Response -- 1 Introduction -- 2 Related Work -- 2.1 Rating Scales Design Impact -- 2.2 Users' Preference of Rating Scale -- 2.3 Use of Colour Cues for Rating Scale -- 3 Methodology -- 3.1 Research Hypotheses -- 3.2 Rating Scale Designs for the User Study -- 3.3 User Study Interface Design -- 4 Empirical and Statistical Evaluations -- 5 Results and Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Investigating User Perceptions of Persuasive Design Elements that Influence Perceived Credibility -- 1 Introduction. 1.1 Background -- 1.2 Current Study -- 2 Method -- 2.1 Materials -- 2.2 Procedure -- 3 Results -- 3.1 The Measurement Model -- 3.2 The Structural Model -- 4 Discussion -- 5 Conclusion -- References -- Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model -- 1 Introduction -- 2 Related Literature -- 2.1 Customer Satisfaction -- 2.2 Kano's Model of Customer Satisfaction -- 2.3 Persuasive Systems Features and E-Commerce Websites -- 3 Research Approach -- 4 Results -- 4.1 Respondents' Characteristics -- 4.2 Kano's Categorization of Persuasive Features -- 5 Discussion and Implications -- 5.1 Primary Task Support Features -- 5.2 Dialogue Support -- 5.3 Credibility Support -- 5.4 Social Support -- 6 Conclusions and Future Work -- References -- The Role of Emotional Expression in Behavior Change Coaching by a Social Robot -- 1 Introduction -- 1.1 Behavior Change - Tiny Habits Method -- 1.2 Robots as a Persuasive Technology -- 2 Case Study: Emotional Expression in Behavior Change Coaching -- 2.1 Method -- 2.2 Experimental Setup -- 2.3 Results -- 3 Discussion -- 4 Conclusion -- References -- Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Experimental Design -- 3.2 Participants -- 4 Data Analysis and Results -- 4.1 Personality-Based Rating Behavior Analysis -- 4.2 Culture-Based Rating Behavior Analysis -- 5 Discussion -- 6 Design Recommendations -- 7 Conclusion -- References -- Making Them Use It: User Perceptions that Determine the Acceptance of a Persuasive Interventions for Child Healthcare -- 1 Introduction -- 2 Persuasive Technologies and Information Systems -- 3 Methods -- 4 Results -- 5 Discussion -- 6 Conclusions -- References -- Methods and Techniques. A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations -- 1 Introduction -- 2 Related Studies -- 3 Methodology -- 3.1 Selection of Applications -- 3.2 Coding Applications -- 3.3 Analysis -- 4 Results -- 4.1 Common Persuasive Strategies in E-Commerce Applications -- 4.2 Relation Between Application's Popularity and Strategies Used -- 4.3 Relation Between Application's Rating and Strategies Used -- 4.4 Detailed Analysis of the Top 7 Applications -- 5 Discussion -- 5.1 Strengths and Weaknesses of the Applications -- 5.2 Design Recommendations -- 6 Limitations -- 7 Conclusion -- References -- Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 1 Introduction -- 2 Background -- 2.1 Inspiration Cards -- 2.2 Canvases -- 2.3 Designing Persuasive Technology -- 2.4 Challenges and Potentials in Creative Situations -- 3 Research Design -- 4 Artifact Description: Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 4.1 Technology Cards -- 4.2 Application Cards -- 4.3 Potentials Cards -- 4.4 Canvas -- 5 Demonstration and Evaluation -- 6 Discussion and Conclusion -- References -- Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey -- 1 Introduction -- 2 Related Work -- 3 Survey Design -- 4 Results -- 5 Discussion -- 5.1 Key Findings -- 5.2 Key Recommendations -- 5.3 Key Limitations and Future Work -- 6 Conclusion -- References -- Theory and Guidelines -- Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change -- 1 Introduction -- 2 Bringing Together Shared Decision Making and Behaviour Change -- 2.1 Existing Models About Caregiver's Role and the Dialog Between Caregiver and Patient -- 2.2 Existing Models About Designing for Behaviour Change. 2.3 Shared Decision Making for Behaviour Change. |
Record Nr. | UNISA-996464521003316 |
Cham, Switzerland : , : Springer, , [2021] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|