Presentation of research material towards an individual project for Ambient Visualisation with Devices (DESC9179), semester 2, 2007, Faculty of Architecture Design and Planning, The University of Sydney, by Piotr Kulaga.
1. Persuasive Computing
“Design for the Mind”
Research Presentation
by Piotr Kulaga
desc9179 – Semester 2, 2007
5 Sep 07 'DESIGN FOR THE MIND' by Piotr Kulaga - desc9179 Ambient Visualisation with Devices 1
2. The theme of
my presentation Assimilate - Para-functional electric bath-
duck.
Design is aimed at the ‘mind’
(rather than just satisfying desired functions).
Design can provoke action.
An object can form meanings which remain with us for life.
Meaning is conveyed through the process of gaining of an
understanding of the object’s form and its behaviours.
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3. Persuasive
Computing Visualise - the invisible nature of energy.
A design methodology employing various technical (computing) and
theoretical (behavioural science) solutions.
The main proponent is B.J. Fogg of Stanford University.
Proactive technologies that unobtrusively encourage changes of
lifestyle and behaviour.
The best known class of persuasive devices are Recommender
Systems (www.amazon.com), these are not covered here.
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4. My Approach
Identify – personalising the phone.
A designer adapting the Persuasive Computing methodology to
design problems.
Design itself can be a device of persuasion.
Aspects of design that reach beyond the first impressions and
penetrate our intuition.
Dilemma – not many papers with strong academic credentials
support this approach.
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5. Papers chosen [1]
Your image - Wearable electronics.
Range from Computer Science projects and
appropriations in Specialist Disciplines to purely design
focused deliberations.
Conscious of the social impact and context of persuasive
computing techniques.
Focused on the promotion of health, well-being and our
synergy with the environment.
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6. Papers chosen [2]
Foresee - BioLogic, a vision of appliances.
“Reflection through interaction - Raising energy awareness among young
people with interaction design and speculative re-design of personal objects”,
Mattias Ludvigsson, MSc Thesis in Interaction Design, IT University Göteborg.
“Embedding behavior modification strategies into a consumer electronic device:
a case study” J. Nawyn, S. S. Intille, and K. Larson, Proceedings of the 8th
International Conference on Ubiquitous Computing, 2006.
“Playful Tray: Adopting Ubicomp and Persuasive Techniques into Play-based
Occupational Therapy for Reducing Poor Eating Behaviour in Young Children”
Jin-Ling Lo, Tung-yun Lin, Hao-hua Chu, Hsi-chin Chou, Jen-hao Chen, Jane
Yung-jen Hsu, Polly Huang, National Taiwan University.
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7. Common issues
Reflect - ‘Accessories for Lonely Men’.
The mode of implementation;
Based on personal devices (rather than SMS or other mobile phone push
technologies).
The human problems addressed;
Aimed at changing existing lifestyle patterns and personal habits, rather than
entice people to a given new proposition.
Not centred on improving web services, e-commerce or aimed at advertising
or promotional activities.
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8. The Differences
Interact – P. Ramette’s Praise of Laziness.
Different age groups and varying level of user sophistication are
targeted.
Level of specificity in the proposed solutions.
(from general awareness and values to particular habits and tasks)
Authors’ academic background and orientation.
(from science to design).
Formality of the pilot studies and the evaluation of effectiveness of
the proposed solutions.
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9. Mattias Ludvigsson
Provoke - The hood phone jacket.
“Reflection through interaction”
Interaction Design Master Thesis.
The Static! Project, IT University Göteborg Sweden.
“Can personal objects raise young people’s awareness of energy consumption.”
Prototypes of products for a study of Persuasive Device Design.
Discussion of provocative, critical and reflective design approaches.
Extensive study of design process methodologies to support the objectives
of persuasion.
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10. Mattias Ludvigsson
Persuasion Critique - ‘Fashion Victims’, garments which
react to mobile phone radiation and stain.
Communicating through the form.
Products can be used to influence people’s behaviour, attitudes,
feelings and thoughts (Fogg)
Provoke thought and discussion about ideas.
Aims to stimulate and empower the users to identify themselves with
and to communicate their attitude through interaction with their
objects.
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11. Mattias Ludvigsson
Design Issues Confront - Techno-parasite climbs a lantern
post, destroys the light bulb (its source of life),
and falls to the ground.
Interaction with objects in everyday life.
Technology as a tool for persuasion.
Responsibility of the designer.
Ambiguity of design.
The user needs to interpret the design, hence forming a personal
relation to the suggested issues.
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12. Mattias Ludvigsson
Concept development Think – Initial sketches.
Probe packages
(returned material)
Personal Inventory
(individuals in the study)
Secondary sources
(inspiration)
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13. Mattias Ludvigsson
Final Prototypes Inspire - Philips Vision of the Future.
The wind music player
(mock-up)
Medallion sensor accessory
(mock-up)
Toothbrush phone charger
(mock-up)
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14. J. Nawyn et al.
Shape - Buckminster Fuller geodesic dome.
“Embedding behavior modification strategies
into a consumer electronic device” - ViTo
Master of Science Thesis, Supervisor: Kent Larson, Principal
Research Scientist, MIT Department of Architecture.
The daily “screen time” with TV and entertainment systems continues to rise.
The sedentary lifestyle is linked with obesity and Type 2 diabetes.
The ViTo system is intended to decrease user’s television viewing while
increasing the non-sedentary activities.
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15. J. Nawyn et al.
The problem situation
The intrinsic rewards of TV viewing (relaxation, passivity)
are immediate and self-reinforcing.
In contrast, physical activity is impeded by the perceived
‘high costs’ of entry into the pursuit and the lack of
short-term rewards.
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16. J. Nawyn et al.
Persuasion via a computer
The proposed ubiquitous computing system employs a sensing
infrastructure to recognize the TV viewing and wearable
accelerometers to detect physical activity.
The interface consists of a pocket PC used as a remote control and
planning/reviewing daily activity.
The system employs behavioural science strategies to moderate
habitual TV viewing and to promote the user to undertake physical
activities.
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17. J. Nawyn et al.
The ViTo approach
Behaviour modification depends on the delivery of motivational
strategies at the precise place and time the behaviour occurs.
The task is to pre-empt or disrupt the stimulus-reward cycle of TV
watching.
Decrease the costs of entry into physical activity and provide
immediate positive reinforcement.
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18. J. Nawyn et al.
The Methodology
Cast aside previously tried methods like motivational material and locking or
exercise-contingent TV activation systems.
(Eg Telecycle requires the user to pedal an exercise bicycle in order to watch the TV and Square
Eyes uses step-counting shoe insole.)
Instead, by value-adding features to a remote control we provide information
that is timely, tailored to their situation, subtle and easy to process.
The features include built-in program listings, access to a media library,
activity management, and games to entice users into adopting the
persuasive technology into their routines.
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19. J. Nawyn et al.
The psychology of persuasion
Use strategies that promote intrinsic motivation and self-reflection.
Avoid nagging, punishment or the use of coercion for motivation.
Brief interaction sequences along with a time-out period between
presentations.
Focus on elements of fun, reward, and novelty to induce positive effect
rather than guilt.
Eg simple puzzles that use physical activity as input and the TV for display.
The puzzles start with provocative but incomplete information and as user’s
movement is sensed, they are rewarded with further information.
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20. J. Nawyn et al.
The ViTo system [1]
The ViTo system
architecture
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21. J. Nawyn et al.
The ViTo system [2]
ViTo handheld interface showing
the main menu and the assignment
of hardware buttons to the
remote control functions.
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22. J. Nawyn et al.
Behaviour Modification Strategies
Methodology is derived from research on learning and
decision-making.
Behavioural sciences derived phenomena like; suggestibility, goal-setting, and operant
conditioning, have been well studied and are empirically supported.
The main areas include;
User experience strategies - satisfaction and rewards to promote the adoption and use
of the device.
Activity transition strategies - to promote less sedentary alternatives to TV viewing.
Proactive interface strategies - that encourage behaviour change.
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23. J. Nawyn et al.
Convincing Results
The ViTo prototype study was tailored for an individual who lives and
watches TV alone and was conducted in a specially instrumented research
apartment called the PlaceLab.
One participant, a 33-year-old male school teacher, was recruited via a flyer in
an ice cream parlour.
The 14-day evaluation revealed that a persuasive computing device can
influence user behaviour with little burden of annoyance.
A true ecological validity of this claim, however, would require the
deployment of ViTo in real homes over a period of many years.
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24. Jin-Ling Lo et al.
Be - Youth oriented accessories.
“Playful Tray: Adopting Ubicomp and Persuasive
Techniques into Play-based Occupational Therapy
for Reducing Poor Eating Behaviour in Young Children”
Jin-Ling Lo, Tung-yun Lin, Hao-hua Chu, Hsi-chin Chou, Jen-hao Chen, Jane
Yung-jen Hsu, Polly Huang, National Taiwan University.
http://mll.csie.ntu.edu.tw/papers/playful_tray_ubicomp2007.pdf
School of Occupational Therapy, Department of Physical Medicine and
Rehabilitation, Graduate Institute of Networking and Multimedia, Department of
Computer Science and Information Engineering, Department of Electrical
Engineering, at the National Taiwan University.
Product designs and two working prototypes.
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25. Jin-Ling Lo et al.
The ‘Playful Tray’ project outline
Objectives
Improve poor eating behaviour in young children after they reached their
self-feeding age.
Reduce the negative power play interactions between parents and children.
Means
Utilize Ubicomp technology in occupational therapy to implement behaviour
intervention where the target behaviour occurs and when the treatment is most
effective.
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26. Jin-Ling Lo et al.
The Playful Tray operating principles
The Playful Tray is embedded with an interactive game played over
a weight sensitive tray surface.
The tray recognises and tracks the natural eating actions.
Child eating actions are then used as game inputs.
Changing the weight sensibility of the tray effects the size of the
bites required to trigger a game response.
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27. Jin-Ling Lo et al.
The persuasive situation
A young child is performing her
imitation skit and not paying
attention to eating her food.
Same child is actively eating
to interact with the game in
the Playful Tray.
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28. Jin-Ling Lo et al.
Play-based feeding behaviour intervention
The tray design is based on learning theories and the key
components of playfulness, including;
Intrinsic motivation - attention on the process (activity) not the outcome.
Internal control - participant feels in charge of their actions.
Suspension of reality - pretend quality in their actions.
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29. Jin-Ling Lo et al.
Physical design – initial prototype
The first playful tray prototype,
the Colouring Game Tray.
Problems identified:
frustration with the initially plain character,
quick onset of boredom,
excessive attention distracted some from eating,
some ate too quickly - impatient to see the fully coloured character.
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30. Jin-Ling Lo et al.
Version 2 – the Racing Game Tray
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31. Jin-Ling Lo et al.
Playful Tray system architecture
The software and sensor system architecture.
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32. Jin-Ling Lo et al.
The Playful Tray Game
Screen shots for the final Racing Game
The character controlled by the child is chosen at random (adding an
element of ambiguity).
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33. Jin-Ling Lo et al.
The pilot study and results [1]
A pilot study was conducted on two child/parent mealtime events to check
for the reliability of the data coding.
(A modified behaviour coding system created by A. C. Moore)
Each parent and child received scores of three behavioural categories
reflecting the frequencies at which they exhibited the behaviours.
The results suggest that by using the Racing Game Playful Tray children
were more focused on self-feeding than without it.
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34. Jin-Ling Lo et al.
The pilot study and results [2]
A high ratio of the on-task/off-task behaviour suggests greater frequency
of desired behaviour versus off-task activity.
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35. Design for the Mind
Conclusions Paradox - The 22 pop typewriter – email
for non-technical people.
The papers do not converge on identical solutions.
However the approach and methods proposed are in
concordance with those identified and established in
behavioural science.
No need to guess or speculate upon the required strategy for effective
persuasion mechanisms.
All papers conclude with positive findings and call for
further development and more extensive study.
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