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Persuasive TechnologyCREATIVE PRESENTATION TEMPLATEfor
helping diabetic patients make and sustain healthy l ifestyle
Outline
UNIVERSITI PUTRA MALAYSIA 3
Deliverable and Estimation time
11.55 am
Introduction
12:05 pm
Strategies
12.15 am
Question
12:10 pm
Methodology
12 pm
LiteratureReview
5Diabetes- Prevalence Worldwide
30MUS
4MUK 3.2M
MALAYSIA
WP Region138 Million People. W
Today 387 Million - Diabetic worldwideT By 2035
More than 1 / 2 Billion PeopleP
Malaysia3.2 Million People with Diabetes. M
BY 2035More than 202 Million People. F
6
Diabetes in Malaysia
In the year 2014, 3.2 million people in Malaysia were living with diabetes. Age ≥ 18 - which makes 16%
BlindnessFoot
ProblemsStroke
High Blood
Pressure
Heart Disease
C o s t p e r p e r s o n
570$S i g n i f i c a n t E f f e c t s
Prevalence of diabetes in adults, age ≥ 18
7
90 - 95%5- 10%
Type II
Two main types of diabetes
Type I
10% 90 %
• Known as Insulin-Dependent or childhood -oneset.
• More triggered by genetic and it’s incurable.
• Characterized by deficient insulin production and
required daily administration of insulin.
• Formally called non-insulin-dependent or adult-onset
• Results from the body’s ineffective use of insulin.
• Is largely the result of excess body weight & physical inactivity.
• 80% of type 2 diabetes are believed to be preventable and
reversible.
Type II Diabetes is a lifestyle DiseaseOver the age of ≥ 40, develop type 2 diabetes.
II
1 in 20
Symptoms =
In order for type 2 diabetes patients to manage and sustain healthy- lifestyle. They need to;
How IT help diabetes Patients
Weight management Healthy eating Exercise
E-health technologies are presented as enabler’s in diabetes prevention and care. They can provide an interactive
information tools to boost patient knowledge and self management.
However, e-health services for diabetes care have been implemented with varied success due to cost implications, poor reception and in apropos design of applications.
How IT help diabetes Patients
YYIn 2014There were over 20, 000 health apps in popular app store in the year. (Deloitte, 2014).
DOver 1000 AppsWere classified as diabetes related.(Deloitte, 2014).
% Statistic shows 70% of the apps have achieved minimal
success with only 30% of the app managing to obtain 90 days user retention. (Deloitte, 2014).
lack of personalized feedback
Usability issues
Lack of customizability
Problem Statement
One of the underlying factor that has contributed to the failure of mobile health apps is the fact that prescription not
persuasion is the design focus of most apps (Baumer et al, 2012). Most apps are designed to instruct the user on what to do
and what not do to improve health outcomes. Such applications assume that humans act rationally which is further from the
truth (Baumer et al, 2012). Underlying emotions, norms, belief, values, culture and lifestyles have a huge influence on healthy
behavior. Therefore persuasion and behavior change not just information should be a central design principles for mobile
health application.
Problem Statement : One-size-fits All
The second deficit present in persuasive technology applications is the design of one-dimensional models based on a
generic, one-size fits all approach (Gilliland, 2015; El Gayar et al. 2013) such as weight loss e.g. “Chick clique (Toscos, Faber,
An, & Gandhi, 2006)“ as well as “iCrave (Hsu et al., 2014)”, to name few. These applications are aimed at helping people to
manage their weight whereas lifestyle behavior change intervention need to address other health goals. Such applications
grounded on this principal assume that information on specialty-diseases like diabetes is transferable to each and every
patient afflicted by the disease and therefore simply provide general-purpose information.
Such apps fail to consider the users socio-cultural context, psycho-social factors, needs and preference which have a bearing
on how users interact with medical devices and information. They also lack human-centeredness, lack of personalized
feedback; usability issues and the ease of execution of strategies that are required to improve patients health and wellbeing (Van
Germert-Pijnen, 2011).
13
Objectives
To produce a user persona
PersonaTo design a mobile application for
Type-2 Diabetes patients to
maintain a healthy eating habit.
Design & DevelopTo evaluate the usability of the
mobile application
Usability
14
Scope Of Study
The scope of this project is to develop a
mobile-based persuasive technology tool
which intends to improve or change diabetic
patients’ behaviors and attitudes toward
healthy eating.
1Demographic
Study the Demographic of Type-2 diabetes in Malaysia
particularly concerning healthy eating.
2Model & Strategies
Study the health behavior model and theory that could be
useful in choosing the appropriate persuasive strategies.
3Persona & Development
Prototype and evaluate a user-centered application tool
and verify if the application helped the end-target audience.
B.J.Fogg described Captology as “the study on the design, research and user’s interaction with any computing system that are created with a focus on the psychological drivers for the purpose
of changing people’s attitudes or behaviors without coercion or deception”(B. J. Fogg, 2003)
Dr. B. J. Fogg
Persuasive Technology
Captology
17
CaptologyIn other words, the concept of persuasive technology is the notation
persuasion, which is the process through which an attempt to
shape, reinforce, or change behavior, feelings or thoughts about an
issue, object or action. This means in order for persuasion to works,
it requires intentionality (B. Fogg, 1998).
1Product of a HCI examines on how people are persuaded when interacting with computing products as opposed to computer-mediated communication(CMC)
2Focus on intentionality a technology must focus on intentionality and planned persuasive effects,
3Focus on endogenouslywhich means the strategy and techniques to persuade are embedded in the technology itself as the opposed of exogenously and autogenously
Three Criteria must meet
Interactive technology canpermit individuals toexperience informationparticularly created toshape their feelings
As MediaTechnologies can increasepeople’s ability to perform atarget behavior and allowingpeople to do things more easily
As Toolpersuasive technologiesinvoke social reactionsfrom users or tacklepseudo-human role.Provide social support
As Social actor
Functional triads
19
Persuasive As a tool – Related work iCrave
( Anne Hsu1, Jing Yang1, Yigit Yilmaz1)• “iCrave” that investigates the efficacy of ‘just-in-time’.
• Mental imagery based interventions when attempting to improve
snacking behavior.
• iCrave was developed to be used during the onset of a food
craving that asks the user to imagine a particular scene for 10
seconds and then report on whether they had a healthy snack,
unhealthy snack.
• The use of mental imagery to reduce food cravings is based on
the Elaborated Intrusion Theory of Desire which posits that as
cravings are created through a cycle of mental elaboration. (Hsu
et al., 2014)
Lunchtime (Rita Orji, Julita Vassileva, Regan L. Mandryk).
• Persuasive game for motivating healthy eating in young adults.
• It allows players to play role of restaurants visitors and their
goal is to choose the healthiest option from a list of food
choices.
• The players are awarded points based on the relative
healthiness of their choice. (perceived benefit )
• Studies showed that playing the LunchTime game increased the
players‘ nutrition knowledge and their general feeling of self-
efficacy about their ability to initiate and maintain healthy
eating behavior. (Orji et al., 2012).
21
THE FOGG BEHAVIOUR MODEL
The Fogg Behavior Model shows that three elements must converge
at the same moment for a behavior to occur:.
Behavior = MAT
M
Motivation
A
Ability
T
Trigger
Behavior Elements
Core Motivator
T
Time
M
Money
E
Effort
R
Routine
How to build a persuasive tool ?
What are the principles and
processes of behavior
change ?
What strategy to be used ?
23
Transtheoretical model (TTM)
Precontemplation
Contemplation
Maintenance
Preparation
Aware of the problem and Have the desire to change
Intends to take action
Unaware Of the problem
Work to sustain the behavior
Practices the desired behavior
Create awareness; change values and beliefs
Persuade and motivate
Educate
Facilitate Action
Reinforce changes Reminder and communication
(Prochaska, DiClemente, & Norcross, 1992.).
Self efficacy Increasing
24
Behavior Strategies
Self-MonitoringObserving and recording of patient’s behaviorsuch as food intake ( eg. Amount, type, calorie ,carbs and nutritional value of the foodsconsumed).
01
Goal SettingsSpecify clear. Attainable and measurable goals for eating habits, physical activity. It determines patient’s confidence
03Stimulus ControlModifying environment cues to eating ( eg. Reducing exposure to high-calorie or sugar food) Purchase portion-controlled foods
05
Decision Support (Suggestion)encouraging a patients to consume more water and the tool would remind the patients about “the benefit of consuming more water" every 30 minutes or so. Such as Just-in-time Messages
02
Reinforcement (Rewards)Reinforcement management provides consequences for taking steps in a positive direction. Perceived value
04Counter Conditioning Counter conditioning requires learning healthy behaviors as substitutes for problem behaviors.E.g Walking as a healthier alternative than “comfort foods” as a way to cope with stress.
06
27
Current progress
1Start
Stage 1Conducted a literature
review of diabetes and self-
management practices
specifically in the domain of
healthy eating behaviour,
persuasive technology and
theories of behavior change
Stage 2an official ethics form was
presented to the
researchers’ educational
guild (Diabetes Malaysia)
Stage 3semi-structured interviews
were conducted with Type
2 diabetic patients
Jan 25
CompilationProducing persona, use
case diagram and Task
Analysis, conceptual model
Jan 30
4
3
2
28
Conclusion
In conclusion, the above discussion which explained the difference between persuasive technology applied with “one-
goal-fits all” approach and persuasive technology that is built on user-centered approach. The outcome have proven that
the impact of user on PT designs for healthful eating is critically important. Nonetheless, healthy eating is without doubt
one of the domains with deep user and cultural influences, as a result, a user must be considered when designing a
persuasive technology tool for healthy eating behavior. (Miller & Pumariega, 2001)
IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from
https://www.idf.org/membership/wp/malaysia
Davidson, R. (1992). The Prochaska and DiClemente model: reply to the debate. Addiction,87(6), 833-835.
doi:10.1111/j.1360-0443.1992.tb01977.x
Miller, M. N., & Pumariega, A. J. (2001). Culture and eating disorders: a historical and cross-cultural review.
Psychiatry, 64(2), 93-110.
Fogg, B. J. (2002). Persuasive technology: Using computers to change what we think and do(1st ed.). Amsterdam:
Morgan Kauffman.
Fogg, B. (1998). Persuasive computers: perspectives and research directions. Paper presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Los Angeles,
California, USA.
Fogg, B. (2007). Mobile persuasion: 20 perspectives on the future of behavior change: Mobile Persuasion.
Fogg, B. J. (2003). Persuasive technology using computers to change what we think and do. Retrieved from http://site.ebrary.com/id/10186233IDF. (2014). Diabetes in Malaysia 2014. Retrieved December 11, 2015, from https://www.idf.org/membership/wp/malaysia
Reference