AI Bibliography |
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Fogg, B., Cuellar, G., & Danielson, D. (2002). Motivating, influencing, and persuading users. The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, L. Erlbaum Associates Inc., Hillsdale, NJ. |
| Resource type: Journal Article BibTeX citation key: Fogg2002 View all bibliographic details |
Categories: Cognitive Science, Computer Science, Decision Theory, General Subcategories: Decision making, Human decisionmaking, Social cognition Creators: Cuellar, Danielson, Fogg Publisher: Collection: The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, L. Erlbaum Associates Inc., Hillsdale, NJ |
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| Abstract |
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Since the advent of modern computing in 1946, the uses of computing technology have expanded far beyond their initial role of performing complex calculations (Denning & Metcalfe, 1997). Computers are not just for scientists any more; they are an integral part of workplaces and homes. The diffusion of computers has led to new uses for interactive technology; including the use of computers to change people’s attitudes and behavior—in a word: persuasion. Computing pioneers of the 1940s probably never imagined computers being used to persuade. Today, creating successful human-computer interactions (HCIs) requires skills in motivating and persuading people. However, interaction designers don’t often view themselves as agents of influence. They should. The work they perform often includes crafting experiences that change people—the way people feel, what they believe, and the way in which they behave. Consider these common challenges: How can designers motivate people to register their software? How can they get people to persist in learning an online application? How can they create experiences that build product loyalty? Often, the success of today’s interactive product hinges on changing people’s attitudes or behaviors. Sometimes the influence elements in HCI are small, almost imperceptible, such as creating a feeling of confidence or trust in what the computing product says or does. Other times, the influence element is large, even life altering, such as motivating someone to quit smoking. Small or large, elements of influence are increasingly present on Web sites, in productivity tools, in video games, in wearable devices, and in other types of interactive computing products. Due to the growing use of computing products and to the unparalleled ability of software to scale, interaction designers may well become leading change agents of the future. Are we ready?
The study and design of computers as persuasive technologies, referred to as captology, is a relatively new endeavor when compared to other areas of HCI (Fogg, 1997, 1998). Fortunately, understanding in this area is growing. HCI professionals have established a foundation that outlines the domains of applications, useful frameworks, methods for research, design guide- lines, best-in-class examples, as well as ethical issues (Berdichevsky & Neuenschwander, 1999; Fogg, 1999; Khaslavsky & Shedroff, 1999; King & Tester, 1999; Tseng & Fogg, 1999). This chapter will not address all these areas in-depth, but it will share some key perspectives, frameworks, and design guidelines relating to captology. |