Oinas-Kukkonen et al. were inspired by Fogg’s works when proposing the process
of “Persuasive System Design” (PSD) [6] that aims to facilitate design and evaluation of
persuasive system. The framework is based on seven (7) hypotheses to understand the
problems of persuasive systems. The context of persuasion is then analyzed by designers
to have a deepening understanding of changes using three (3) major elements: Intention,
Event and Strategy. Outcomes are then used to design system’s qualities by meeting
several criteria: primary tasks support, dialogue, credibility, and social support.
Later, Oinas-Kukkonen presented the “Behavior Change Support Systems” (BCSS)
as an extension of the PSD process [7]. BCSS uses persuasive technology which allows
to create, reinforce, and change behaviors. It is based on a design matrix to determine
the nature of the behavior change. Rows of the matrix contain types of outcome
(formation, altering or reinforcing) and columns contain types of changes (complying,
behavior, or attitude).
To help designers in matching target behaviors with solutions for achieving them,
Fogg and Hreha proposed the “behavior Wizard” based on the “behavior Grid” [8]. The
latter consists of three (3) rows to present the duration of the target behavior and five
(5) columns to present the nature of the target behavior. The intersection of a row and a
column presents a behavior changing strategy.
Tracking behaviors change of a person involves following the steps of changing
actions from the current unwanted behavior to the requested or desired behavior. In this
research, we will apply the most important elements of behavior change theories to
motivate seniors to adopt a healthy lifestyle. The biggest challenge remaining now is
how to adapt the persuasion to the complexity and versatility of every older adult to
maximize persuasive effectiveness.
2.2 Existing Systems for Promoting Physical Activity
There are several systems that apply persuasive technology in different domains like
health care, leisure, e-commerce, education, etc. Many of these applications were
created to promote physical activities. In [9], authors identified 64 apps to promote
physical activity among adults. They rated them based on the taxonomy of behavior
change techniques. For instance, in [10] research was to understand motivators of
changing behavior and sharing results on tweeter by the users of RunKeeper App. It
takes the theory of planned behavior as a starting point for their conceptual model.
There model consider the influence of altruism, reputation building, community
identification, social norms, getting feedback and information sharing. Strava [11] is a
persuasive app created for runners and cyclists to track adults activities and offer
analysis on their performance. It aims on encouraging running and cycling by competitive motivation when activities are done in group, and challenges when exercising
alone. When a participant success the challenge, he earns a “badge” for their “trophy
case.” Endomondo [12] is a mobile app that tracks physical activity by monitoring
duration, distance and speed. Il motivates users by providing audio feedback, pep talks
from friends and user’s friends’ activities and statistics. Flowie is an application that
target older adults [13]. In Flowie, the performance of a senior, collected with a
pedometer, is translated by the expression of a small animated flower in a touch-screen
photo frame. Ubifit Garden [14] and Fish’n’steps [15] are two other applications that
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of “Persuasive System Design” (PSD) [6] that aims to facilitate design and evaluation of
persuasive system. The framework is based on seven (7) hypotheses to understand the
problems of persuasive systems. The context of persuasion is then analyzed by designers
to have a deepening understanding of changes using three (3) major elements: Intention,
Event and Strategy. Outcomes are then used to design system’s qualities by meeting
several criteria: primary tasks support, dialogue, credibility, and social support.
Later, Oinas-Kukkonen presented the “Behavior Change Support Systems” (BCSS)
as an extension of the PSD process [7]. BCSS uses persuasive technology which allows
to create, reinforce, and change behaviors. It is based on a design matrix to determine
the nature of the behavior change. Rows of the matrix contain types of outcome
(formation, altering or reinforcing) and columns contain types of changes (complying,
behavior, or attitude).
To help designers in matching target behaviors with solutions for achieving them,
Fogg and Hreha proposed the “behavior Wizard” based on the “behavior Grid” [8]. The
latter consists of three (3) rows to present the duration of the target behavior and five
(5) columns to present the nature of the target behavior. The intersection of a row and a
column presents a behavior changing strategy.
Tracking behaviors change of a person involves following the steps of changing
actions from the current unwanted behavior to the requested or desired behavior. In this
research, we will apply the most important elements of behavior change theories to
motivate seniors to adopt a healthy lifestyle. The biggest challenge remaining now is
how to adapt the persuasion to the complexity and versatility of every older adult to
maximize persuasive effectiveness.
2.2 Existing Systems for Promoting Physical Activity
There are several systems that apply persuasive technology in different domains like
health care, leisure, e-commerce, education, etc. Many of these applications were
created to promote physical activities. In [9], authors identified 64 apps to promote
physical activity among adults. They rated them based on the taxonomy of behavior
change techniques. For instance, in [10] research was to understand motivators of
changing behavior and sharing results on tweeter by the users of RunKeeper App. It
takes the theory of planned behavior as a starting point for their conceptual model.
There model consider the influence of altruism, reputation building, community
identification, social norms, getting feedback and information sharing. Strava [11] is a
persuasive app created for runners and cyclists to track adults activities and offer
analysis on their performance. It aims on encouraging running and cycling by competitive motivation when activities are done in group, and challenges when exercising
alone. When a participant success the challenge, he earns a “badge” for their “trophy
case.” Endomondo [12] is a mobile app that tracks physical activity by monitoring
duration, distance and speed. Il motivates users by providing audio feedback, pep talks
from friends and user’s friends’ activities and statistics. Flowie is an application that
target older adults [13]. In Flowie, the performance of a senior, collected with a
pedometer, is translated by the expression of a small animated flower in a touch-screen
photo frame. Ubifit Garden [14] and Fish’n’steps [15] are two other applications that
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H. Aloulou et al.
