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Designing motivation using persuasive ambient mirrors

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Abstract

In this article, we describe four case studies of ubiquitous persuasive technologies that support behavior change through personalized feedback reflecting a user’s current behavior or attitude. The first case study is Persuasive Art, reflecting the current status of a user’s physical exercise in artistic images. The second system, Virtual Aquarium, reflects a user’s toothbrushing behavior in a Virtual Aquarium. The third system, Mona Lisa Bookshelf, reflects the situation of a shared bookshelf on a Mona Lisa painting. The last case study is EcoIsland, reflecting cooperative efforts toward reducing CO2 emissions as a set of virtual islands shared by a neighborhood. Drawing from the experience of designing and evaluating these systems, we present guidelines for the design of persuasive ambient mirrors: systems that use visual feedback to effect changes in users’ everyday living patterns. In particular, we feature findings in choosing incentive systems, designing emotionally engaging feedback, timing feedback, and persuasive interaction design. Implications for current design efforts as well as for future research directions are discussed.

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Notes

  1. In the framework proposed by Jordan includes four pleasures: Physio-Pleasure, Psycho-Pleasure, Socio-Pleasure and Ideo-Pleasure. The framework intends to be used for designing pleasurable products. In our framework, we added the economic incentive because it is very useful incentive to change human behavior. Also, our physical incentive, psychological incentive, social incentive and ideological incentive contain negative effects to users for controlling them with a feedback loop.

  2. Human needs to spend a cognitive effort to understand metaphors. Metaphors have the power to make certain attributes salient, and hide others.

  3. The concept of affordance could be a guideline to design linkages between activities and feedback information. Product semantics [46] may be one of theories to help understanding how persuasive expression affords the meaning of desirable lifestyle.

  4. In [74] and [75], they present how people feel aesthetic and empathy in the human computer interaction. Their discussions are closely related to the design of persuasive ambient mirrors. The relationship between an artifact and its user is a key to design aesthetics and empathy. Feeling aesthetics and empathy on an artifact is related to people’s past experiences and cultural differences. This means that what a user feels aesthetics and empathy is also changed according to people’ personal experiences. A person’s personal experience and cultural differences construct his/her personality. If the personality of an artifact is matched to the personality of a user, the user feels more aesthetics and empathy on the artifact [65]. Thus, the discussion means that the design of aesthetics and empathy needs to consider the personality of persuasive ambient mirrors, and it is effective to change their visual expressions according to their users’ personality.

  5. In product design, the user feels empathy when their belongings can be personalized gradually like a pet’s growing. The aspect is important to use products for a long time, and it is effective for maintaining environmental sustainability. In the near future, we may use various daily smart objects to motivate the user to change undesirable behavior.

  6. The elaboration likelihood model [62] explains the importance for the dual routes to persuasion. The central route offers heavily cognitive information to change the user’s attitude by the ideological incentive, and the peripheral route enables the user to change their attitude through the short-term feedback.

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Correspondence to Tatsuo Nakajima.

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Nakajima, T., Lehdonvirta, V. Designing motivation using persuasive ambient mirrors. Pers Ubiquit Comput 17, 107–126 (2013). https://doi.org/10.1007/s00779-011-0469-y

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