Workshops


Personalizing Persuasive Technologies: Personalization for Wellbeing (PPT 2019)

https://personalizedpersuasion2019.wordpress.com

There is growing evidence that persuasive technologies are more likely to be effective in motivating behavioral change if personalized to the target users. This has led to an increasing interest in the field of personalised persuasive technologies (PPT) among researchers and practitioners in the academia and industry, respectively. For example, each of the last two PPT workshops in 2017 and 2018 attracted over 40 participants from over 10 different countries, alongside 12 peer-reviewed paper presentations and one keynote presentation. In the 2019 PPT workshop, we hope to build on the success of the previous years’ workshops by focusing on the challenges and opportunities identified during the past workshops in the field of PPT and the subdomain of wellbeing. Thus, the 2019 PPT workshop aims to bring together different groups of researchers and practitioners from the academia and industry with a common interest of advancing the field of PPT in general and wellbeing in particular. Potential participants in the workshop are invited to present their work, share their ideas and experiences, discuss key challenges facing the field, and identify and deliberate on new opportunities that have the potential of moving the field forward. While the theme of this year’s workshop is “Personalization for Wellbeing,” the 2019 PPT workshop will cover many areas of personalization and tailoring, which include, but not limited to, user models on personalization, computational models on personalization, design and evaluation methods, and personalized persuasive technologies. We welcome submissions and ideas from the domains of persuasive technology and Human-Computer Interaction (HCI) in general, including but not limited to health, wellbeing, sustainability, education, entertainment, games, marketing, eCommerce, social media, safety and security. Successful workshop papers will be archived online and made accessible to the general public.

Please note that the two workshops Personalizing Persuasive Technologies: Moving the Field to The Next Level (PPT 2019) and Workshop on Persuasive Technology for Mental Health and Wellbeing (PeTMeW 2019) have been merged.
    Personalizing Persuasive Technologies: Moving the Field to The Next Level (PPT 2019)

https://personalizedpersuasion2019.wordpress.com

There is growing evidence that persuasive technologies are more likely to be effective in motivating behavioral change if personalized to the target users. This has led to an increasing interest in the field of personalised persuasive technologies (PPT) among researchers and practitioners in the academia and industry, respectively. For example, each of the last two PPT workshops in 2017 and 2018 attracted over 40 participants from over 10 different countries, alongside 12 peer-reviewed paper presentations and one keynote presentation. In the 2019 workshop, we hope to build on the success of the previous years’ workshops by focusing on the challenges and opportunities identified during the workshops and the outstanding research questions that are yet to be answered in the field in general. The 2019 workshop aims to bring together different groups of researchers and practitioners from the academia and industry with a common interest of advancing the field of PPT. Potential participants in the workshop are invited to present their work, share their ideas and experiences, discuss key challenges facing the field, and identify and deliberate on new opportunities that have the potential of moving the field forward. The workshop will cover many areas of personalization and tailoring, which include, but not limited to, user models on personalization, computational models on personalization, design and evaluation methods, and personalized persuasive technologies. We welcome submissions and ideas from the domains of persuasive technology and Human-Computer Interaction (HCI) in general, including but not limited to health, sustainability, education, entertainment, games, marketing, eCommerce, social media, safety and security. Successful workshop papers will be archived online and made accessible to the general public.

      Workshop on Persuasive Technology for Mental Health and Wellbeing (PeTMeW 2019)

https://petmew.wordpress.com

Mental health problems are a growing public concern around the world. Stress, anxiety and depression can significantly influence a person’s health and quality of life. Persuasive technologies can motivate people to adopt and maintain behaviours which are beneficial to their wellbeing, and could provide novel solutions for preventing and ameliorating symptoms of mental health problems. The PetMeW workshop will invite researchers, designers and digital health care experts to discuss theoretical and practical considerations and directions for innovation in persuasive technology for mental wellbeing.

Seventh International Workshop on Behavior Change Support Systems (BCSS 2019)

https://bcssworkshop.wordpress.com/

Behavior Change Support Systems (BCSS), already running for the seventh time at Persuasive Technology, is a workshop that builds around the concept of systems that are specifically designed to help and support behavior change in individuals or groups. The highly multi-disciplinary nature of designing and implementing behavior change strategies and systems for the strategies has been in the forefront of this workshop from the very beginning. This year the workshop comprises new and interesting work on BCSSs in general and also a more focused theme of longevity either as regards sustained use of a system or in terms of lasting effects.

This workshop aims at connecting multidisciplinary researchers, practitioners and experts from a variety of scientific domains, such as information sciences, human-computer interaction, industrial design, psychology and medicine. This interactive workshop will act as a forum where experts from multiple disciplines can present their work, and can discuss and debate the pillars for persuasive technology.

Persuasive Technology in Online Collaborative Systems Workshop

https://onlinecollaborativesystems.wordpress.com

The aim of the Persuasive Technology in Online Collaborative Systems Workshop is to bring together a diverse group of researchers and practitioners in academia and industry who have interests in the use of persuasive technology in the area of online collaborative systems. The workshop will serve as an avenue for participants to share their ideas, experiences, and discuss the key challenges facing the area in order to shape the future of online collaborative systems. The workshop will cover broad areas of online systems that promote collaboration including online collaborative learning systems, MOOCs, social networks, socially influencing systems, and online question and answer systems. Submissions in these areas related to the use of persuasion and persuasive technology models, the design and evaluation of methods of persuasion, and the personalization or tailoring of persuasive technology are welcome.

The 19th Workshop on Computational Models of Natural Argument (CMNA19): The Role(s) of Argumentation in Persuasion

http://www.cmna.info/CMNA19 

The CMNA workshop series focuses on the issue of modelling “natural” argumentation where naturalness may range across a variety of forms, perhaps involving the use of visual rather than linguistic means to illustrate a point, for example using graphics or multimedia, or applying more sophisticated rhetorical devices, interacting at various layers of abstraction, or exploiting “extra-rational” characteristics of the audience, taking into account emotions and affective factors. The study of Argumentation, and in particular, argumentative behaviour within natural, real-world communication, compliments the scope and directions of the behaviour change communities and aligns neatly with several aspects of the PERSUASIVE conferences. Computers and related digital technologies are tools that are increasingly used to help influence and persuade, as well as to manage and support. Similarly, the use of computers in argumentation has been varied, providing both a medium in which argumentative practises can flourish, and tools with which to study those practises. There appears however to be a natural alignment between the notion of argument as a rational process that can underpin reasoned action, and the idea of persuasive technologies leading to changes in behaviour and habitual action.

For this edition of the CMNA workshop, we propose a special theme on the role(s) of argumentation in persuasion. This theme would be interpreted broadly, to support both polemical positions on, for example, whether argumentation can help or hinder persuasion, and to enable dissemination of recent work at the intersection of the fields. For example, recent work within the argumentation community has considered the use of arguments in formal models of persuasion as well as the role of argumentative dialogue in building motivation for behaviour change.

Tutorials


Persuasive systems design, evaluation and research through the PSD model

Deep understanding of user behavior has become a key for successful design of modern information and communication technology. Moreover, a growing number of software, systems and services are being developed to change users’ attitudes or behavior or both in areas such as fostering health and promoting sustainable/green behaviors. Despite the fact that attitudinal theories from social psychology have been quite extensively applied to the study of user intentions and behavior, these theories have been developed, for instance, for predicting user acceptance of the information technology rather than providing systematic analysis and design methods for developing persuasive software solutions.

This presentation will introduce conceptual frameworks for designing, evaluating and researching persuasive systems, known as the Persuasive Systems Design (PSD) model and the Behavior Change Support System (BCSS) framework. The PSD describes the process for persuasive systems development and it explains what kind of software functionality may be implemented in the service or product. The model helps select effective persuasive features, and categorizes them into primary task, computer-human dialogue, system credibility, and social influence. It also highlights fundamentals behind any persuasive system and ways to analyze contexts for persuasion. Results from a variety of research projects utilizing approaches based on the PSD model and the BCSS framework will be presented.

The PSD model and BCSS framework can be applied for developing and evaluating both full-fledged interventions and lighter persuasive applications, carrying out systematic literature reviews, actually building the software for these applications as well as user experience and actual intervention outcome research with these approaches. We make the claim that the topics addressed in this presentation will play a central role in all future IT design, and is relevant for all future software business and economy.

Empowering Sustainable Change: Emergence of Transforming Wellbeing Theory

https://transforms.me/make/2019/4/9/transforming-wellbeing-theory

This is the fourth sequential event succeeding the “Persuasive Urban Mobility” workshop in 2015, the “Empowering Cities for Sustainable Wellbeing” workshop in 2016, and the “Transforming Sociotech Design” tutorial in 2018. The number of participants has significantly grown over these events, which evidences their importance and relevance to the Persuasive Technology community, especially the conference participants. This upgraded tutorial will introduce and explain how the Transforming Wellbeing Theory (TWT) contributes to the Persuasive Technology (PT) research by extending our understanding beyond limitations of traditional behavioral change designs and interventions. This tutorial addresses highly important research direction that influences the future of PT and ways to properly and ethically design our ever-increasing technology-supported environments. The PT community will benefit from the advanced knowledge and immediate capacity of applying the fundamental strategies and frameworks to transform lives. The tutorial is instrumental for various contexts, including health, education, games, sustainability, safety, wellbeing, emergency, ecology, economy, and more.