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Persuasive technology
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==Taxonomies== ===Functional triad=== Persuasive technologies can be categorized by their functional roles. [[B. J. Fogg]] proposes the ''functional triad'' as a classification of three "basic ways that people view or respond to computing technologies": persuasive technologies can function as tools, media, or social actors β or as more than one at once.{{sfn|Fogg|1998}} * As ''tools'', technologies can increase people's ability to perform a target behavior by making it easier or restructuring it.{{sfn|Fogg|2003b}} For example, an [[Wizard (software)|installation wizard]] can influence task completion β including completing tasks not planned by users (such as installation of additional software). * As ''media'', interactive technologies can use both interactivity and narrative to create persuasive experiences that support rehearsing a behavior, empathizing, or exploring causal relationships.{{sfn|Fogg|2003c}} For example, simulations and games instantiate rules and procedures that express a point of view and can shape behavior and persuade; these use [[procedural rhetoric]].{{sfn|Bogost|2007|p={{page needed|date=August 2021}}}} * Technologies can also function as ''social actors''.{{sfn|Reeves|Nass|1996|p={{page needed|date=August 2021}}}}{{sfn|Turkle|1984|p={{page needed|date=August 2021}}}} This "opens the door for computers to apply ... social influence".{{sfn|Fogg|2003d}} Interactive technologies can cue social responses, e.g., through their use of language, assumption of established social roles, or physical presence. For example, computers can use [[embodied conversational agent]]s as part of their interface. Or a helpful or [[self-disclosure|disclosive]] computer can cause users to mindlessly [[Reciprocity (social psychology)|reciprocate]].{{sfn|Fogg|Nass|1997b}}{{sfn|Moon|2000}} Fogg notes that "users seem to respond to computers as social actors when computer technologies adopt animate characteristics (physical features, emotions, voice communication), play animate roles (coach, pet, assistant, opponent), or follow social rules or dynamics (greetings, apologies, turn taking)."{{sfn|Fogg|1998}} ===Direct interaction v. mediation=== Persuasive technologies can also be categorized by whether they change attitude and behaviors through direct interaction or through a mediating role:{{sfn|Oinas-Kukkonen|Harjumaa|2008}} do they persuade, for example, through [[human-computer interaction]] (HCI) or [[computer-mediated communication]] (CMC)? The examples already mentioned are the former, but there are many of the latter. Communication technologies can persuade or amplify the persuasion of others by transforming the social interaction,{{sfn|Licklider|Taylor|1968}}{{sfn|Bailenson|Beall|Loomis|Blascovich|2004}} providing shared feedback on interaction,{{sfn|Dimicco|Pandolfo|Bender|2004}} or restructuring communication processes.{{sfn|Winograd|1986}} ===Persuasion design=== Persuasion design is the design of messages by analyzing and evaluating their content, using established psychological research theories and methods. Andrew Chak{{sfn|Perfetti|2003}} argues that the most persuasive web sites focus on making users feel comfortable about making decisions and helping them act on those decisions. During the clinical encounter, clinical decision support tools (CDST) are widely applied to improve patients' satisfaction towards medical decision-making shared with the physicians.{{sfn|Yang|Shah|Burnside|Little|2020}} The comfort that a user feels is generally registered subconsciously. {{sfn|Spahn|2012}} ===Persuasion by social motivators=== Previous research has also utilized on social motivators like competition for persuasion. By connecting a user with other users,{{sfn|De Oliveira|Cherubini|Oliver|2010}} his/her coworkers,{{sfn|Thieme|Comber|Miebach|Weeden|2012}} friends and families,{{sfn|Caraban|Ferreira|Gouveia|Karapanos|2015}} a persuasive application can apply social motivators on the user to promote behavior changes. Social media such as Facebook, Twitter also facilitate the development of such systems. It has been demonstrated that social impact can result in greater behavior changes than the case where the user is isolated.{{sfn|Chiu|Chang|Chang|Chu|2009}}
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