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System Design
Mohamed Zamri Mohd Zain
Center for Instructional Technology and Multimedia, Universiti Sains Malaysia, Pulau Pinang
mzmz14_tpm007@student.usm.my
Abstract
Persuasion is a process of influencing others through communication. While persuasive
technology is a communication technology that is designed to change attitudes or
behaviours of the users through persuasion and social influence. Taking advantage offered
by this technology, and the importance of global sustainability issue, this paper will discuss
about how behaviour can be modified or formed towards pro-environmental specifically
regarding eco-innovation adoption among the Malaysian consumers. One of the biggest
challenge in developing persuasive system to support this project is the selection of the right
persuasive principles and corresponding strategies to stimulate the antecedents of proenvironmental behavior. Based on basic process of persuasive application development by
Fogg (2009) and generic process of persuasive system design by Oinas-Kukkonen and
Harjumaa (2009), an initial model of pro-environmental persuasive system design has been
proposed.
Introduction
Behavior modification is a process of modifying existing behavior towards a new behavior.
While behavior formation on the other hand is a process of establishing a new set of
behavior. Behavior can be formed of modified in various ways. The advancement in
communication technology and interactive multimedia especially in the digitals era of 21st
century offers a new dimension in behaviour change practice. Fogg (2002) stressed that the
world and technology have evolved dramatically since Carl Hovland first began the
systematic investigation of communication and persuasion in the 1950s whereby
communication medium is heavily influenced by technology and computers play a huge role
in human life. So is the persuasion. Persuasion is human communication designed to
influence the autonomous judgments and actions of others (H.W. Simons, J. Morreale and
B. Gronbeck, 2001). Fogg (2002) in relation to persuasion added that we have entered an
era of persuasive technology, of interactive computing systems designed to change people's
attitudes and behaviours.
Persuasive technology is broadly defined as a technology that is designed to change
attitudes or behaviours of the users through persuasion and social influence, but not through
coercion (Fogg 2002). Its mean that the effects of persuasive technology are planned
effects not the side impact of the technology. Meanwhile Torning and Oinas-Kukkonen
(2009), defined persuasive systems as an attempt to infuse a cognitive and/or an emotional
change in the mental state of a user to transform the users current cognitive state into
another planned state through a system that is designed on the persuasive principles.
In many cases, existing persuasive applications motivate persons to change their behaviour
for personal benefits. For example, a persuasive application aiming to convince individuals
to quit smoking persuades their behaviour change by highlighting the benefits of good health
(Kimura, H., & Nakajima, T., 2011). However, it is easily imagined that people are scarcely
motivated for behavioural changes aiming at public benefits such as environmental
protection. One of the difficulties to change users behaviour for this purpose is that it does
not make any sense for a person to change his behaviour if others do not act in concert.
Prior research has identified a variety of factors that influence pro-environmental behaviour.
Factors include demographic variables such as age, gender and educational background
(Fliegenschnee and Schelakovsky, 1998; Ye et al., 2003), internal factors such as
responsibilities, motives, pro-environmental knowledge, values, attitudes, and locus of
control (Han et al., 2011; Hines et al., 198687; Stern et al., 1993), and external factors such
as institutional, economic, social incentives and constraints (Blake, 1999; Kollmuss and
Agyeman, 2002).
In a recent study among 180 Malaysian consumers regarding psychological determinant of
pro environmental behaviour towards eco-innovation adoption, revealed that there are three
main psychometric elements that differentiate an individual to become an eco-innovation
adopter or otherwise:
a) Environmental Value significantly higher in adopter group at p < 0.05
b) Personal Norms significantly lower in non-adopter group at p < 0.05
c) Ecological Attitude significantly higher in adopter group at p <0.10
The result suggests that the rate of eco-innovation adoption can be increased by stimulating
the three psychometric elements toward pro-environmental behavior through behavior
intervention.
Context
(Chen et al.,
2012)
Energy
conservation
(Cokun &
Erbu, 2014)
Proenvironmental
behaviour
Energy
conservation -
(Cowan,
Bowers, Beale,
& Pinder, 2013)
(DOca,
Corgnati, &
Buso, 2014)
(Emeakaroha,
Ang, Yan, &
Hopthrow,
2014)
Energy
conservation electric
Energy
conservation electric
(Ecker, Holzer,
Broy, & Butz,
2008)
Fuel saving
(Erickson,
Podlaseck, &
Sahu, 2012)
Water
conservation
(Foster,
Lawson, Blythe,
Cairns, & Pool,
2010)
Energy
conservation electric
CO2 emission
reduction
(Kimura &
Nakajima,
2010)
CO2 emission
reduction
(Kuznetsov &
Paulos, 2010)
Water
conservation
(Medland,
2010)
Paper
conservation
Psychological
Factors
Persuasive
System
Environmental
Value
Behaviour
Motivation
Behavioural
intention
Habitual
behaviour
Goal attainment
Awareness
Attitude
Behaviour
Awareness
Energy
conservation
behaviour
Intrinsic
Motivation
Driving
behaviour
Awareness
Social
comparison
Usage behaviour
Competition
Motivation
Usage behaviour
Motivation
Travelling
behaviour
Consciousness
Proenvironmental
behaviour
Awareness
Motivation
Usage
Behaviour
Motivation
Belief
Sustainable
printing practices
Stroppy kettle
device
Smart meter
device
Persuasive
FeedBack Support
System
(PFSS)
Eco
Challenge
persuasive in
car game
Dubuque Real
time feedback
Portal System
Participants
Results
40 students in
2 labs in
Taiwan
20
participants in
Turkey
6 households
in UK
Significant at
earlier stage
12
households in
Italy
16 residential
students hall
in University
of Kent
Significant up
to 57% energy
saving
Significant
saved an
average of
91.45 kWh
37 test
engineers in
Munich
Significantly
modified
behaviour not
fuel saving
Significantly
decreased
water usage at
6.6%
Significantly
reduced
energy by
130kW
303
households in
Iowa
Significant and
inclining over
time
Potentially
significant
Watts up
monitoring
device and
Facebook
integration
MatkaHupi
mobile
application
Eco-island
persuasive
game
8 households
in UK
12
participants in
Helsinki
6 families in
Japan
Potentially
significant
Upstream
water usage
sensor device
Installed in 2
public
bathrooms in
the US
An office with
120 workers
in Kelvin
Groove Urban
Village.
Significantly
reduce water
usage up to
30%
Potentially
significant
Automated
usage
tracking and
eco-matrix
feedback
system
Potentially
significant
At local context, persuasive application has been widely used in varieties of purposes
especially in awareness and attitude change. The following table shows several empirical
based studies in persuasive technology and related principles used in the design and
development of the persuasive application.
Table 2: Persuasive Application in Malaysian Context.
Source
Azliza and Wan
Persuasive
Application
Child Sexual
Persuasive Technique
Cause and effects
Recommendations
There is a need to design and
Ahmad Jaafar
(2013)
Abuse
Awareness
Simulation
Similarity
Virtual Rehearsal
Abused Disable
Parking
Persuasive
Learning For
Elder
Abdul Nasir,
Nurtihah and
Fadzilah (2012)
Islamic Sex
Education (ISE)
Courseware
Sobihatun, Wan
Ahmad Jaafar and
Azilah (2010)
Children Dental
Anxiety
Mohammad et al.
(2012)
Smoke Shooter
Persuasive
Multimedia
Stress
Awareness
Mathematic
Learning Li2d
I-Iqra
Virtual Rehearsal
Similarity Praise
Social learning
Simulation
Attractiveness
Praise
Similarity
Information Quality
Contiguity
Self-Monitoring
Praise
Cause and effects
Virtual Rehearsal
Simulation
Attractiveness
Conditioning
Cause and effects
Simulation
Ease-of-Use
Enlightenment
Threat
Binding
Cause and effects
Virtual Rehearsal
Similarity
Praise
Social learning
Praise
Cause and effects
Attractiveness
Mobile simplicity
Information quality
Cause and effects
Similarity
Social learning
Source: Adapted from Lutfi, M., Nur, S., & Salam, A. (2014)
a) Technology can be a coordinator and intermediary, it should help the user to achieve
a goal (here: reducing negative ecological impact by human behavior).
b) Technology can serve as an amplifier; it can amplify the potential of the user to
achieve his goal.
c) Technology is a determinant, it changes and activates human behavior by means of
affordances, constraints and cues provided by the technological environment.
d) Technology promotes behavior by influencing the choices of the users.
Fogg (2009) proposes eight steps design process for designing persuasive systems in two
stages. The first stage involves four steps which aim to identify the target behavior,
antecedents to that target behavior and appropriate channel to address the problem. The
second stage involves system design and development which based on successful and
relevant previous persuasive application examples followed by behavior intervention and
analysis.
Figure 1: Eight Steps Persuasive Design Process (Adapted from Fogg, 2009)
Figure 2: Persuasive Systems Design Model (PSD Model) (Adapted from Oinas-Kukkonen and Harjumaa,
2009)
The PSD Model was applied by Lehto and Oinas-Kukkonen in a study on web base alcohol
and smoking intervention in 2011 based on the framework in the following figure.
Figure 3: Persuasive System Design (Adapted from Lehto & Oinas-Kukkonen, 2011)
Oinas-Kukkonen (2012) improved the PSD model by introducing a foundation for the study
of behavior change support systems that make the earlier model clearer than before as
shown in the following figure.
Details of persuasive design features and strategies used in the system is shown in the
following table.
Table 3: Persuasive Software Features of Pro-environmental Persuasive System Model
Antecedents
Environmental
Value
Persuasive
Features
Principle
Feature
Strategy
Personal
Norms
Ecological
Attitude
Principle
Feature
Strategy
To provide performance
tracking in the system
Principle
Feature
Tunneling
Using the system to
guide users through a
process or experience
provides
opportunities to
persuade along the way
To guide users in the
attitude change process
by staging the system
Strategy
To provide praise
feedback based on
option selected or
move by the user
Rewards
Systems that reward
target behaviors may
have great
persuasive powers
To provide virtual
rewards in term of
point credit for
performing the target
behavior.
Suggestion
Systems offering
fitting suggestions will
have greater
persuasive powers
To suggest
appropriate behaviors
during the staging
process
Conclusion
The primary goal of this paper is to establish persuasive system design model for pro
environmental behavior modification among the Malaysian consumer base on persuasive
technology. The proposed initial model consists of three main section that aims to stimulate
the antecedents of pro-environmental behavior towards the actual behavior that promotes
environmental significant behaviour in term of energy use, recycling behavior and green
purchase.
The model proposes nine components which divided into three appropriate dimensions for
learning environment which are primary task support, dialog support and social support that
will be considered during the development of android based persuasive game. The model is
in the initial stage of development and needs to be confirmed by the experts for the purpose
of content validity.
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