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A master's thesis from Aalborg University
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Designing for Persuasion - A study of persuasive design methods through information architecture

Authors

;

Term

4. Term

Publication year

2018

Submitted on

Pages

80

Abstract

Denne kandidatafhandling i informationsarkitektur (2018) undersøger, hvilke metoder der bruges i arbejdet med overtale­nde teknologier – digitale løsninger, der søger at påvirke holdninger eller adfærd – og om der kan udvikles en ny metode ved at kombinere overtalesesteori og informationsarkitektur. Arbejdet er styret af tre spørgsmål: Hvordan kan en metode til design og evaluering af overtale­nde teknologier håndtere de udfordringer, der opstår ved brug af PSD-modellen (en model for design af overtalesessystemer)? Hvad kendetegner de metoder, der anvendes inden for overtalesesdesign? Og hvordan kan informationsarkitektur bidrage til en metode for overtalesesteknologi? Vi gennemførte et omfattende litteraturstudie af alle proceedings fra Persuasive Technology Conference 2006–2017. Ud af i alt 340 artikler identificerede vi 16 metoder, som vi placerede i Sanders Research Design Landscape, et rammeværk til at kortlægge forsknings- og designmetoder, for at tydeliggøre deres karakteristika. Med udgangspunkt i ni retningslinjer, udviklet på baggrund af overtalesesteori og informationsarkitektur, analyserede vi metoderne og udviklede en ny metode: DEDE-metoden. Den består af fire faser og to indbyggede stopblokke (beslutningspunkter, hvor processen kan standses). I modsætning til mange eksisterende tilgange betegner DEDE-metoden ikke enhver teknologi som overtale­nde alene fordi den ændrer holdning eller adfærd. Det primære akademiske bidrag er DEDE-metoden, der forener overtalesesteori og informationsarkitektur. Det sekundære bidrag er et samlet overblik over, hvad der kendetegner metoder inden for feltet overtalesesteknologi.

This master’s thesis in Information Architecture (2018) examines how methods are used in persuasive technologies—digital solutions designed to influence attitudes or behaviors—and whether a new method can be created by combining persuasion theory and information architecture. The work is guided by three questions: How can a method for designing and evaluating persuasive technologies address issues encountered when applying the PSD model (a model for persuasive systems design)? What characterizes the methods used in persuasive design? And in what ways can information architecture contribute to a method for persuasive technology? We conducted an extensive literature review of all proceedings from the Persuasive Technology Conference from 2006 to 2017. From a total of 340 papers, we identified 16 methods and mapped them in the Sanders Research Design Landscape, a framework for positioning research and design methods, to make their characteristics clear. Based on nine guidelines derived from persuasion theory and information architecture, we analyzed these methods and developed a new method: the DEDE method. It has four phases and two built-in stop blocks (decision points where the process can be halted). Unlike many existing approaches, the DEDE method does not label every technology as persuasive simply because it changes attitudes or behaviors. Our primary academic contribution is the DEDE method, which brings together persuasion theory and information architecture. Our secondary contribution is an overview of the characteristic features of methods in the field of persuasion.

[This abstract was generated with the help of AI]