Integrating Persuasive Technology in Participatory Design Workshops: Prototypes for Participant Support

In participatory design, non-professional designers are also involved in the design process. Creativity and motivation play an important role, and non-professionals in particular can have problems of motivation or ability. Persuasive technologies can be used to positively influence participants’ behavior. Applying a design science research approach, this study developed four persuasive technology artifacts to support workshop participants, based on existing work on participatory design, persuasive technologies, and creativity support tools. The following prototypes were implemented: (1) tablet-based support; (2) Bluetooth beacons for location-based triggers; (3) QR codes for additional information; and (4) a humanoid robot assistant. Each prototype incorporates persuasive strategies to exert a positive influence on workshop participants’ behavior by enhancing motivation and ability and initiating triggers. In the absence of any previous concrete implementations of persuasive technologies for participatory design, the described artifacts extend the existing knowledge base by proposing in-person collaboration as a novel application field for persuasive technology.

[1]  Margot Brereton,et al.  New challenges for design participation in the era of ubiquitous computing , 2008 .

[2]  Kathrin M. Möslein,et al.  Overcoming Mass Confusion: Collaborative Customer Co-Design in Online Communities , 2005, J. Comput. Mediat. Commun..

[3]  Kathrin M. Möslein,et al.  Facilitating collaborative design: a toolkit for integrating persuasive technologies in design activities , 2019, Procedia CIRP.

[4]  Kathrin M. Möslein,et al.  Applications for Persuasive Technologies in Participatory Design Processes , 2019, PERSUASIVE.

[5]  Yanki Lee,et al.  Design participation tactics: the challenges and new roles for designers in the co-design process , 2008 .

[6]  Finn Kensing,et al.  Participatory Design: Issues and Concerns , 2004, Computer Supported Cooperative Work (CSCW).

[7]  Elizabeth B.-N. Sanders,et al.  From user-centered to participatory design approaches , 2002 .

[8]  Alimohammad Shahri,et al.  Strategies and Design Principles to Minimize Negative Side-Effects of Digital Motivation on Teamwork , 2017, PERSUASIVE.

[9]  Harri Oinas-Kukkonen,et al.  Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..

[10]  F. Piller,et al.  A Typology of Customer Co-Creation in the Innovation Process , 2010 .

[11]  Sanna Järvelä,et al.  Socially Constructed Self-Regulated Learning and Motivation Regulation in Collaborative Learning Groups , 2011, Teachers College Record: The Voice of Scholarship in Education.

[12]  Sharon L. Greene,et al.  Characteristics of applications that support creativity , 2002, CACM.

[13]  B. J. Fogg,et al.  Persuasive computers: perspectives and research directions , 1998, CHI.

[14]  Björn Hartmann,et al.  Pictionaire: supporting collaborative design work by integrating physical and digital artifacts , 2010, CSCW '10.

[15]  Michael J. Muller,et al.  Participatory design: the third space in HCI , 2002 .

[16]  Ben Shneiderman,et al.  Creativity Support Tools: A Grand Challenge for HCI Researchers , 2009 .

[17]  Harri Oinas-Kukkonen,et al.  Persuasive system design: state of the art and future directions , 2009, Persuasive '09.

[18]  Penny Hagen,et al.  Dissolving boundaries: social technologies and participation in design , 2009, OZCHI.

[19]  Alan R. Hevner,et al.  The Three Cycle View of Design Science , 2007, Scand. J. Inf. Syst..

[20]  Harri Oinas-Kukkonen,et al.  Exploring Social Influence on Customer Engagement: A Pilot Study on the Effects of Social Learning, Social Comparison, and Normative Influence , 2013, 2013 46th Hawaii International Conference on System Sciences.

[21]  Jan Pries-Heje,et al.  FEDS: a Framework for Evaluation in Design Science Research , 2016, Eur. J. Inf. Syst..

[22]  John C. Thomas,et al.  Enhancing creative design via software tools , 2002, CACM.

[23]  Alwin de Rooij,et al.  Creativity and Emotion: Enhancing Creative Thinking by the Manipulation of Computational Feedback to Determine Emotional Intensity , 2017, Creativity & Cognition.

[24]  Harri Oinas-Kukkonen,et al.  Using Social Influence for Motivating Customers to Generate and Share Feedback , 2014, PERSUASIVE.

[25]  Samir Chatterjee,et al.  A Design Science Research Methodology for Information Systems Research , 2008 .

[26]  Maria Antikainen,et al.  Motivating and supporting collaboration in open innovation , 2010 .

[27]  Riichiro Mizoguchi,et al.  An Ontology Framework to Apply Gamification in CSCL Scenarios as Persuasive Technology , 2016 .

[28]  Alan R. Hevner,et al.  POSITIONING AND PRESENTING DESIGN SCIENCE RESEARCH FOR MAXIMUM IMPACT 1 , 2013 .

[29]  BJ Fogg,et al.  Creating persuasive technologies: an eight-step design process , 2009, Persuasive '09.

[30]  Yves Pigneur,et al.  Business Model Generation: A handbook for visionaries, game changers and challengers , 2010 .

[31]  Elizabeth B.-N. Sanders,et al.  A framework for organizing the tools and techniques of participatory design , 2010, PDC '10.

[32]  M. Harjumaa,et al.  A Systematic Framework for Designing and Evaluating Persuasive Systems , 2008, PERSUASIVE.

[33]  Gert-Jan de Vreede,et al.  A Theoretical Model of User Engagement in Crowdsourcing , 2013, CRIWG.

[34]  Ben Shneiderman,et al.  Creativity support tools: accelerating discovery and innovation , 2007, CACM.

[35]  Pieter Jan Stappers,et al.  Co-creation and the new landscapes of design , 2008 .

[36]  Christopher Frauenberger,et al.  In pursuit of rigour and accountability in participatory design , 2015, Int. J. Hum. Comput. Stud..

[37]  Rita Orji,et al.  Persuasive technology for health and wellness: State-of-the-art and emerging trends , 2018, Health Informatics J..

[38]  Alan R. Hevner,et al.  Design Science in Information Systems Research , 2004, MIS Q..

[39]  Kim Halskov,et al.  The diversity of participatory design research practice at PDC 2002-2012 , 2015, Int. J. Hum. Comput. Stud..

[40]  B. J. Fogg,et al.  A behavior model for persuasive design , 2009, Persuasive '09.

[41]  Peter Dalsgaard,et al.  Twenty Years of Creativity Research in Human-Computer Interaction: Current State and Future Directions , 2018, Conference on Designing Interactive Systems.

[42]  Per-Anders Hillgren,et al.  Participatory design and "democratizing innovation" , 2010, PDC '10.

[43]  Peter Dalsgaard,et al.  Mapping the Landscape of Creativity Support Tools in HCI , 2019, CHI.

[44]  Jan vom Brocke,et al.  Evaluations in the Science of the Artificial - Reconsidering the Build-Evaluate Pattern in Design Science Research , 2012, DESRIST.

[45]  Mauricio Camargo,et al.  Creativity support systems: A systematic mapping study , 2016 .

[46]  Elina Jaakkola,et al.  Customer participation and value creation: a systematic review and research implications , 2013 .

[47]  Ben Shneiderman,et al.  Creativity Support Tools: Report From a U.S. National Science Foundation Sponsored Workshop , 2006, Int. J. Hum. Comput. Interact..

[48]  P. Adler,et al.  Combining Creativity and Control: Understanding Individual Motivation in Large-Scale Collaborative Creativity , 2011 .

[49]  Fabio Nonino,et al.  Open innovation web-based platforms: The impact of different forms of motivation on collaboration , 2012 .

[50]  Harri Oinas-Kukkonen,et al.  Designing Persuasive Systems for User engagement in Collaborative Interaction , 2014, ECIS.