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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
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
Opac: Controlla la disponibilità qui
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
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
Opac: Controlla la disponibilità qui
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors)
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
Opac: Controlla la disponibilità qui
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors)
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
Opac: Controlla la disponibilità qui