4 Persuasive Design for Improving Battery Swap Service Systems …
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find the feasible design strategies from the candidate design strategies suggested in
the literature.
Whether the design strategies obtained from literature are suitable for changing
the behavior of choosing charging stations was checked one by one by figuring out
if the strategy can be implemented in the five stages of swapping battery behaviors.
Eighteen feasible design strategies were screened out based on the feasibility and the
potential of persuading users.
4.3.2 Feasible Persuasive Strategies for Users Choosing Less
Visited Stations
Whether the design strategies are feasible ones also depends on if there are ideas
of how the strategies can be implemented in the swap service systems. This is
important because a storyboard for each design strategy has to be drawn illustrating
the hypothetical use experience assuming the design strategy is implemented. In
other words, how the design strategy can actually persuade users will be presented
in the story board so that the persuasion effect of each design strategy can be
measured in the survey. The description of the eighteen feasible design strategies
are listed in the followings, where the first 11 strategies are adopted from PSD model
(Oinas-Kukkonen and Harjumaa 2009) and the last seven strategies are from other
literature.
1. Rewards: Systems that reward user’s target behaviors may have persuasive
powers. (adopted from PSD) For example, users get gifts in the less visited
stations.
2. Reminders: If a system reminds users of their target behavior, the users will
more likely achieve their goals. (adopted from PSD) For example, messages
are sent to users to swap battery earlier.
3. Cooperation: A system can motivate users to adopt a target attitude or behavior
by leveraging human beings’ natural drive to cooperate. (adopted from PSD)
For example, users are encouraged to team up to achieve target behavior.
4. Simulation: Systems that provide simulations can persuade by enabling users
to observe immediately the link between cause and effect. (adopted from PSD)
For example, systems simulate the situation users will face for changing swap
behavior.
5. Tunneling: Using the system to guide users through a process or experience
provides opportunities to persuade along the way. (adopted from PSD) For
example, systems guide users to swap battery based on the users’ past record
and daily schedule.
6. Authority: A system that leverages roles of authority will have enhanced powers
of persuasion. (adopted from PSD) For example, systems provide some experts
advice for utilizing less used batteries for sustainability purpose.
49
find the feasible design strategies from the candidate design strategies suggested in
the literature.
Whether the design strategies obtained from literature are suitable for changing
the behavior of choosing charging stations was checked one by one by figuring out
if the strategy can be implemented in the five stages of swapping battery behaviors.
Eighteen feasible design strategies were screened out based on the feasibility and the
potential of persuading users.
4.3.2 Feasible Persuasive Strategies for Users Choosing Less
Visited Stations
Whether the design strategies are feasible ones also depends on if there are ideas
of how the strategies can be implemented in the swap service systems. This is
important because a storyboard for each design strategy has to be drawn illustrating
the hypothetical use experience assuming the design strategy is implemented. In
other words, how the design strategy can actually persuade users will be presented
in the story board so that the persuasion effect of each design strategy can be
measured in the survey. The description of the eighteen feasible design strategies
are listed in the followings, where the first 11 strategies are adopted from PSD model
(Oinas-Kukkonen and Harjumaa 2009) and the last seven strategies are from other
literature.
1. Rewards: Systems that reward user’s target behaviors may have persuasive
powers. (adopted from PSD) For example, users get gifts in the less visited
stations.
2. Reminders: If a system reminds users of their target behavior, the users will
more likely achieve their goals. (adopted from PSD) For example, messages
are sent to users to swap battery earlier.
3. Cooperation: A system can motivate users to adopt a target attitude or behavior
by leveraging human beings’ natural drive to cooperate. (adopted from PSD)
For example, users are encouraged to team up to achieve target behavior.
4. Simulation: Systems that provide simulations can persuade by enabling users
to observe immediately the link between cause and effect. (adopted from PSD)
For example, systems simulate the situation users will face for changing swap
behavior.
5. Tunneling: Using the system to guide users through a process or experience
provides opportunities to persuade along the way. (adopted from PSD) For
example, systems guide users to swap battery based on the users’ past record
and daily schedule.
6. Authority: A system that leverages roles of authority will have enhanced powers
of persuasion. (adopted from PSD) For example, systems provide some experts
advice for utilizing less used batteries for sustainability purpose.
