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09.2.26
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Designing Ambient Persuasive Expressions to Mo6vate Desirable Lifestyle
Tatsuo Nakajima
Department of Computer Science and Engineering
Waseda University
Distributed and Ubiquitous Compu3ng Lab.
• Sen6ent Ar6facts – Embedding intelligence in daily objects.
• AwareMirror(Pervasive 2005), FedNet(Ubicomp 2008)
• Persuasive Technologies – How to change human behavior to change the user’s undesirable
habits ? • Virtual Aquarium, Mona Liza Bookshelf(DIS 2008), EcoIsland
• Mobile Interac6on – How to interact on mobile devices ?
• Vidgets(ICMI 2005), UbiPay
• Mobility‐oriented pedestrian naviga6on(Mobiquitous 2008)
• SoYware Infrastructure for Complex Embedded Systems – How to build complex smart appliances ?
• Mul6 personali6es/Real‐6me/Parallelism/Reliability/Dynamic Quality Control) 2
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Distributed and Ubiquitous Compu3ng Lab.
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Research Mo3va3on
• Our daily lives become more complex and stressful, and we like to use our 6me for more exi6ng ac6vi6es because our daily lives become busier every year!! – Commu6ng, Working, Finding something, Paper work, Many boring
mee6ng • Some ac6vi6es do not return appropriate feedback quickly to
mo6vate to do the ac6vi6es!! It is not easy to mo6vate these ac6vi6es. – Health, Sustainability, Cleaning in public spaces
• Public spaces and facili6es tend to deteriorate quickly in a process called the tragedy of the common. – Garrea Hardin, Science, 1968
• Our approach mo6vates to do these daily ac6vi6es by reflec6ng a user’s current behavior on ambient displays.
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Recent Lifestyle in Urban Areas In the morning and evening of Tokyo
Ambient Lifestyle Feedback System for BeDer Lifestyle
Daily Ac6vi6es
Aquarium, Picture, Foliage plant
Beaer Lifestyle
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Basic Framework • Interac(on Management
(Passive observa(on) – Smart daily objects
• Persuasive Expression (Ambient Feedback) – Aquarium, Picture,
Foliage plant
• Feedback Control(Emo(onal Engagement) – Posi(ve reinforcement: encouraging a user’s behavior by providing a
favourable s6mulus in response to it
– Nega(ve reinforcement: encouraging a user’s behavior by removing an averse s6mulus in response to it
– Posi(ve punishment: disencouraging a user’s behavior by providing an averse s6mulus in response to it
– Nega(ve punishment: disencouraging a user’s behavior by removing a favourable s6mulus in response to it
Case Study 1: Virtual Aquarium Personal Well‐being
• Toothbrushing… – It is important for our health lives.
• In the morning and evening
• Everyday • Sufficient amount of 6me
– But, brushing is not usually fun • Give up to brush a sufficient amount of 6me.
• Skipping to brush a user’s tooth
• The advantage of our approach – The 6me for tooth brushing will be more pleasurable
– It support to con6nue to brush a user’s tooth.
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Immediate Feedback
Accumulated Feedback
Basic Design Decisions
• Persuasive Expressions – Metaphor
• Cleanness: Aquarium and Teeth
– Psychological Incen6ves • Dancing fishes, Glowing fishes.
• Feedback Control – Immediate feedback
• Posi6ve: Dancing, Nega6ve: Dirty Aquarium
– Accumulated feedback • Posi6ve: Growing, Nega6ve: Sickness
• Interac6on Management – Automa6c Sensing(Wireless sensors)
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Virtual Aquarium: User Study • Some comments from users
– It is natural to put a virtual aquarium in a lavatory. – The miss of sensors frustrate players. Players feel disgust at no response even though they are doing tooth brushing well.
– When a user could not brush his teeth at home, he was frustrated by having to neglect the system.
– Families became interested to see the status of the aquarium and this mo6vate to con6nue to play the game.
– For almost of users, the existence of the aquarium becomes unconscious.
– Users feel that their tooth become clean if the aquarium is clean up
Case Study 2: Mona Lisa Bookshelf Well‐Organized Public Space
Public bookshelf or toilet tend to deteriorate quickly in a process called the tragedy of the common Garrea Hardin, Science, 1968
Public space management: Cleaning, Energy Saving
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Immediate Feedback
Accumulated Feedback
Basic Design Decision
• Persuasive Expressions – Metaphor
• Beauty: Bookshelf and Mona Lisa
– Psychological Incen6ves • Young/old Mona Lisa, Broken pictures
• Feedback Control – Immediate feedback
• Nega6ve: Missing pieces, Unordered Picture
– Accumulated feedback • Posi6ve: Young, Nega6ve: Old
• Interac6on Management – Automa6c Sensing(Visual Tags)
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Case Study 4: EcoIsland Social Collabora3on for Sustainability
• Sustainability is important in our current daily life. • EcoIsland encourages users to save our environments by less energy consuming ac6vi6es.
• Using economical and social concepts as incen6ve.
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Basic Design Decision
• Persuasive Expression – Metaphor: Sinking a user’s family’s island.
• Feedback Control – Social incen6ves
• Coopera6on with a family and compe66on with other families
– Economical incen6ves • EcoPoint: Decora6ng island with virtual goods
– Acquiring EcoPoint by desirable sustainable behavior. – Acquiring EcoPoint by emission trading.
• Interac6on Management – Need to Monitor Various ac6vi6es
– User repor6ng
EcoIsland: User Study
• Six Japanese families: 20 persons, age 15‐58, male 12, female 8. – First week: only one member uses EcoIsland.
– Second week: all members use EcoIsland. • Surveying ques6onnaire asking behavior modifica6on.
• Some User’s Comments – Sinking island contributes to change their behavior. – EcoPoint encourages a user to decorate his/her island.
• Does not encourage intrinsic mo6va6on.
– Emission trading is not effec6ve in a short‐term study. – 5 out of 6 families reported more ac6ons in the second week.
– Speech bubbles are not useful because texts in the bubbles are too small to read.
– A list used for repor6ng is useful to know which ac6vi6es are effec6ve for reducing CO2 emission.
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Making the Meaning of Ambient Persuasive Expression
• Choosing a presenta6on metaphor is important. – Does a user need to learn the meaning of metaphors ?
• The meaning should be understood easily.
– Clean aquarium and teeth
– Well‐organized Mona Lisa and bookshelf
• Incen6ves sa6sfying human needs. – Shapes that come with pre‐aaached meanings are more capable
of evoking emo6onal engagement. • Physical incen6ves • Psychological Incen6ves • Social Incen6ves • Economical Incen6ves
• Ambient or Remarkable – Need to be ambient, but persuasive
Feedback Control • Balancing posi6ve and nega6ve feedback
– Boring and Helplessness • Two levels of Feedback Control
– Short‐term feedback • Using various incen6ves
– Long‐term feedback • Showing short‐term and long‐term goals.
• Showing the effec6veness of behavior modifica6on
• Changing feedback strategies according to each phases on behavior modifica6on. – Changing the balance of posi6ve and nega6ve feedbacks. – Developing Intrinsic and extrinsic mo6va6on.
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Interac3on Management • Explicit interac6on to specify a user’s ac6vi6es by her.
– High value incen6ves are necessary to let a user to no6fy which ac6vity she is doing now.
– A user needs to concentrate to no6fy her ac6vi6es. • Lightweight interac6on is necessary.
– It is not easy to analyze human behavior implicitly and completely.
• How to balance between implicit and explicit interac6on ?
– We need to consider the balance between implicit and explicit interac6on.
• How to avoid a user’s chea6ng sensors ? – It is also important to give incen6ves not cheat sensors.
• Explaining the Important to achieve the goal and to change undesirable habits.
Adding End‐User Configurability
• Persuasive systems will be used in different situa6ons and cultures. – Sensing and presenta6ons can be changed by end‐users without knowing
technical issues and long 6me learning.
• A common infrastructure is necessary to develop configurable persuasive systems easily. – A feeling to use the system easily is more important than actual usability.
– Document‐based configurable middleware(Ubicomp 2008). – Social networks are also important infrastructures for suppor6ng co‐
crea6on.
• The persuasiveness will become more strong if a user has empathy on persuasive expressions. – Virtual Pets, Friends and families’ photos. – A user defined persuasive expressions.
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Other Ongoing Ac3vi3es • Pervasive Deployment
– Using pervasive displays in public spaces to show feedback informa6on and integra6ng with adver6sements.
– Using the systems without learning how to use them. • Moral/Cultural Effects
– Is it acceptable to change a user’s behavior ?
Thank you!!
Tatsuo Nakajjima [email protected]