4 Persuasive Design for Improving Battery Swap Service Systems …
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sequentially might increase the likelihood that they will be committed to
memory. (adopted from Cathcart and Glendon (2016)) For example, systems
send messages to users about the risk of visiting the crowded stations.
4.4 Questionnaire Design and the Survey
With the eighteen feasible persuasive strategies, a questionnaire is designed for
estimating the persuasion effect of each strategy. The questionnaire survey was
conducted to collect responses from the potential users in Taiwan.
4.4.1 Questionnaire Design
To estimate the persuasive effects of the feasible design strategies, eighteen storyboards were drawn to let respondents understand how each design strategy works
and what a user can interact with the system and obtain service during the battery
swapping process. Recent examples of using storyboards for studying persuasive
effect include Orji et al. (2014) and Shih and Jheng (2017). According to the suggestion of Truong et al. (2006), a good storyboard design should contain presentation
to a certain level of detail, verbal or graphic expression, calling the as-real feelings
for the respondents, and showing the time or sequence of the use experience. In this
questionnaire, three cartoons were designed to show how and what a user would
experience assuming the design strategy is implemented in the battery swap service
system. For instance, a storyboard designed for the strategy “rewards” is shown in
the Fig. 4.1 where a gift is given to the user who goes to the less visited station.
Fig. 4.1 An example storyboard for strategy “rewards”
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