use persuasive technology to support healthy behavior via pedometer. Ubifit Garden
uses a floral garden wallpaper, in a mobile application, that flourish and blooms as the
person performs activities. Move2Play [16] and Healthopia [17] are mobile applications that promote a healthier lifestyle and motivates to participate in regular physical
activity using wearable and mobile sensors. Many of the existing systems lack contextawareness when proposing physical activities. They also don’t consider the profile of
the person and his health state. There is also no flexibility when asking a person to do
behavior nor customization.
3 Methodology: Personalization and Customization
of the Behavior Change Strategy
We argue that targeting better motivation of senior and successful change of their
behavior requires that a persuasion technique that take into consideration, in addition to
the Captology elements, several factors in relation with the older adult’s life such as his
health state, his environment, his preferred activities and his tendencies. Therefore, a
pre-persuasion step is required to form the senior’s profile. The user profile is composed of a personal profile (demographic data, preferred activities and hobbies, social
relationships, etc.) and a health profile (physical and mental state). We mainly used the
Health Utilities Index Mark 3 (HUI3) [18], a generic health profiles and preferencebased systems for measuring health status, reporting health-related quality of life, and
producing utility scores, to model the health profile.
The user profile (personal and health) is then used as an entry to our persuasive
strategy in conjunction with contextual information to help increase the likelihood of
behavioral change success. Our persuasion strategy inspired from Fogg’s functional
triad and Fogg Behavior Model (FBM) uses the received element to convince older
adults to adopt a healthy lifestyle and to avoid sedentary. Our approach is presented in
Fig. 1 below.
Fig. 1. Customizable persuasion strategy
Personalized and Contextualized Persuasion System
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