Standard
Wicked persuasion: a designerly approach. /
Knowles, Brandin; Coulton, Paul; Lochrie, Mark et al.
Persuasive Technology: 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-23, 2014. Proceedings. ed. / Anna Spagnolli; Luca Chittaro; Luciano Gamberini. Berlin: Springer, 2014. p. 137-142 (Lecture Notes in Computer Science; Vol. 8462).
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Harvard
Knowles, B, Coulton, P, Lochrie, M
& Whittle, J 2014,
Wicked persuasion: a designerly approach. in A Spagnolli, L Chittaro & L Gamberini (eds),
Persuasive Technology: 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-23, 2014. Proceedings. Lecture Notes in Computer Science, vol. 8462, Springer, Berlin, pp. 137-142.
https://doi.org/10.1007/978-3-319-07127-5_12
APA
Knowles, B., Coulton, P., Lochrie, M.
, & Whittle, J. (2014).
Wicked persuasion: a designerly approach. In A. Spagnolli, L. Chittaro, & L. Gamberini (Eds.),
Persuasive Technology: 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-23, 2014. Proceedings (pp. 137-142). (Lecture Notes in Computer Science; Vol. 8462). Springer.
https://doi.org/10.1007/978-3-319-07127-5_12
Vancouver
Knowles B, Coulton P, Lochrie M
, Whittle J.
Wicked persuasion: a designerly approach. In Spagnolli A, Chittaro L, Gamberini L, editors, Persuasive Technology: 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-23, 2014. Proceedings. Berlin: Springer. 2014. p. 137-142. (Lecture Notes in Computer Science). doi: 10.1007/978-3-319-07127-5_12
Author
Bibtex
@inproceedings{c64737f7079b4116bcc1bf32219326f5,
title = "Wicked persuasion: a designerly approach",
abstract = "Persuasive computing has tended to be applied toward the promotion of minor behavior change in the direction of easily understood and uncontroversial goals. The approaches used for achieving success in these cases may not make sense, however, when designing for so called `wicked problems'. We argue that wicked problems can be effectively addressed through persuasive means, but that the development of systems for this purpose is better suited to a `designerly' (as opposed to engineering or experimental psychology) approach. We detail the development of our thought process in designing for our own chosen wicked problem as inspiration for future persuasive computing for various other wicked problems.",
keywords = "persuasion, persuasive games, interaction design, wicked problems, rhetoric",
author = "Brandin Knowles and Paul Coulton and Mark Lochrie and Jon Whittle",
year = "2014",
month = may,
day = "23",
doi = "10.1007/978-3-319-07127-5_12",
language = "English",
isbn = "9783319071268",
series = "Lecture Notes in Computer Science",
publisher = "Springer",
pages = "137--142",
editor = "Anna Spagnolli and Luca Chittaro and Luciano Gamberini",
booktitle = "Persuasive Technology",
}
RIS
TY - GEN
T1 - Wicked persuasion
T2 - a designerly approach
AU - Knowles, Brandin
AU - Coulton, Paul
AU - Lochrie, Mark
AU - Whittle, Jon
PY - 2014/5/23
Y1 - 2014/5/23
N2 - Persuasive computing has tended to be applied toward the promotion of minor behavior change in the direction of easily understood and uncontroversial goals. The approaches used for achieving success in these cases may not make sense, however, when designing for so called `wicked problems'. We argue that wicked problems can be effectively addressed through persuasive means, but that the development of systems for this purpose is better suited to a `designerly' (as opposed to engineering or experimental psychology) approach. We detail the development of our thought process in designing for our own chosen wicked problem as inspiration for future persuasive computing for various other wicked problems.
AB - Persuasive computing has tended to be applied toward the promotion of minor behavior change in the direction of easily understood and uncontroversial goals. The approaches used for achieving success in these cases may not make sense, however, when designing for so called `wicked problems'. We argue that wicked problems can be effectively addressed through persuasive means, but that the development of systems for this purpose is better suited to a `designerly' (as opposed to engineering or experimental psychology) approach. We detail the development of our thought process in designing for our own chosen wicked problem as inspiration for future persuasive computing for various other wicked problems.
KW - persuasion
KW - persuasive games
KW - interaction design
KW - wicked problems
KW - rhetoric
U2 - 10.1007/978-3-319-07127-5_12
DO - 10.1007/978-3-319-07127-5_12
M3 - Conference contribution/Paper
SN - 9783319071268
T3 - Lecture Notes in Computer Science
SP - 137
EP - 142
BT - Persuasive Technology
A2 - Spagnolli, Anna
A2 - Chittaro, Luca
A2 - Gamberini, Luciano
PB - Springer
CY - Berlin
ER -