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L.-H. Shih and Y.-T. Chien
7. Personalization: A system that offers personalized content or services has a
greater capability for persuasion. (adopted from PSD) For example, systems
suggest where and when to swap battery to save users’ time based on users’
daily plan.
8. Social comparison: System users will have a greater motivation to perform the
target behavior if they can compare their performance with the performance
of others. (adopted from PSD) For example, systems present the comparison
result between users and others.
9. Praise: By offering praise, a system can make users more open to persuasion.
(adopted from PSD) For example, the screen of the less visited station will
praise users’ behavior.
10. Self-monitoring: A system that keeps track of one’s own performance or status
supports the user in achieving goals. (adopted from PSD) For example, systems
provide user’s own records on battery swap and let user decide when and where
to swap battery.
11. Liking: A system that is visually attractive to its users is likely to be more
persuasive. (adopted from PSD) For example, more lovely or attractive design
for the less visited stations should be applied.
12. Diversified function: The system provides more services will have a greater
capability for persuasion. (adopted from (Fogg 2009)) For example, more functions could be added on the less visited stations like washing scooters for
free.
13. Discount: The discount level will enhance the appeal of an offer and increase
purchase likelihood. (adopted from Eisenbeiss et al. (2015)) For example, some
discount may be applied for users visiting the less visited stations.
14. Data visualization and interactive narratives: The use of different website
features, such as sliders, drags, or mouse-overs, for enabling content engagement, and further, increasing its persuasive intent. (adopted from Oh et al.
(2018)) For example, systems allow users to know more information about
the swap frequency and available batteries with additional features.
15. Media richness and interactivity: Richer media contain more communication
modes and social visual cues and interactivity is defined as the extent to which
media would let the designer exert an influence on the content/form. (adopted
from Lu et al. (2014)) For example, systems provide more pictures or using AR
(augmented reality) to attract users.
16. Color associations: Colors associations could help users to easily understand the
feedback messages, and thereby, increase the persuasive effectiveness. (adopted
from Lu et al. (2016)) For instance, different colors are used to show the charging
status of batteries in different stations.
17. Virtual object: Users interact with the virtual object, resulting in the promotion
of behavior attuned towards energy conservation by influencing emotional or
rational thinking. (adopted from Chen et al. (2012)) For example, systems may
illustarte a virtual vegetable growing as users visit the less visited stations.
18. Threat and coping appraisal: Presenting threat (ex: Don’t speed. Don’t kill your
mates) and coping appraisal (ex: Better arrive late than not at all) messages
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