Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion (Fogg 2002). Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices (Oinas-Kukkonen et al. 2008), but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric (Bogost 2007), and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent (Lockton et al. 2010).
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Famous quotes containing the words persuasive and/or technology:
“We are made happy when reason can discover no occasion for it. The memory of some past moments is more persuasive than the experience of present ones. There have been visions of such breadth and brightness that these motes were invisible in their light.”
—Henry David Thoreau (18171862)
“If we had a reliable way to label our toys good and bad, it would be easy to regulate technology wisely. But we can rarely see far enough ahead to know which road leads to damnation. Whoever concerns himself with big technology, either to push it forward or to stop it, is gambling in human lives.”
—Freeman Dyson (b. 1923)