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Persuasive technology : using computers to change what we think and do / B.J. Fogg.
Van Pelt Library BF637.P4 F55 2003
By Request
- 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
- Online:
- Publisher description
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