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Wicked persuasion: a designerly approach

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

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/ISSNConference contribution/Paperpeer-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

Knowles, Brandin ; Coulton, Paul ; Lochrie, Mark et al. / Wicked persuasion : a designerly approach. Persuasive Technology: 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-23, 2014. Proceedings. editor / Anna Spagnolli ; Luca Chittaro ; Luciano Gamberini. Berlin : Springer, 2014. pp. 137-142 (Lecture Notes in Computer Science).

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 -