Wicked Persuasion: A Designerly Approach
Persuasive computing has tended to be applied toward the promotion of minor behavior change in the direction of easily understood and uncontroversial goals. Such approaches may not make sense, however, when designing for so called ‘wicked problems’. We argue that while wicked problems can be effectively addressed through persuasive technology, a ‘designerly’ (as opposed to engineering or experimental psychology) approach is required in their creation. We illustrate this approach through the design of our own persuasive system directed at the wicked problem of encouraging local spending, and we draw lessons for persuasive design more generally.
Keywordspersuasion persuasive games interaction design wicked problems rhetoric
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