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Persuasive Technologies
IMMEDIATE
PROMISE, PITFALLS, AND REALITY OF PERSUASIVE TECHNOLOGIES
LATEST COMMUNICATIONS OF THE ACM LOOKS AT CAPTOLOGY - COMPUTERS AS PERSUASIVE TECHNOLOGIES
New York, May 7, 1999 ...Persuasive computing technology -- designed to alter behavior and attitudes --
represents good and potentially bad news. CD-ROM-based games that encourage healthy eating and highway warning
signs that prevent accidents are examples of the good. Bad or questionable use can lead to self-destructive or
socially dangerous actions. The art of persuasion isn't new; using computer technology to persuade and alter
behavior is. The May 1999 Communications of the ACM provides an in-depth look at what the developing field of
captology (computers as persuasive technology) means in everyone's lives and attitudes today and tomorrow.
B.J. Fogg, this month's Communications guest editor, is director of Stanford University's Persuasive Technology
Lab, Fogg opens the section with an overview of how technology is being designed to alter people's behavior and
attitudes, addressing:
- What are the best applications for these technologies?
- What is their potential?
- What are their limits?
- What are the effects and side-effects of using them?
- What are their ethical implications?
According to Fogg, "not only do we as a scientific community need to understand more about the persuasive technologies
that already exist, we need more insight into what could exist, and perhaps more important, what should exist."
Phillip King, of NetSchools, and Jason Tester, of the Persuasive Technology Lab, look at the "Landscape of Persuasive
Technologies." They consider such computing systems intended to influence behavior as the "Baby Think It Over" doll,
helping teens realize just how much work a baby is, and the employee hand-wash monitoring system "Hygiene Guard."
In "Credibility and Computing Technology," Shawn Tseng, of Quattro Consulting, and Fogg, review computers' evolution
from "infallible sidekicks" to "least credible information sources." Not surprisingly, "user expertise influences how
people evaluate the credibility of computing systems."
"Understanding the Seductive Experience" traces the level of attraction and enticement software developers consider
when creating persuasive technologies. Authors Julie Khaslavsky, of Financial Engines, and Nathan Sherdroff, of Vivid
Studios, define the elements of successful product experiences.
"Toward an Ethics of Persuasive Technology" concludes the section. Daniel Berdichevsky, of DemiDec Resources, and
Erik Neunschwander, of the Persuasive Technology Lab, map out a framework of motivation, methods, and outcomes to
consider when developing those technologies. They propose a number of design principles, including respect users'
privacy and ask yourself whether your technology persuades users to do something you wouldn't want to be persuaded to
do yourself.
These authors want computing professionals in general and system developers specifically to be aware of the developing
field of captology and how it might influence every design decision they make.
Communications of the ACM is the flagship publication of the Association for Computing Machinery (ACM) and was
established in 1957. This monthly, internationally distributed magazine covers emerging technologies and issues
affecting computer practitioners everywhere in every discipline and industry. Communications' 88,000
readers---developers, programmers, software engineers, and technical managers from Fortune 2000 companies, government,
and universities ---represent the decision-makers steering the future of information technologies. Next month's
Communications (June '99) will explore and detail emerging Internet infrastructures worldwide, especially those in
developing countries, followed by information warfare (July '99), and coming trends in computer graphics (August '99).
About the ACM
ACM is a major force in advancing the skills of information technology professionals and students. ACM serves its
global membership by delivering cutting-edge information and by transferring ideas from theory to practice. ACM, with
its world-class journals and magazines, dynamic special interest groups, numerous conferences, workshops, and forums,
is a primary resource for the IT field.
For additional information about ACM, visit our web site at http://www.acm.org.
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