Sökning: "Persuasive System Design"

Visar resultat 1 - 5 av 32 uppsatser innehållade orden Persuasive System Design.

  1. 1. Interrupting prolonged sitting behavior with gamification: Mobile adaptation of the break reminder desktop app Liopep

    Kandidat-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Angelica Caridad Hernandez Cerutti; [2023]
    Nyckelord :;

    Sammanfattning : The present work aims at guiding the design transition of the break reminder desktop application Liopep to a mobile platform. The goal is to improve and adapt the gamified intervention to address sedentary behavior at an organizational level. LÄS MER

  2. 2. EcoBot : study design and development of a persuasive FSM-free Chatbot for energy saving

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Francesco Milano; [2023]
    Nyckelord :chatbot; context management; persuasive strategies; domestic energy saving; smart appliances; sustainability.; chatbot; kontexthantering; övertygande strategier; hushållsenergibesparing; smarta apparater; hållbarhet;

    Sammanfattning : This study presents the development and evaluation of a conversational agent, EcoBot, designed to inform users about their energy habits and persuade them to save more energy when at home, to help fight climate change and energy waste. To reach this goal, three persuasion strategies were first identified: Feedback, to give users personalized suggestions based on their habits, Goal Setting, to set and track consumption goals for the user’s domestic appliances, and Social Comparison, to compare the user’s consumption with that of others. LÄS MER

  3. 3. Persuasive Language Learning - Qualitative research on user engagement in the persuasive system design of Duolingo

    Kandidat-uppsats, Jönköping University/Tekniska Högskolan

    Författare :Sofie Kastelli; Napsugár Takács; [2023]
    Nyckelord :Persuasion; Gamification; User-engagement; Duolingo; MALL; mobile-learning; mobile-language-learning; gamified interaction design;

    Sammanfattning : Duolingo is a popular mobile language-learning application that has been around the market since 2012 and has been researched in its language-learning abilities. It is crucial for mobile language learning applications to keep their users interested, nevertheless, as users easily lose interest in continuing their language study. LÄS MER

  4. 4. Shaping Awareness Around Electric Vehicle Driver's Power Load on the Electric Grid

    Kandidat-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Yakira Pulido Moreno; [2023]
    Nyckelord :;

    Sammanfattning : This thesis researched how electric vehicle users in Uppsala county could be encouraged to change their charging habits, such that they avoid contributing to power peaks in the electrical grid, using only non-monetary incentives. The application area was in Dansmästaren, a parking building with multiple charging stations for electrical vehicles. LÄS MER

  5. 5. ”Dark patterns, begreppet användarna inte känner till” : En kartläggning av webbplatsanvändarnas kunskaper om dark patterns

    Kandidat-uppsats, Högskolan i Borås/Akademin för bibliotek, information, pedagogik och IT

    Författare :Frida Luks; [2023]
    Nyckelord :dark patterns; persuasive design; users; mapping; övertalning; webbplatsanvändare; kartläggning;

    Sammanfattning : Dark patterns are ubiquitous in user interfaces of today. They are often created by designers to manipulate users to make decisions they didn’t intend, or perhaps even wanted, in an interface that first and foremost benefits the stakeholders – at the expense of the users. LÄS MER