My Account Log in

2 options

Persuasive technology : using computers to change what we think and do / B.J. Fogg.

Online

Available online

View online
Van Pelt Library BF637.P4 F55 2003
Loading location information...

By Request Item cannot be checked out at the library but can be requested.

Log in to request item
Format:
Book
Author/Creator:
Fogg, B. J.
Series:
Morgan Kaufmann series in interactive technologies
The Morgan Kaufmann series in interactive technologies
Language:
English
Subjects (All):
Persuasion (Psychology)--Computer programs.
Persuasion (Psychology).
Human-computer interaction.
Computer programs.
Physical Description:
xxviii, 283 pages : illustrations ; 23 cm.
Place of Publication:
Amsterdam ; Boston : Morgan Kaufmann Publishers, /, [2003]
Summary:
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. In this thought-provoking book, based on nine years of research, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers -- anyone who wants to leverage or simply understand the persuasive power of interactive technology -- will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial -- and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology. B.J. Fogg has written this book to be your guide.
Contents:
Introduction: Persuasion in the Digital Age 1
Persuasion on the Web 2
Beyond the Web 2
The Emergence of "Captology" 5
Potential and Pitfalls 5
Advantage over Traditional Media: Interactivity 6
Advantages over Human Persuaders 7
1. Computers Are Persistent 7
2. Computers Allow Anonymity 8
3. Computers Can Store, Access, and Manipulate Huge Volumes of Data 8
4. Computers Can Use Many Modalities 9
5. Computer Software Can Scale 10
6. Computers Can Be Ubiquitous 10
Chapter 1 Overview of Captology 15
Defining Persuasion 15
Focus on the Human-Computer Relationship 16
Persuasion Is Based on Intentions, Not Outcomes 16
Levels of Persuasion: Macro and Micro 17
Microsuasion on the Web 19
Microsuasion in Video Games 19
Captology: Summary of Key Terms and Concepts 20
Chapter 2 The Functional Triad: Computers in Persuasive Roles 23
The Functional Triad: Roles Computers Play 23
Computers as Tools 24
Computers as Media 25
Computers as Social Actors 26
Applying the Functional Triad to Captology 27
Research and Design Applications 27
Chapter 3 Computers as Persuasive Tools 31
Seven Types of Persuasive Technology Tools 32
Reduction Technology: Persuading through Simplifying 33
Simplifying Political Input 34
Tunneling Technology: Guided Persuasion 34
Ethical Concerns 37
Tailoring Technology: Persuasion through Customization 37
Ethical Concerns 40
Tailoring Information for Context 40
Suggestion Technology: Intervening at the Right Time 41
Timing Is Critical 43
Self-Monitoring Technology: Taking the Tedium Out of Tracking 44
Eliminating a Language Quirk 45
Surveillance Technology: Persuasion through Observation 46
Surveillance Must Be Overt 47
Rewarding through Surveillance 48
Public Compliance without Private Acceptance 49
Conditioning Technology: Reinforcing Target Behaviors 49
Technology Applications of Operant Conditioning 50
Operant Conditioning in Computer Games 51
Applying Periodic Reinforcement 51
Shaping Complex Behaviors 53
The Right Persuasive Tool(s) for the Job 53
Chapter 4 Computers as Persuasive Media: Simulation 61
Persuading through Computer Simulation 62
Cause-and-Effect Simulations: Offering Exploration and Insight 63
HIV Roulette: A Cause-and-Effect Simulator 64
Rockett's New School: Learning Social Skills 66
Implications of Designer Bias 67
Environment Simulations: Creating Spaces for Persuasive Experiences 69
LifeFitness VR Rowing Machine: Competing in a Virtual Environment 70
The Tectrix VR Bike: Pedaling to Explore a Virtual Environment 70
Managing Asthma in a Simulated Environment 72
Using Simulation to Overcome Phobias 74
In My Steps: Helping Doctors to Empathize with Cancer Patients 76
Object Simulations: Providing Experiences in Everyday Contexts 77
Baby Think It Over: An Infant Simulator 78
Drunk Driving Simulator 79
Chapter 5 Computers as Persuasive Social Actors 89
Five Types of Social Cues 90
Persuasion through Physical Cues 91
The Impact of Physical Attractiveness 92
Using Psychological Cues to Persuade 94
The Stanford Similarity Studies 95
The Personality Study 95
The Affiliation Study 98
Ethical and Practical Considerations 100
The Oscilloscope Study 100
Influencing through Language 101
Persuading through Praise 103
Social Dynamics 105
The Reciprocity Study 108
Persuading by Adopting Social Roles 111
Computers in Roles of Authority 111
Social Cues: Handle with Care 114
Chapter 6 Credibility and Computers 121
What Is "Credibility"? 122
Trustworthiness 123
Expertise 124
Combinations of Trustworthiness and Expertise 124
When Credibility Matters in Human-Computer Interaction 125
Instructing or Advising 126
Reporting Measurements 127
Providing Information and Analysis 128
Reporting on Work Performed 128
Reporting on Their Own State 129
Running Simulations 130
Rendering Virtual Environments 130
Four Types of Credibility 131
Presumed Credibility 132
Surface Credibility 132
Reputed Credibility 135
Earned Credibility 136
Dynamics of Computer Credibility 137
Errors in Credibility Evaluations 139
Appropriate Credibility Perceptions 140
The Future of Computer Credibility 141
Chapter 7 Credibility and the World Wide Web 147
The Importance of Web Credibility 148
Variability of Web Credibility 148
Two Sides of Web Credibility 149
The Stanford Web Credibility Studies 150
Interpreting the Data 155
Trustworthiness and Expertise on the Web 156
Trustworthiness and Web Credibility 156
Elements that Increase Credibility: Significant Changes in 2002 Results 157
Elements that Decrease Credibility: Significant Changes in 2002 Results 159
Expertise and Web Site Credibility 160
Elements that Increase Credibility: Significant Changes in 2002 Results 161
Elements that Decrease Credibility: No Significant Changes in 2002 162
The Four Types of Web Credibility 163
Presumed Credibility on the Web 163
Reputed Credibility on the Web 165
Awards 165
Seals of Approval 165
Links from Credible Sources 166
Word-of-Mouth Referrals 167
Surface Credibility on the Web 167
Design Matters 167
Enhancing Surface Credibility 169
Earned Credibility on the Web 170
The Interaction Is Easy 171
The Information Is Personalized 172
The Service Is Responsive to Customer Issues 172
The Web Credibility Framework 173
The Web Credibility Grid 175
The Future of Web Credibility Research and Design 176
Chapter 8 Increasing Persuasion through Mobility and Connectivity 183
Intervening at the Right Time and Place 183
The Study Buddy 183
HydroTech 184
An Emerging Frontier for Persuasive Technology 185
Persuasion through Mobile Technology 185
Examining Mobile Health Applications 186
The Kairos Factor 187
The Convenience Factor 188
Simplifying Mobile Devices to Increase Persuasion Power 190
Wedded to Mobile Technology 192
Motivating Users to Achieve Their Own Goals 193
The Importance of Experience Design 194
Persuasion through Connected Technology 195
Leveraging Current, Contingent, and Coordinated Information 195
Connected Products: Leveraging Social Influence 197
Persuading through Social Facilitation 197
The Power of Social Comparison 198
Leveraging Conformity
and Resistance 199
Applying Social Learning Theory 201
Modeling Behavior at QuitNet.com 201
Modeling at epinions.com 204
Persuading through Intrinsic Motivation 204
AlternaTV: Leveraging Group-Level Intrinsic Motivators 205
The Future of Mobile and Connected Persuasive Technology 207
Chapter 9 The Ethics of Persuasive Technology 211
Is Persuasion Unethical? 212
Unique Ethical Concerns Related to Persuasive Technology 213
1. The Novelty of the Technology Can Mask Its Persuasive Intent 213
2. Persuasive Technology Can Exploit the Positive Reputation of Computers 215
3. Computers Can Be Proactively Persistent 216
4. Computers Control the Interactive Possibilities 216
5. Computers Can Affect Emotions But Can't Be Affected by Them 217
6. Computers Cannot Shoulder Responsibility 218
Intentions, Methods, and Outcomes: Three Areas Worthy of Inquiry 220
Intentions: Why Was the Product Created? 220
Methods of Persuasion 221
Using Emotions to Persuade 222
Methods That Always Are Unethical 223
Methods That Raise Red Flags 224
Operant Conditioning 224
Surveillance 226
Outcomes: Intended and Unintended 227
Responsibility for Unintended Outcomes 229
When Persuasion Targets Vulnerable Groups 230
Stakeholder Analysis: A Methodology for Analyzing Ethics 233
Step 1 List All of the Stakeholders 233
Step 2 List What Each Stakeholder Has to Gain 233
Step 3 List What Each Stakeholder Has to Lose 234
Step 4 Evaluate Which Stakeholder Has the Most to Gain 234
Step 5 Evaluate Which Stakeholder Has the Most to
Lose 234
Step 6 Determine Ethics by Examining Gains and Losses in Terms of Values 234
Step 7 Acknowledge the Values and Assumptions You Bring to Your Analysis 234
Education Is Key 235
Chapter 10 Captology: Looking Forward 241
Five Future Trends in Captology 243
Trend 1 Pervasive Persuasive Technologies 243
Trend 2 Growth Beyond Buying and Branding 244
Healthcare 245
Education 246
Trend 3 Increase in Specialized Persuasive Devices 246
Trend 4 Increased Focus on Influence Strategies 247
Trend 5 A New Focus on Influence Tactics 249
Looking Forward Responsibly 250.
Notes:
Includes bibliographical references and index.
ISBN:
1558606432
OCLC:
51618633

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account