Scope & Domains
Changing the Future
2020 Special Theme: Persuasive Technology – Changing the Future
Similar to previous conferences this theme is both a celebration of what Persuasive Technology has accomplished and a challenge for where Persuasive Technology can make a difference in the future.
Persuasive2020 marks the 15th annual conference on Persuasive technologies and the world of digital resources and technological influence has changed dramatically since the field was first established. As such it is a timely occasion to explore, discuss and develop both State of the art behavior design technologies but also an opportunity to explore the possibilities and limitations of technologies in the future. As a result, we invite papers that show clearly the design of persuasive technologies with the explicit goal of creating behavioral change, and papers that show that persuasive technologies made a difference. Papers that explore methods to improve the understanding of persuasive interventions and the measurement of behaviour change are also encouraged.
We also encourage papers exploring new frontiers for persuasive technology, such as digital learning, artificial intelligence and robotics, innovative uses of big data, and new ways of creating engagement through gaming or social connection. Persuasive technologies in various domains (health, energy usage, social commitment and others) and creative and effective uses of persuasion through various technologies (web, wearables, AI, and smart environments) will also be well received.
We welcome a wide diversity of papers. Papers eligible for acceptance may address the application of PT in different domains (e.g., health, safety, energy, etc.), examine the specific psychological mechanisms that positively or negatively influence PT effectiveness (e.g., habits, reciprocity, social comparison), the ethics of persuasive technology, focus on technology that provides input to persuasion attempts (e.g., sensors, monitoring, AI, etc.), or emphasize methodology (for design, evaluation, implementation, etc.).
The list below provides some additional examples (in no particular order); eligible papers are not limited to these specific examples.
DOMAINS
- Safety
- Personalized Healthcare (e.g. health, well-being, happiness)
- Healthy Environments
- Sustainable Environments
- Persuasive well-being
- Persuasive cities
- e-Learning and training
- Marketing and e-commerce
- Nudging
TECHNOLOGICAL AND DESIGN PERSPECTIVE
- Big data systems
- Sensing technology
- Early warning systems
- Intelligent systems
- Smart environments
- Connected devices (Internet of Things)
- Multimodal interaction
- Persuasive systems, interfaces, visualization
- Socially-influencing systems
- Computer-supported influence
- Tailored, persuasive and personalized systems
- Mobile, pervasive and ubiquitous persuasion
METHODOLOGY
- Design methodologies
- User centered and Co-creative design approaches
- Behavior change support systems design
- Experiments
- Big data methodologies
- Gamification
- Implementation
- Evaluation and validation
- Valorization
- (Ecological) monitoring
- Feedback
- Coaching
- Persuasion through gamification
THEORY
- Mass persuasion and interactive technologies
- Cognition and persuasive technology
- Ethics and moral issues
- Applied Ethics
- Cultural Influences
- Humanizing and/or dehumanizing effects of persuasive technology
- Unconscious processes
- Habits and habit change
- Social practices
- Cultural values
- Reciprocity
- Competition, social comparison
- HCI issues
MISCELLANEOUS
- Unexpected effects of PT
- Disruptive technology
- Persuasive backfiring
- Peripheral interaction
- Slow technology