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Understanding autonomy, animism and presence as a design strategy for behavior change. / Li, Xueliang; Rozendaal, Marco; Jansen, Kaspar; Jonker, Catholijn.

2017. 1-6 Abstract from DIS'17 The 2017 Conference on Designing Interactive Systems, Edinburgh, United Kingdom.

Research output: Contribution to conferenceAbstractScientific

Harvard

Li, X, Rozendaal, M, Jansen, K & Jonker, C 2017, 'Understanding autonomy, animism and presence as a design strategy for behavior change' DIS'17 The 2017 Conference on Designing Interactive Systems, Edinburgh, United Kingdom, 10/06/17 - 14/06/17, pp. 1-6. https://doi.org/10.1145/3064857.3079108

APA

Li, X., Rozendaal, M., Jansen, K., & Jonker, C. (2017). Understanding autonomy, animism and presence as a design strategy for behavior change. 1-6. Abstract from DIS'17 The 2017 Conference on Designing Interactive Systems, Edinburgh, United Kingdom. https://doi.org/10.1145/3064857.3079108

Vancouver

Li X, Rozendaal M, Jansen K, Jonker C. Understanding autonomy, animism and presence as a design strategy for behavior change. 2017. Abstract from DIS'17 The 2017 Conference on Designing Interactive Systems, Edinburgh, United Kingdom. https://doi.org/10.1145/3064857.3079108

Author

Li, Xueliang ; Rozendaal, Marco ; Jansen, Kaspar ; Jonker, Catholijn. / Understanding autonomy, animism and presence as a design strategy for behavior change. Abstract from DIS'17 The 2017 Conference on Designing Interactive Systems, Edinburgh, United Kingdom.6 p.

BibTeX

@conference{6b2d4a42ba094327af84b66ec8a78315,
title = "Understanding autonomy, animism and presence as a design strategy for behavior change",
abstract = "In this paper we investigate how autonomy, animism and presence of interactive products in daily life can positively influence people to change their behavior. Three interactive products were reviewed and compared on each of these three concepts. Based on this comparison we propose that a product's autonomy is a prerequisite to initiate behavior change when people are unwilling or unable to act, or are unware that action is possible, while animism creates a sense of social engagement between user and product. Presence refers to the availability and readiness of a product to engage people on a daily basis. We conclude with discussing the potentiality of these concepts in developing an integrated design strategy for behavior change.",
keywords = "Affective computing, Behavior change, Interaction design, Stress management",
author = "Xueliang Li and Marco Rozendaal and Kaspar Jansen and Catholijn Jonker",
note = "Extended abstract; DIS'17 The 2017 Conference on Designing Interactive Systems ; Conference date: 10-06-2017 Through 14-06-2017",
year = "2017",
doi = "10.1145/3064857.3079108",
language = "English",
pages = "1--6",

}

RIS

TY - CONF

T1 - Understanding autonomy, animism and presence as a design strategy for behavior change

AU - Li, Xueliang

AU - Rozendaal, Marco

AU - Jansen, Kaspar

AU - Jonker, Catholijn

N1 - Extended abstract

PY - 2017

Y1 - 2017

N2 - In this paper we investigate how autonomy, animism and presence of interactive products in daily life can positively influence people to change their behavior. Three interactive products were reviewed and compared on each of these three concepts. Based on this comparison we propose that a product's autonomy is a prerequisite to initiate behavior change when people are unwilling or unable to act, or are unware that action is possible, while animism creates a sense of social engagement between user and product. Presence refers to the availability and readiness of a product to engage people on a daily basis. We conclude with discussing the potentiality of these concepts in developing an integrated design strategy for behavior change.

AB - In this paper we investigate how autonomy, animism and presence of interactive products in daily life can positively influence people to change their behavior. Three interactive products were reviewed and compared on each of these three concepts. Based on this comparison we propose that a product's autonomy is a prerequisite to initiate behavior change when people are unwilling or unable to act, or are unware that action is possible, while animism creates a sense of social engagement between user and product. Presence refers to the availability and readiness of a product to engage people on a daily basis. We conclude with discussing the potentiality of these concepts in developing an integrated design strategy for behavior change.

KW - Affective computing

KW - Behavior change

KW - Interaction design

KW - Stress management

UR - http://www.scopus.com/inward/record.url?scp=85022206151&partnerID=8YFLogxK

U2 - 10.1145/3064857.3079108

DO - 10.1145/3064857.3079108

M3 - Abstract

SP - 1

EP - 6

ER -

ID: 26110745