Persuasive, transformational, gamified - Themenheft der i-com

"Persuasive Technologies" und "Gamification" erforscht den Einsatzinteraktiver Produkte mit dem Ziel, das Verhalten und die Einstellungen von Menschen gezielt zu verändern. Dabei gilt es eine Reihe von Aspekten zu berücksichtigen: von allgemeineren ethischen Fragen oder der Frage, was Motivation überhaupt ist, bis zur Gestaltung konkreter Produkte, ihrer Akzeptanz und der Messung ihres Erfolgs.

Read More
Vancouver is calling

The CHI conference in Vancouver is approaching. Matthias Laschke participates in the workshop on Gamification on Saturday with a plead for using more intrinsic rewards -  "Mayor or patron? The difference between a badge and a meaningful story". On Wednesday, 11.00, he presents our Shower Calendar in the Session Sustainability 1. I hope you had the chance to meet Matthias ... he is still around.

Read More
The effect of perceived hedonic quality

Usability can be broadly defined as quality of use. However, even this broad definition neglects the contribution of perceived fun and enjoyment to user satisfaction and preferences. Therefore, we recently suggested a model taking “hedonic quality” (HQ; i.e., non-task-oriented quality aspects such as innovativeness, originality, etc.) and the subjective nature of “appealingness” into account (Hassenzahl, Platz, Burmester, & Lehner, 2000). In this study, I aimed to further elaborate and test this model.

Read More
With a little help from a friend: A Shower Calendar to save water

The Shower Calendar is a "persuasive" concept for reducing the consumption of water for showering. It offers a way to foster awareness of water consumption and communication among family members. This ultimately has the potential to result in behavioral change.

Read More