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Amsterdam University of Applied Sciences

Designing persuasive interactive environments

a hands-on workshop to explore interactivity and persuasion in design

Rozendaal, Marco; Bekker, Tilde; Vermeeren, Arnold; Kanis, Marije; Aprile, Walter; van der Helm, Aadjan; Middendorf, Wouter

Publication date 2012

Document Version Final published version

Link to publication

Citation for published version (APA):

Rozendaal, M., Bekker, T., Vermeeren, A., Kanis, M., Aprile, W., van der Helm, A., &

Middendorf, W. (2012). Designing persuasive interactive environments: a hands-on workshop to explore interactivity and persuasion in design. Springer Verlag.

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Download date:27 Nov 2021

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Workshop Proposal Ambient Intelligence Conference, Pisa, Italy 2012

© Springer-Verlag Berlin Heidelberg 2012

D ESIGNING P ERSUASIVE I NTERACTIVE E NVIRONMENTS : A HANDS - ON WORKSHOP TO EXPLORE INTERACTIVITY AND

PERSUASION IN DESIGN

Marco Rozendaal

1

, Aadjan van der Helm

1

, Walter Aprile

1

, Arnold Vermeeren

1

, Tilde Bekker

2

, Marije Kanis

3

, Wouter Middendorf

4

1

Delft University of Technology, Faculty of Industrial Design Engineering, The Netherlands {m.c.rozendaal, a.j.v.vanderhelm, w.a.aprile, a.p.o.s.vermeeren}@tudelft.nl

2

Eindhoven University of Technology, Department of Industrial Design, The Netherlands m.m.bekker@tue.nl

3

Amsterdam University of Applied Sciences, CREATE-IT Applied research labs, The Netherlands m.kanis@hva.nl

4

Fabrique - brands, design and interaction, The Netherlands wouterm@fabrique.nl

Abstract. Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop fol- lows a research-through-design approach where practise-relevant insights are gained while designing. The focus will be on intuitive and rational de- cision-making, the role of aesthetics in persuasion, social and spatial in- fluences on persuasion and the ethics of designing for persuasion.

Keywords. Ambient intelligence, persuasion, aesthetics, decision-making research-through-design, interactive prototyping.

1. Introduction and workshop goals

Ambient Intelligent environments are interactive environments that sense human be- haviour and can respond intelligently through lighting, audio-visual media or physical adaptations [1]. Much research focuses on the technical feasibility of these interactive environments, such as the accuracy of sensing technologies and robustness of wireless communication. In this workshop we explore the persuasive quality of interactive environments on human experience and behaviour in semi-public spaces.

We propose a hands-on workshop intended for designers, human factors research-

ers and technologists in the field of ambient intelligence who want to explore, first-

hand, the complexities and subtleties of designing persuasive interactive environ-

ments [2, 3]. During the workshop, interactive prototypes will be created aimed at

influencing the behaviour of the AmI’12 conference visitors. By setting-up these in-

teractive prototypes at the conference we can assess if the intended behaviours are

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actually performed and stimulating debate between conference visitors at the same time.

The workshop organizers will provide interactive sketching tools enabling partici- pants to build interactive prototypes quickly and intuitively without requiring much technical expertise [4]. Both Delft and Eindhoven University of Technology have extensive experience with hosting interactive prototyping workshops. The sketching tool consists of MAX/MSP software [5] connecting to a variety of Arduino sensors and actuators [6] (Figure 1). Workshop participants may also bring their own materi- als and compatible systems. Specifications on compatibility will be given in the call- for-participation. Technical and design expertise will be provided during the work- shop to guide participants through the interactive prototyping process and to safe- guard quality.

The workshop follows a research-through-design approach [7] consisting of two short design cycles where participants both design and reflect. Such an approach leads to practise-relevant insights in a short period of time. Here, designing involves fitting the possibilities of the interactive sketching tool, the spatial layout of the communal space and peoples’ inherent social behaviours with the desired behavioural goal. Re- flecting on design involves discussing how aspects of persuasion are embodied in a prototype’s form and interactivity. The aim is to publish the results of the workshop in a shared publication, targeting the ambient intelligence community.

Figure1. Impression of the courses: Interactive Technology Design and Interac- tive Environments at Delft University of Technology. Combining ‘MAX/MSP’

with the Arduino system allows for quick interactive prototyping.

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2. Topics to be discussed

The focus is to explore the persuasive quality of interactive environments on human experience and behaviour. We connect to the work of Fogg [8] with a specific empha- sis on design related issues as discussed by Lockton et al [9]. We invite participants to reflect on the following aspects of persuasion in relation to form and interactivity.

• Intuitive and rational decision making

• The role of aesthetics in persuasion

• Social and spatial influences on persuasion

• Evaluation methods for persuasion

• The ethics of designing for persuasion

3. Participants and procedure

The intended audience of the workshop are designers, human factors researchers and technologists working in the field of ambient intelligence. Since we approach persua- sion from a design perspective, participants without a design background should have an affinity with prototyping, creativity and multidisciplinary collaboration. Partici- pants are asked to submit a short position paper (2-4 pages) demonstrating this affinity.

4. Schedule of the workshop

We propose a full-day workshop that involves two short design cycles where partici- pants both design and reflect (Table 1). At the start of the workshop, participants are introduced; design-teams are formed and they are briefed about their design cases.

Design cases are prepared beforehand to get the workshop participants up to speed.

For example, a design case might be to persuade the AmI’12 conference visitors to engage in conversation during conference breaks in the hallway or to persuade con- ference visitors to take the stairs instead of the elevator.

After the introduction, most of the workshop-time is spent on the two design cycles

in which participants work together on the different design cases. The workshop ends

with group presentations and discussion. The organizers may fine-tune the prototypes

after the workshop has ended in order to have them function as stand-alone interactive

installations during the conference.

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Table 1. Workshop Schedule

Time Activity

09:00 - 09:30 Welcome and introduction

09:30 - 10:00 Design case brainstorm

10:00 - 11:15** Design cycle 1: action

11:15 - 12:00 Design cylcle1: reflection

12:00 - 13:00 Lunch break

13:00 - 14:15** Design cycle2: action

14:15 - 15:00 Design cycle2: reflection

15:00 - 16:00 Presentations and discussion

1600 - Evening After the workshop, the organizers will detail the prototypes in such a way that they can function as stand-alone prototypes during the conference.

At the AmI’12 Conference

The organizing team will assess the effect of the prototypes on visitor behaviour during the conference breaks in a non-obtrusive manner

** Coffee, tea, drinks and snack will be provided during the workshop

5. Applying for participation

The interested public is invited to submit a short position paper (2-4 pages) demon- strating related designs, research or visions on persuasion. The workshop organizers will set-up a program committee that will review the incoming submissions.

6. Marketing the workshop

A workshop website will be hosted by the Faculty of Industrial Design Engineering at the Delft University of Technology. Further exposure of the workshop is given by the Industrial Design department of the Eindhoven University of Technology and by CREATE-IT, the Applied Research Labs of the Amsterdam University of Applied Sciences. The Dutch design community is reached through the Platform for Creation and Innovation, ‘Pakhuis de Zwijger’ and Dutch design agency, ‘Fabrique’.

7. Outcomes of the workshop

• Interactive prototypes that will be set-up at the conference communal areas that conference visitors can experience and debate.

• Practise-relevant knowledge on persuasion based on participant’s first-hand experiences of the workshop.

• Website/Blog in which the organisers present their call-for-participation and multimedia registration of the workshop, targeted for the ambient intelli- gence community

• Shared publication based on the workshop results

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8. References

1. Aarts, E, Marzano, S. (2003). The New Everyday: Views on Ambient Intel- ligence, 010 Publishers, Rotterdam, The Netherlands.

2. Bekker, M.M., Sturm, J., Eggen. B. (2010). Designing playful interactions for social interaction and physical play. Personal and Ubiquitous Computing.

14(5), 385-396 (2010)

3. Rozendaal, M.C., Vermeeren, A.P.O.S., Bekker, M.M., de Ridder, H.

(2011). A research framework for playful persuasion based on psychological needs and bodily interaction. Workshop on Human Behaviour Understanding nov 2011, Amsterdam. Lecture Notes in Computer Science, 2011, Volume 7065/2011, 116-123.

4. Aprile, W.A., van der Helm, A.J., (2011). Interactive technology design at the Delft University of Technology - a course about how to design interac- tive products. International conference on engineering and product design education. 8 & 9 September 2011, City University, London, UK

5. (web: http://cycling74.com/) Last checked March 21, 2012 6. (web: http://www.arduino.cc/) Last checked March 21, 2012

7. Zimmerman, J., Forlizzi, J., & Evenson, S. (2007). Research through design as a method for interaction design research in HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 493- 502). New York: ACM

8. Fogg, B. J. (2010). Persuasive technology: Using computers to change what we think and do. Morgan Kaufmann, New York

9. Lockton, D., Harrison, D., and Stanton, N.A. (2010). The Design with Intent

Method: A design tool for influencing user behaviour. Applied Ergonomics

41, 3, 382- 392.

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