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      • KCI등재

        The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

        Zhang, Chao,Wan, Lili The Institute of Internet 2019 International journal of advanced smart convergenc Vol.8 No.2

        In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

      • KCI등재

        The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

        ZHANG CHAO,WANLILI 한국인터넷방송통신학회 2019 Journal of Advanced Smart Convergence Vol.8 No.2

        In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant’s long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

      • Motivating people to sustain healthy lifestyles using persuasive technology: A pilot study of Korean Americans with prediabetes and type 2 diabetes

        Kim, Miyong T.,Kim, Kim Byeng,Nguyen, Tam H.,Ko, Jisook,Zabora, Jim,Jacobs, Elizabeth,Levine, David Elsevier 2019 Patient education and counseling Vol.102 No.4

        <P><B>Abstract</B></P> <P><B>Objective</B></P> <P>To test the efficacy of a hybrid model of the self-help intervention program (hSHIP), which combines a mobile version of SHIP (mSHIP) and personal coaching, to address unique cultural and motivational factors for optimal self-management of type 2 diabetes and prediabetes among Korean Americans (KAs).</P> <P><B>Methods</B></P> <P>A single-group feasibility study design was used. The hSHIP utilizes texts and motivational counseling based on well-tested intervention content for KAs. To facilitate the dissemination of hSHIP, we developed a web application adopting the principles of persuasive technology to motivate behavior changes.</P> <P><B>Results</B></P> <P>Feasibility assessment found that hSHIP was well accepted by both participants and community health workers who delivered the intervention. An average of 1.3% A1C reduction (from 7.8% to 6.5%) was achieved by KAs with diabetes (n = 165), 51.5% of whom lowered their A1C below 6.5% in 6-months. No one with prediabetes (n = 50) progressed to diabetes. Other clinical outcomes (e.g., weight, depression, and blood pressure) also improved significantly; 41.2% were able to reduce or discontinue antidiabetic drugs.</P> <P><B>Conclusion</B></P> <P>The feasibility and initial efficacy of hSHIP were demonstrated.</P> <P><B>Practice implication</B></P> <P>This hybrid diabetes self-management model is a viable tool for traditionally underserved groups with diabetes or prediabetes.</P> <P><B>Highlights</B></P> <P> <UL> <LI> We tested feasibility of a hybrid diabetes care model in an ethnic minority group. </LI> <LI> Our model combined a digital touch of mHealth and a human touch of CHWs. </LI> <LI> About a half (51.5%) lowered their hemoglobin A1C below 6.5% in 6 months. </LI> <LI> Many (41.2%) stopped/reduced antidiabetic drugs but still managed their diabetes. </LI> <LI> Weight, depression and blood pressure were also significantly improved. </LI> </UL> </P>

      • Data-centered persuasion: Nudging user's prosocial behavior and designing social innovation

        Shin, Youngsoo,Kim, Jinwoo Elsevier 2018 Computers in Human Behavior Vol.80 No.-

        <P><B>Abstract</B></P> <P>By employing individuals' behavioral data collected from routinely used devices, a more effective ‘nudging’ toward changes in individuals' attitudes and behavior can be implemented. To examine the persuasive effect on inducing prosocial behaviors, two types of system concepts were designed, namely shared value systems. We manipulated the usage context of these systems and tested the effects with two independent variables: the status of the system agent and the valence of the agent's feedback. As a result, this study revealed that users' satisfaction and intention for prosocial behavior increased after they experienced the shared value system based on the concept of self-preferential value. Interaction effects were also found between the status of the system agent and the valence of the agent's feedback.</P> <P><B>Highlights</B></P> <P> <UL> <LI> A data-centered model of persuasion for behavior changes is discussed. </LI> <LI> The persuasive effect of employing users' behavior data in the systems is examined. </LI> <LI> Users prefer performing prosocial activities without the burden of self-sacrifice. </LI> <LI> The tailored role of system agents increases users' satisfaction and prosociality. </LI> <LI> Creating shared value systems to induce users' prosocial behavior is suggested. </LI> </UL> </P>

      • Research Framework of Persuasive Behavior Model of Older Adults Based on Fogg Behavior Model

        Byung Ju Kim,A Ra Lee,Yong Gu Ji 대한인간공학회 2017 대한인간공학회 학술대회논문집 Vol.2017 No.11

        Objective: The purpose of this study is to suggest behavior model of older adults based on Fogg Behavior Model. Background: Smart devices using persuasive technology have been introduced to encourage user’s behavior in a positive manner. However, behavioral change of the older adults has not been derived as intention of smart devices; due to resistance to technological change and absence of perceived value of the older adults. Method: We have conducted research on persuasive technology and behavioral characteristics of the older adults to establish a persuasive behavioral model. The proposed model has been structured based on the analysis made on Fogg Behavioral Model. Results: In the suggested model, Trust and Value factors have been added and modified, consequently, among the components of the existing model. Conclusion: Reconstructed Fogg Behavior Model by considering behavioral characteristics of the older adults can contribute to the development of positive behavioral change and quality of life for the older adults using smart devices. Application: The suggested model will result in design guidelines for the development of persuasive interaction methods of smart devices for the older adults.

      • KCI등재

        勸導技術与小學生教育類App的融合設計硏究

        주경상(Zhu, Qingxiang),이진욱(Lee, Jin Wook) 한국전시산업융합연구원 2020 한국과학예술융합학회 Vol.38 No.2

        Educational Apps have been widely used by elementary school students, but the design of them needs to be improved. The purpose of this paper is to study the convergence design of persuasive technology and elementary school students" educational App. Through the persuasive design, to alleviate the elementary school students" weariness, improve their learning enthusiasm and initiative. Firstly, the learning behavior of elementary school students is studied by means of participatory observation, and it is concluded that the learning behavior can be divided into four stages: the stage of learning intention, the stage of learning preparation, the stage of learning execution, and the stage of learning completion. On this basis, the factors affecting the weariness of elementary school students at each stage were obtained by means of participatory observation and interview. Then, by analyzing the influence factors of weariness in each stage, persuasive strategies are proposed from the three dimensions of motivation, ability and trigger, and the persuasive design strategies of elementary school students" educational Apps are summarized. Finally, the results of this study were applied in an App design project, and the effectiveness of these strategies was verified by a controlled experiment, which can help primary school students to improve their enthusiasm and initiative in learning and can effectively reduce the weariness of elementary school students. The results of this study can provide reference for the persuasive design of elementary school students" educational Apps.

      • KCI등재

        권유설계(PSD) 기반 ATM 및 병원 키오스크 특징에 관한 연구

        최훈성,민대환,이한진 한국콘텐츠학회 2023 한국콘텐츠학회논문지 Vol.23 No.8

        Technological advancements have created the fourth industrial revolution, accelerating the digital age. This transformation has led to the replacement of human labor with digital power, and the decreasing population and aging society have made efficiency more crucial. Additionally, the COVID-19 pandemic has made remote environments a new-norm, ultimately increasing the need for automation and unmanned operations. In this study, we aim to explore the technical characteristics of KIOSKs, the most representative Self-Service Technology (SST) in a remote environment. We examined the technical features of ATM and hospital KIOSK, which are most commonly used, based on the 28 items of the Persuasive Systems Design (PSD). We have been conducted a survey with 304 respondents, respectively, based on the extracted 11 items. The analysis shows that for hospital KIOSK, men recognize the credibility item of the PSD better than women, and the 50s and above demographic recognizes the technical features better than the under 50s. For ATM, the 50s and above demographic recognizes the technical features better than the under 50s demographic in the reduction and tunneling items of the PSD. Based on these results, future technical and policy implications related to the design and operation of public KIOSKs are proposed.

      • KCI등재

        Do Wearable Devices Change Behavior? A Study of Smart Fitness Trackers

        ( Wan Lili ),( Zhang Chao ) 한국정보시스템학회 2020 情報시스템硏究 Vol.29 No.1

        Purpose The study focuses on the physical activity behavior change effect of smart wristband, which is the most popular type of fitness tracker nowadays. The purpose of the research is to investigate how people's workout behavior may change after wearing a smart band and examine what kind of role persuasive design plays in behavior change. Design/Methodology/Approach This research employed an experimental study to examine whether the user's workout behaviors changed after using wristband from the “Behavior Wizard” perspective. A representative smart wristband from a major vendor was selected as the objects of experimental study. In the experiment, by comparing users’ workout behavior before and after using the wristband, behavior changes of all the experiment participants were classified into one of the 15 behavior change types. Users perceived persuasive design characteristics were measured and group differences were tested among different behavior change groups. Findings This research found that nearly half of the participants changed their workout behavior while half retained their workout status or no exercise status. Half of the participants who did not do exercise in their spare time started walking in the experiment. Results also showed that participants who started working out perceived higher levels of persuasive design devised into the smart band than participants who preserved no exercise status, except for facilitation and reward strategies. Participants who retained workout and those who increased workout frequency perceived no difference in smart band persuasive design.

      • KCI등재SCOPUS

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