The document appears to be a slide deck presentation on the topic of transforming sociotech design through social influence. Some key points:
- The presentation agenda covers topics such as defining transformation, transforming sociotech design, transforming models, socially influencing systems, and computer-supported influence.
- It discusses aspects of social influence like competition, social learning, social comparison, cooperation, normative influence, and social facilitation.
- It analyzes how social influence can be supported through computer-mediated environments in different ways like interpersonal influence, computer-moderated influence, and computer-human influence.
- The presentation aims to advance the understanding of social influence in technological contexts and provide a framework for designing persuasive technologies
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Transforming Sociotech Design (TSD) Tutorial
1.
2. PROF AGNIS STIBE
ESLSCA BUSINESS SCHOOL PARIS
MIT MEDIA LAB
TEDX : TRANSCENDING INSTINCTS
TEDX : PERSUASIVE CITIES
FORTUNE 100 : ORACLE & HP
AWARDS : NOKIA & SCHÖLLER
3.
4. AGENDA
9:00 INTRODUCTION
9:15 DEFINING TRANSFORMATION
9:30 TRANSFORMING SOCIOTECH DESIGN
10:00 BREAK
10:15 TRANSFORMING MODEL
10:35 SOCIALLY INFLUENCING SYSTEMS
10:55 COMPUTER-SUPPORTED INFLUENCE
11:15 BREAK
11:30 PERSUASIVE CITIES
11:45 PERSUASIVE BACKFIRING & DARK PATTERNS
12:00 PERSUASIVE DESIGN FOR SUSTAINABILITY
12:15 NEXT STEPS
10. MIT ML PEOPLE
ONTHE 2nd FLOOR
#TIMES ELEVATORS GO
TOTHE 2nd FLOOR
USE
ELEVATORS
100
USE
STAIRS
50
11.
12.
13.
14.
15. 120
2014
€ 30 000 000
FROM/VON
2010 —
TO/BIS
2014
Highlights
Radwege-Bauprojekte
Wichtige Radprojekte, in den Jahren 2010 bis 2014
umgesetzt: 1: Ottakringer Straße, 2: Ring-Rund-Radweg,
3: Radwege rund um den Hauptbahnhof, 4: Landstraßer
Gürtel, 5: Zentrum Meidling, 6: Kagraner Platz,
7: fahrradfreundliche Hasnerstraße
Generelle Radverkehrsplanung
und Studien
Auswahl aus Konzepten und Studien: Radlangstrecken und
Lückenschlüsse, befahrbare Haltestellenkaps für RadfahrerInnen,
Piktogramme und Pfeile zur Erhöhung der Verkehrssicherheit,
Radfahren gegen die Einbahn
1
2
4
5
6
3
7
Radfahren
gegen
die Einbahn
+16%
StVO-Novelle umgesetzt
Fahrradstraße: 1.650 m
Benutzungspflicht bei Radwegen aufgehoben: 1.970 m
Begegnungszonen: 1.200 m
Detailplanung
Mehr als 600 Einzelmaßnahmen für den (fließenden und ruhenden)
Radverkehr pro Jahr, unter breiter interdisziplinärer Beteiligung
am Planungs- und Umsetzungsprozess: Dienststellen, Bezirke,
Wirtschaftskammer, Polizei etc. (bis zu 30 Beteiligte)
Radfahrnetz
Citybike-Stationen
+96 km
2010
Budget für die
Radinfrastruktur
Millionen
Euro
(6 Mio. p.a.)
30
79
2010
Winterdienst
266 km prioritär geräumte Radwege
Errichtete Radabstellplätze
2010
+9.588
27.329 Stück
2014
36.917 Stück
2014
1.270 km
1.174 km
Radinfrastruktur 2010–2014
Tempo-30-Zonen in Wien
Befahrbare
Haltestellenkaps für
RadfahrerInnen
Radlangstrecken
Piktogramme
und Pfeile
zur Erhöhung der
Verkehrs-
sicherheit
Radfahren
gegen
die Einbahn
Modal Split Radverkehr
Anteil des Radverkehrs an den zurückgelegten
Wegen der Wienerinnen und Wienern
2010: 1.472 km
2014: 1.657 km
4,6%
7,1%
2010
2014
EINBAHN
ausgen.
2010
208.790 m
ausgen.
242.420 m
EINBAHN
2014
Impressum: Magistrat der Stadt Wien, Rathaus, A-1082 Wien, www.verkehr.wien.at
28. MY FUTURE IN THIS CITY
I SEE HOW IT DEVELOPS IN LINE WITH NOVEL TECHNOLOGIES
AND INNOVATIONS. I WILL HAVE A BALANCED LIFE IN IT. TO
LIVE THERE WILL BE SAFE AS COMMUNITIES WILL HAVE
STRONG COLLABORATIVE SPIRIT. I WILL BE ABLE TO FULFIL
MYSELF. I WOULD SPEND MORE TIME OUTSIDE OF MY HOME
TO INTERACT WITH OTHERS. WE WILL HAVE NICELY
DESIGNED PUBLIC SPACES FOR THE RESIDENTS OF ALL AGES.
47. Towards a Framework for Socially Influencing Systems:
Meta-analysis of Four PLS-SEM Based Studies
Agnis Stibe( )
MIT Media Lab, Cambridge, MA, USA
agnis@mit.edu
Abstract. People continuously experience various types of engagement through
social media, mobile interaction, location-based applications, and other tech-
nologically advanced environments. Often, integral parts of such socio-
technical contexts often are information systems designed to change behaviors
and attitudes of their users by leveraging powers of social influence, further de-
fined as socially influencing systems (SIS). Drawing upon socio-psychological
theories, this paper initially reviews and presents a typology of relevant social
influence aspects. Following that, it analyzes four partial least squares structural
equation modeling (PLS-SEM) based empirical studies to examine the inter-
connectedness of their social influence aspects. As a result, the analysis pro-
vides grounds for seminal steps towards the development and advancement of a
framework for designing and evaluating socially influencing systems. The main
findings can also deepen understanding of how to effectively harness social in-
fluence for enhanced user engagement in socio-technical environments and
guide persuasive engineering of future socially influencing systems.
69. AGNISANDREJSIEVAVOLDEMARS
TOTAL SALES RESULT
BROKER «IEDOD LETAK» EMPLOYEES OF BROKER «IEDOD LETAK»
50%50%
Average for all brokersPolicies in Partneris
312
1025 POINTS EARNED
POLICIES ISSUED IN SYSTEM
50% (18) 88%
25%
83%
33%
BROKER «IEDOD LETAK» POSITION IN TOP
70. TOP EVALUATORS INVOLVED SPECIALLISTS
JĀNIS BĒRZIŅŠ
467 564 EUR Saved
456 Twitter responses
Project: GAISMAS PILS
76. 76
✗ Colleagues are busy
✗ Other meetings ended late
✗ Meeting isn`t important
✗ Other are also late
✗ Late is acceptable
✗ No one makes remark that
somebody is late
✗ Meetings end and begin at
the same time
80. Advancing Typology of Computer-Supported Influence:
Moderation Effects in Socially Influencing Systems
Agnis Stibe( )
MIT Media Lab, Cambridge, MA, USA
agnis@mit.edu
Abstract. Persuasive technologies are commonly engineered to change beha-
vior and attitudes of users through persuasion and social influence without us-
ing coercion and deception. While earlier research has been extensively focused
on exploring the concept of persuasion, the present theory-refining study aims
to explain the role of social influence and its distinctive characteristics in the
field of persuasive technology. Based on a list of notable differences, this study
outlines how both persuasion and social influence can be best supported
through computing systems and introduces a notion of computer-moderated in-
fluence, thus extending the influence typology. The novel type of influence
tends to be more salient for socially influencing systems, which informs design-
ers to be mindful when engineering such technologies. The study provides
sharper conceptual representation of key terms in persuasive engineering, drafts
a structured approach for better understanding of the influence typology, and
presents how computers can be moderators of social influence.
82. Table 1. Persuasion and social influence in social psychology literature
Reference Persuasion Social Influence
Cialdini [3] Works by appealing to a set of
deeply rooted human drives and
needs, such as liking, reciprocity,
consistency, authority, and scarcity.
Humans look for social proof,
therefor rely on the people around
them for cues on how to think, feel,
and act.
Guadagno
et al. [11]
Refers to the changing of attitudes,
beliefs, or behavior of an individual
because of real or imagined external
pressure.
O’Keefe [21] Mainly relies on and is built upon
reasoning and argument to shift
attitudes and behavior of individuals
towards a desired agenda.
Commonly driven by the behavior
and actions of surrounding people.
Petty and
Cacioppo [22]
Two basic routes to persuasion.
One is based on the thoughtful
consideration of arguments central
to the issue, whereas the other is
based on peripheral cues.
Rashotte [23] Focuses merely on written or spoken
messages sent from source to
recipient.
Defined as change in thoughts,
feelings, attitudes, or behavior of
an individual that results from
interaction with another individual
or a group.
Wood [31] Typically includes detailed
argumentation that is presented
to people in a context with only
minimal social interaction.
Usually enabled and facilitated by
complex social settings.
84. COMPUTER – MEDIATED (CME)
FACE – TO – FACE (FTF)
COMPUTER – HUMAN (CHU)
COMPUTER – MODERATED (CMO)
INTERPERSONAL
INFLUENCE
USER
BEHAVIOR
USER
CONTENT
DYNAMIC
DESIGN
DYNAMIC
CONTENT
PERSUASIVE
DESIGN
85. many years. For example, Di Blasio and Milani [7] found that computer-mediated
discussion could possibly activate the central route of persuasion [22] more easily
than face-to-face interaction. This knowledge can be instrumental to explore more
granular differences between the two types of influence.
Table 3. Comparing the four types of influence
Interpersonal
Face-to-face
(FTF)
Computer-
mediated
(CME)
Computer-moderated
(CMO)
Computer-
human
(CHU)
Origin Human User User behavior Designer
Description People can
influence
each other in
the physical
world.
Users can
influence
each other
through
computers.
Computers can amplify,
decrease, or reverse influ-
ence based on the pres-
ence (or absence) of other
users and their behavior.
Computers
can influence
users when
designed to
do so.
3.3 Computer-Human (CHU) Influence
87. 260 A. Stibe
Table 4. Components of computer-supported influence
Content Design
Fixed (FC)
Preset by developers and owners
Supports CHU influence
(FD)
Preset by designers
Supports CHU influence
Dynamic (DC)
Generated by users
Supports interpersonal CME influence
(DD)
Evolving through user behavior
Supports interpersonal CMO influence
Historically, computer systems were often built with fixed design that was preset
by designers and fixed content that was predefined by system developers and owners.
With the overall technological advancement, computer systems are becoming more
social and dynamic by both allowing users to contribute own content and displaying
their interactions with the systems.
106. Persuasive Cities for Sustainable Wellbeing:
Quantified Communities
Agnis Stibe(&)
and Kent Larson
MIT Media Lab, Cambridge, USA
{agnis,kll}@mit.edu
Abstract. Can you imagine a city that feels, understands, and cares about your
wellbeing? Future cities will reshape human behavior in countless ways. New
strategies and models are required for future urban spaces to properly respond to
human activity, environmental conditions, and market dynamics. Persuasive
urban systems will play an important role in making cities more livable and
resource-efficient by addressing current environmental challenges and enabling
healthier routines. Persuasive cities research aims at improving wellbeing across
societies through applications of socio-psychological theories and their inte-
gration with conceptually new urban designs. This research presents an
ecosystem of future cities, describes three generic groups of people depending
on their susceptibility to persuasive technology, explains the process of defining
behavior change, and provides tools for social engineering of persuasive cities.
Advancing this research is important as it scaffolds scientific knowledge on how
to design persuasive cities and refines guidelines for practical applications in
achieving their emergence.
112. Persuasive Backfiring: When Behavior Change
Interventions Trigger Unintended
Negative Outcomes
Agnis Stibe1(&)
and Brian Cugelman2,3
1
MIT Media Lab, Cambridge, MA, USA
agnis@mit.edu
2
Statistical Cybermetrics Research Group,
University of Wolverhampton, Wolverhampton, UK
brian@alterspark.com
3
AlterSpark, Toronto, ON, Canada
142. A System Development Life Cycle for Persuasive Design
for Sustainability
Moyen M. Mustaquim( )
and Tobias Nyström
Uppsala University, Uppsala, Sweden
{moyen.mustaquim,tobias.nystrom}@im.uu.se
Abstract. The impact of a system development lifecycle (SDLC) often deter-
mines the success of a project from analysis to evolution. Although SDLC can
be universally used design projects, a focused SDLC for a specific complex de-
sign issue could be valuable for understanding diverse user needs. The impor-
tance of sustainability elevation using a persuasive system is not new. Previous
research presented frameworks and design principles for persuasive system de-
sign for sustainability, while an SDLC of sustainable system development also
exists. However, at present no SDLC for persuasive design aiming for sustaina-
bility is evident, which was proposed in this paper. An existing sustainable
SDLC established earlier by the authors was taken as the reference framework.
A cognitive model with established persuasive design principles was then ana-
lyzed and mapped within the context of the reference framework to come up
with the resulting life cycle. Finally, extensive discussions and future work pos-
sibilities were given.
Keywords: Sustainability · SDLC · Persuasive System Design · Cognitive
143. text, e.g. a similar approach
ize their platforms and offer
Fig. 1. System Develo
Ability. The ability phase
h that enterprise resource-planning systems use to standa
r standard solutions for companies.
opment Life Cycle of Persuasive Design for Sustainability
could be compared with the development phase in
ard-
the
147. Roadmap for Autonomous Cities: Sustainable Transformation of Urban Spaces
Roadmap for Autonomous Cities:
Sustainable Transformation of Urban Spaces
Full Paper
Ariel Noyman
MIT Media Lab
noyman@mit.edu
Agnis Stibe
MIT Media Lab
agnis@mit.edu
Kent Larson
MIT Media Lab
kll@mit.edu
Abstract
Despite the inherent relationship between cars and their physical urban surroundings, many cities are
hesitant to embrace the impact of autonomous mobility on urban design. Industry leaders envision
autonomous vehicles soon penetrating global markets, although the relationship between autonomous
vehicles and their urban context has been poorly discussed. Witnessing rapid technological advancement
and tardiness of city planning and execution, the proposed research diverts discourse from intrinsic
technology of autonomous vehicles to their impact on urban design. This paper offers a review of
historical cars-oriented design and the global surrender to car-culture in the past century. Then, it
elaborates on different autonomous technologies and their potential impact on urban form. Furthermore,
it shares plural plausible future perspectives to initiate a discussion on tangible implications of
autonomous vehicles on contemporary cities. Ultimately, this research suggests a preliminary roadmap to
the way autonomous mobility might be incorporated within new and existing cities.
149. Djurgården 2
Advice
Accenture Latvia Magazine | Issue 5 | May 2017
Advicefrom
AgnisStibe,
Transformational
Designer
Nowadays, there are experts in technology, experts in sensors, Thus, for machines to be able to resemble anything similar
Thepurpose
ofinnovationsArtificial intelligence (AI) is going to be just another buzzword if we
won’t try zooming out and locating it within a bigger picture of our
lives. What is AI? What is the purpose of AI? This discussion is currently
missing from the discourse around AI. To a certain degree, everyone is
interested in talking about AI, many say it is important, but why? How?
For whom? How AI will influence our daily routines? Finding answers to
these questions is essential already today.
Agnis is a Social
Engineer at MIT Media
Lab: transforms.me