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Persuasive and Motive Technology CS160: User Interfaces John Canny

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Page 1: Persuasive and Motive Technologybid.berkeley.edu/cs160-fall10/images/c/c7/Lec20.pdf · Persuasive Technology –Feedback F1: Meter placement.Placement where visibility was high (over

Persuasive and Motive

Technology

CS160: User Interfaces

John Canny

Page 2: Persuasive and Motive Technologybid.berkeley.edu/cs160-fall10/images/c/c7/Lec20.pdf · Persuasive Technology –Feedback F1: Meter placement.Placement where visibility was high (over

Persuasive Technology – Short History

Social Marketing, 1970s

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Persuasive Technology – Short History

1970s Fuel crisis

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Persuasive Technology – Short HistoryDepartment of Energy is created in response to this crisis.

Intensive research begins on new energy sources and

ways to reduce consumption.

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Persuasive Technology – Short History

The Fuel crisis forced governments to look for ways

to reduce energy use – a large chunk of which is

personal use.

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Persuasive Technology – Short History

This led to a flurry of behavioral work (the psychology of

behavior change). How do you change consumer’s energy

use?

Energy feedback meters were installed inside houses. Two

factors had a big effect on energy savings. What do think

they were?

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Persuasive Technology – Feedback

F1: Meter placement. Placement where visibility was

high (over the sink) worked better than where it was low.

F2: Goal setting. Feedback was much more effective (2x)

if users set goals and could measure progress towards

them from the meter.

The Theory of Reasoned Action (TRA) asserts

that behavior is goal-directed, and driven by

users’ perception of progress to goals.

Meter placement affects the frequency of

goal activitation and goal feedback affects

users sense of progress toward goals.

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Persuasive Technology – Feedback

A third factor had a moderate effect:

F3: Showing energy use by peers (consumers with similar

household and house size).

TRA asserts that intentions are shaped by social

comparison (with similar users).

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Feedback – Google Power Meter

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iGoogle version - better

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Ubifit/Ubigreen

Ambient display on a cell phone.

Display shows progress relative to user goals (video)

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Ubifit/Ubigreen

Users spontaneously shared their screens – spontaneous

social influence.

But attempts to automate sharing had mixed results. Users

who had not been working out turned it off.

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Wii Fit

Goal-setting, regular goal activation (at startup), social influence

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Persuasive and Motive Tech.

Computers are supposed to help us do what we want

to do.

These days that includes:

• Lose weight

• Exercise more

• Spend more time with family

• Reduce your carbon footprint

• Save more for retirement…

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11/24/2010 15

Persuasive and Motive Tech.

Secretary metaphor: Humans as rational actors, only need help organizing and retrieving information.

Coach metaphor: Human as irrational actors, need a lot of help with major life goals.

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The Psychology of Persuasion

1. Law of Reciprocity

2. Law of Contrast

3. Law of Friends

4. Law of Expectancy

5. Law of Association

6. Law of Consistency

7. Law of Scarcity

8. Law of Conformity

9. Law of Power

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Law of Reciprocity

When someone gives you something of perceived value,

you desire to give them something in return:

• Christmas cards

• Tips

• Rides

• Dinner

• “Free” samples…

This is hard to apply generally because it seems to

require a human correspondent.

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Reciprocity and Apps

While not obvious, there are many “things” you can give

to a user:

• Status, through “power seller” titles.

• A chance to be heard.

• “Stuff” (in video games and

second life).

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Law of Contrast

Differences between items are exaggerated when they

are placed close in space or time.

Most often used to “stretch” a purchase.

• “Look at the $90,000 house before the $120,000

house.” The latter looks much better, and is likely to

push the buyer toward the larger purchase.

• Order dessert after all other courses.

• Options on a car or PC individually cost very little

compared to the item itself.

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Law of Contrast

Can also be used to encourage an action:

• Sale items always contrast with non-sale items to

encourage a purchase.

• XYZ phone: $400

XYZ phone with 1 year unlimited service: $400.

• Buy one, get one free.

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Law of Contrast

Exercise app(?)

Present a hard exercise regimen before offering the user

an easier one.

Emphasize the improvements through conserving X

additional watts of electricity over plan Y.

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Law of Friends

A “friend” in this context is someone we believe to have

our best interests at heart. We are strongly

motivated to do what friends ask us for.

When someone we respect or like expresses an

expectation about how we behave, we will want to

fulfill it.

Law of Expectancy

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Personified Agents

There are several attempts in using human incentives in

some games. E.g. Xbox and Wii fit’s fitness coaches.

Lots of research on this. It seems

that the embodied agent helps.

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Law of Association

We favor products or services that are endorsed by

people we like or respect.

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Law of Consistency

People will stand by verbal or written commitments they

have made.

This is one of the most versatile persuasive principles.

It’s a key aspect of Logos arguments, which seek to

extract commitments from the listener.

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Law of Consistency

A skilled practitioner of logos will spend most of his or her

time asking questions, rather than speaking.

e.g. If the goal of the game is fitness, you could ask the user:

1. Are you happy with the way you look?

2. Do you have enough energy to do the things you like?

3. Do you feel healthy now?

4. Do you think you’ll be healthy in 10 years?

5. Are you a healthy role model

for your kids?

For each negative response, there

is a simple argument to start a

fitness program.

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Law of Consistency

UI and game designers can make use of this principle to

influence users.

Consider these menu dialogs:

• I would like to exercise 1 per day: YES/NOT SURE

• I will switch to salads for lunch every DAY/WEEK/?

Users can only commit in one direction. If they do, their

behavior will gradually change.

They cannot reinforce negative feelings about exercise

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Law of Scarcity

People ascribe higher value to things they perceive as

scarce. E.g.

• Clearance Sale

• Limited edition

• We have another offer on the house…

• Playing “hard to get”

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Law of Conformity

Also called “social proof”. We strongly tend to make

choices similar to those of a large fraction of our

peer group.

A weak version of this idea is implemented by Amazon

and others as “people who liked the items in your

shopping basket also liked…”

Works much better when you know the people, or

believe them to be like you.

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Law of Conformity

Many examples on Facebook – which is itself a powerful

persuasive medium

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Law of Conformity

Where do you fit on this plot?

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Law of Conformity

Or this one?

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Law of Conformity

For UI or game design, the designer can enhance

influence by choosing to tell the user about peers

that have already made a positive decision.

Personal messages (with user identity) are more effective

than anonymous ones.

Some peers are more influential than others. These

“opinion leaders” can improve persuasion, and they

can often be identified automatically.

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Law of Power

We are strongly influenced by people we perceive as

having greater authority, strength or expertise.

• Physicians

• Church leaders

• Professors

• Auto Mechanics

• The president

• People who act authoritatively*

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The Psychology of Persuasion

1. Law of Reciprocity

2. Law of Contrast

3. Law of Friends

4. Law of Expectancy

5. Law of Association

6. Law of Consistency

7. Law of Scarcity

8. Law of Conformity

9. Law of Power

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Other Frameworks: CASA

CASA is Computers As Social Actors. It was created by Cliff

Nass and Byron Reeves in the 1990s.

Idea is that interactive systems mimic

part of the experience (and have

similar influences to) interacting

with a person.

B.J. Fogg founded the area of Captology

(Persuasive Technology) in 1996.

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Captology

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ECA – Embodied Conversational Agents

This system (Cavazza et al. 2010) engages users in dialog about their workplace,

aiming to improve users‟ attitudes about work and reduce stress, aka “HWYD”.

It first parses user speech input, then classifies its emotional/content dimensions.

Then it makes a hand-written response intended to improve user attitude.

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ECA – Embodied Conversational Agents

<User13>: hello Sam Weller my day has been a bit dramatic

<System14>: Indeed! Please, tell me more.

(EmoVoice: Positive-Passive)

<User15>: we've just lent her department is going to be merged with the Barcelona one I've always liked working in the final department

<System16>: What do you think will happen next?

(EmoVoice: Positive-Passive)

<User17>: I heard some people will be moved to the other office in the next couple of months hopefully I won't get laid off or forced on with their

<System18>: You seem to be in a good mood.

<System19>: But are you sure this is appropriate for the situation?

<System22>: I'm worried that this may mean more stress for you

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Dialogicality

Dialogical presentation (superficial mimicing of a human

conversation) improves persuasion (attitude change).

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Motivation

Alice

Mom, my friend Betsy is going to a rock

concert next Saturday and invited me to

go along. It’s a concert by one of my

favorite bands and I really want to go. It’s

going to be in the city about an hour away.

It’ll end pretty late at night so it would be

best if one of us drove. Betsy’s parents

are taking her car on a trip, so I’ll need to

borrow your car.

Goal: To borrow mom’s car to attend

a rock concert.

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Motivation

Alice

Mom, my friend Betsy is going to a rock concert

next Saturday and invited me to go along.

Where is it?

How are you going to get there?

It’s going to be in the city about an hour away

It’ll end pretty late at night so it would be best

if one of us drove.

Betsy’s parents are taking her car on a trip,

so I’ll need to borrow your car.

Is Betsy driving?

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Which method should Alice choose?

(1) All the information right up front

(2) Short relevant responses to prompts

The Question (Version 0.0)

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The Question (Version 1.0)

Dialogic System

What about…?

How does this translate to the design of persuasive interfaces?

Recorded Message System

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System A: Recorded Message

This is clearly the most important item on the

list. Oxygen is absolutely essential for life

support. There’s no way we’ll survive the trek to

the mother ship without it, even if we know

where it is. We’ll die without it. Oxygen is

number one.

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System A: Recorded Message

It’s so crucial to find our way back to the mother

ship before our resources like oxygen run out.

We need everything possible to help us find our

way to the mother ship. Clearly the compass is

the only tool we’ve got to point us in the right

direction. So the order should go signal flares

for the mother ship to find us and then magnetic

compass for us to at least head in the right

direction towards it.

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System B: Dialogic

How could we use the signal flares?

Will the life raft be useful?

?

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Hypotheses

I. The dialogic system will be more persuasive than the recorded message system.

II. Participants using the dialogic system will receive less information than those using the recorded message system.

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Results

Measure Effect Size* P-value (t-test) P-value (Perm)

Spearman Rank Coefficient 0.5011 p = 0.0379 p = 0.0380

Kendall’s Tau 0.4612 p = 0.0507 p = 0.0527

Spearman’s Footrule 0.5849 p = 0.0193 p = 0.0191

DS 0.5977 p = 0.0176 p = 0.0181

Comparison of Persuasive Force across Systems

Comparison of Amount of Information Heard across Systems

Number of Statements Effect Size P-value (t-test)

102 3.223 p < 10e-17

*Effect size = difference between persuasive forces (µ dialogic- µ recorded message)

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Revisiting Hypotheses

I. The dialogic system will be more persuasive than the recorded message system.

II. Participants using the dialogic system will receive less information than those using the recorded message system.

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11/24/2010 51

Self-Efficacy (Bandura)

Very important principle for understanding social factors in persuasion, and for helping users who struggle with the task.

Self-efficacy for a behavior is the individual’s belief that they can successfully achieve that behavior. (can vary with the behavior).

Self-efficacy determines individuals’ likelihood of success in the long-term and especially their ability to deal with setbacks/challenges. Self-efficacy can be improved by:

• Prior achievement

• Vicarious experience (seeing someone else do it)

• Testimonial (someone telling you that you can do it)

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Persuasion for Maternal Health

Territory size is proportional to # of deaths due to complications in

pregnancy in 2000.

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Government’s View on Maternal Health

persuades improves

ClientAccredited

Social Health

Activist

(ASHA)

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11/24/2010 54

ASHA realities

Lack of training: a few days instead of 22 days.

Lack of education: some are semi- or illiterate instead.

Low status (working women).

Often from different village.

Socially isolated (no peers in village).

Performance-based compensation – reduces client trust.

Dependent on village council endorsement.

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A Place for ICT?

persuades improves

Pregnant Client

and her

Influencers

ASHA

motivates

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Authority Motives

Video of village council member recorded by an ASHA using phone.

Authority: People are more persuaded by those perceived as

authority figures and experts.[Milgram „63]

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Persuasive Video Example

Video on danger signs during pregnancy created by researcher with the

help of a local artist and NGO staff.

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Results from Intervention

persuades improves

Pregnant ClientASHAs

Improved self-

efficacy from

testimonials

motivates

Instructional videos

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Capturing AuthorityInfluencers (village leaders) seemed naturally motivated to be in videos

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11/24/2010 60

Summary

Persuasive/motive technology is a young field but with potential impact on many of societies current challenges.

Some design patterns have worked well: goal-driven feedback

• User defines a realistic goal

• Frequent feedback is given about progress

Humans are (currently) the best persuaders, but little is known about which aspects of H-H interaction matter, and how that depends on the task.

Social persuasion is probably the most powerful form, if we can figure out how to use social influence without a downside.