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2016, Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct
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4 pages
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Personalized and contextual interventions are promising techniques for mobile persuasive technologies in mobile health. In this paper, we propose the "fingerprints" technique to analyze the users' daily behavior patterns to find the meaningful moments to better support mobile persuasive technologies, especially mobile health interventions. We assume that for many persons, their behaviors have patterns and can be detected through the sensor data from smartphones. We develop a three-step interactive machine learning workflow to describe the concept and approach of the "fingerprints" technique. By this we aim to implement a practical and lightweight mobile intervention system without burdening the users with manual logging. In our feasibility study, we show results that provide first insights into the design of the "fingerprints" technique.
IEEE Access, 2019
Behavioral intervention strategies can be enhanced by recognizing human activities using eHealth technologies. As we find after a thorough literature review, activity spotting and added insights may be used to detect daily routines inferring receptivity for mobile notifications similar to just-in-time support. Towards this end, this work develops a model, using machine learning, to analyze the motivation of digital mental health users that answer self-assessment questions in their everyday lives through an intelligent mobile application. A uniform and extensible sequence prediction model combining environmental data with everyday activities has been created and validated for proof of concept through an experiment. We find that the reported receptivity is not sequentially predictable on its own, the mean error and standard deviation are only slightly below by-chance comparison. Nevertheless, predicting the upcoming activity shows to cover about 39 % of the day (up to 58 % in the best case) and can be linked to user individual intervention preferences to indirectly find an opportune moment of receptivity. Therefore, we introduce an application comprising the influences of sensor data on activities and intervention thresholds, as well as allowing for preferred events on a weekly basis. As a result of combining those multiple approaches, promising avenues for innovative behavioral assessments are possible. Identifying and segmenting the appropriate set of activities is key. Consequently, deliberate and thoughtful design lays the foundation for further development within research projects by extending the activity weighting process or introducing a model reinforcement. INDEX TERMS eHealth, mobile health, digital mental health, quantified self, receptivity, sequential prediction, health information management.
Elektrotechnik Und Informationstechnik, 2006
Researchers have an opportunity to develop assistive applications that empower people to change unhealthy habits through monitoring their behavior. Mobile applications can enhance self-monitoring by providing real-time feedback and employing persuasive technology. The projects presented demonstrate the potential of persuasive, assistive applications for both chronically ill and healthy individuals.
2012
Abstract As we consider the next set of challenges for pervasive health, what are the issues that our current expertise may not sufficiently address? What might we have overlooked that should be on our research agenda as we go forward? In this brief paper, I argue that we would benefit from knowing more about how to design persuasive systems for single use situations (eg, the decision to get a screening or vaccination) and that people can “graduate” from while maintaining healthy routines and habits they have developed.
Personalizing persuasive technologies can increase their efficacy at motivating the desired behavior change. Building on the success of the 2016 workshop which witnessed 16 paper presentations, 2 keynote presentations, and 43 participants from over 10 different countries, this year's workshop aims to advance the research area even further by addressing outstanding challenges and opportunities identified during the previous workshop. The workshop aims to connect a diverse group of researchers and practitioners interested in personalizing and tailoring persuasive technologies to share their experiences, ideas, discuss key challenges facing the area, and how to move the field forward. The workshop will cover broad areas of personalization and tailoring, including but not limited to personalization models, design and evaluation methods, and personalized persuasive technologies. We welcome submissions and ideas from any domain of persuasive technology and HCI including, but not limited to health, sustainability, games, safety and security, marketing, eCommerce, entertainment, and education. Workshop papers and ideas will be archived online to be accessible to the general public.
2020
Research has shown that personalizing persuasive technologies can increase their effectiveness and potentially leads to sustained behavioral change. Building on the success of the workshop in the past four years which attracted 100s of participants from over 20 different countries and led to a special issue, this year's workshop will further advance the research area by addressing outstanding challenges and opportunities identified during the previous workshops and developing a new focus areas for the field. The workshop aims to connect a diverse group of researchers and practitioners interested in personalization and tailoring of persuasive technologies. Attendees are encouraged to share their experiences, ideas, discuss key challenges facing the area, and discuss how to move the field forward. The workshop will cover broad areas of personalization and tailoring, including but not limited to personalization models, computational personalization, design and evaluation methods, a...
Personalizing persuasive technologies can increase their efficacy at motivating the desired behavior change. Building on the success of the 2016 workshop which witnessed 16 paper presentations, 2 keynote presentations, and 43 participants from over 10 different countries, this year's workshop aims to advance the research area even further by addressing outstanding challenges and opportunities identified during the previous workshop. The workshop aims to connect a diverse group of researchers and practitioners interested in personalizing and tailoring persuasive technologies to share their experiences, ideas, discuss key challenges facing the area, and how to move the field forward. The workshop will cover broad areas of personalization and tailoring, including but not limited to personalization models, design and evaluation methods, and personalized persuasive technologies. We welcome submissions and ideas from any domain of persuasive technology and HCI including, but not limited to health, sustainability, games, safety and security, marketing, eCommerce, entertainment, and education. Workshop papers and ideas will be archived online to be accessible to the general public. For more information see: https://personalizedpersuasion.wordpress.com/
Lifestyle choices and habits considered harmful, such as smoking, excessive alcohol use or fast food consumption, can cause organizations to perform inefficiently due to health concerns and lowered work performance. These choices may not be rational, and with proper motivation and inducement, the users could be persuaded to change their behaviours towards healthier lifestyle. In the literature, mobile applications are considered to be especially suited for this, as the mobile devices are always carried around and the persuasion of the user can happen at the best possible moment -the Kairos. We propose a method of using continuations to iteratively collect personalized information from the user and from immediate environment by utilizing embedded sensors in the mobile device and infrastructure-based services as data sources for persuasive applications. This information, with previously collected individual historical information, all stored within the continuation, is used to gradually eliminate the non-contributing factors of the Kairos, for the individual user and for the targeted behaviour. This method will eventually provide closer estimates of the Kairos-moments, thus improving the changes of persuading user successfully.
The goal of the Personalization in Persuasive Technology Workshop is to connect diverse groups of persuasive technology and behavior change researchers and practitioners interested in personalization and tailoring of persuasive technology to share their experiences, ideas, discuss key challenges facing the area, and how to move the field forward. The workshop will cover broad areas of personalization and tailoring, including but not limited to personalization models, design and evaluation methods, and personalized persuasive technologies. We welcome submissions and ideas from any domain of persuasive technology and HCI including, but not limited to health, sustainability, games, safety and security, marketing, eCommerce, entertainment and education. Workshop papers and ideas will be archived online to be accessible to the general public.
Persuasive Technology (PT) is an emerging, interdisciplinary research field, focusing on the design, development and evaluation of technologies aimed at creating awareness and inducing behavior change with the ultimate goal to increase wellbeing and quality of life. Academic researchers, designers, and practitioners from the social sciences and technological disciplines, as well as from the fields of health, healthcare, safety, sustainability, and ICT have developed this field in the preceding years, giving rise to a community which aims to 'persuade' people into adopting healthier lifestyles, behave more safely, and reduce consumption of renewable resources, to name a few examples. The 'technology' component in PT reflects usage of, amongst others, big data analytics, sensor technology for monitoring, personalized feedback and coaching, mHealth, data visualization techniques, serious gaming, and social media. Columbus, Copenhagen, Claremont, Oulu, Palo Alto, and Eindhoven, this time the picturesque city of Amsterdam was the place to be. For this conference, the special theme was "smart monitoring and persuasive coaching; building bridges between persuasion and personalized healthcare via real-time data collection and smart, empathic, user-adaptive engaging technology". Although still emerging and expanding (in parallel with the latest and upcoming technological developments and the opportunities they provide for managing behavior change), we feel that the field of Persuasive Technology is reaching maturity as indicated by the continuing increase in papers submitted to PT conferences along the years, a trend we believe will persist in the years to come as opportunities for technology-induced behavior change will steadily (or perhaps rather 'exponentially') continue to grow. Importantly however, our community is not defined and shaped merely from a technological point of view. That is, throughout the years, equal emphasis has been placed on gathering insights and a deeper understanding of the user involved and his or her needs, skills, and (cognitive) capabilities. Obviously, this is for a good reason, as any attempt at behavior change should be driven by a comprehensive understanding of the goals and needs of the people involved. From our point of view, a contribution to our field should thus have both technology and people at its core, something which is also reflected by the University of Twente's 'HI TECH, HUMAN TOUCH' philosophy. Taking note of these 'requirements', we are proud to say that the contributions to this conference (comprising papers, posters, demos, workshops, and contributions to symposia and doctoral colloquia) deliver and live up to the promise of connecting people and technology in order to enhance the quality of our life. In this volume of adjunct proceedings, we present the posters abstracts, demos, symposia, doctoral consortium papers, workshop proposals, and tutorial contributions. Ranging from linkages between gamification and heathy habits, design strategies for creating awareness and persistence, to big data analytics aimed at uncovering 'hidden' behavior patterns, the work presented here will inspire, educate, and motivate its reader and attract new contributors to our field. After all, in a world where augmented reality, the internet of things, and robotics have just seen the light of day, certainly the best is yet to come. We would like to thank all authors for their high-quality contributions which not only provide a comprehensive overview of our discipline and its landmarks so far, but also provide a sketch of the shape of things to come. Just as our discipline involves a dialogue between people and technology, the contributions you will find here involve a dialogue between authors and reviewers. Thanks to all reviewers for their valuable feedback, ideas and suggestions. Finally, thanks to our colleagues and students involved in the overall organization, the workshops, tutorials, doctoral consortium, posters, demos, symposia, and the conference itself. None of this would have been possible without your support, trust and dedication.
1 Introduction Personalizing Persuasive Technologies (PPTs) is a growing research area which investigates how interactive systems can be designed to better suit people of various dispositions, inclinations, and capabilities, and hence increase the efficacy of persuasive technology to motivate behavior change. Research has found that individual characteristics such as personality type [21-23], age [20], gender [24, 25], gamer type [17, 26, 27], and culture [28, 29] as well as an individual's susceptibility to persuasive attempts [14, 30] can be useful dimensions for tailoring persuasive technologies. Research has also explored how various psychological processes can be used to explain the persuasive effect of tailoring [15, 31, 32].
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