Persuasive technology is a research area that became well known during the late 90’s and early 00’s due to the work of B.J. Fogg of the Stanford University. Formed after discussions during CHI 97 and later conferences11, persuasive technology is often defined as “any interactive computing system designed to change people’s attitudes or behaviours”. (Fogg, 2003). Other definitions of persuasive technology are hard to find, because most authors and researchers use the definition given by Fogg.
Fogg (2003) distinguishes three kinds of persuasive technology. In one of his earlier publications Fogg (1998) has given straightforward examples of what persuasive technology can be, and how it can be classified. The first kind is persuasive technology as a persuasive tool. The second kind is persuasive technology as a persuasive medium. The third kind is persuasive technology that functions as a social actor.
See for more information the download influencing behaviour.
Fogg’s behaviour grid
Besides classifying the different kinds of persuasive technology, it is also important to know how behaviour can be changed. A model that can help accomplishing this is the Behaviour Grid developed by Fogg (Fogg & Hreha, 2010). Fogg describes 15 ways behaviour can change.
The purpose of the grid is to help people think more clearly about behaviour change. The Behaviour Grid has two axis. The horizontal axis describes the five flavours of behaviour. The vertical axis categorises the duration of the behaviour.
More information about fogg’s behaviour grid can be found in the downloads: influencing behaviour, p41-44 and safety @ work, p29,30.
Designing Persuasive Technology
Many designers do not have experience creating products with a persuasive goal, and there is no proven design process. In order to prevent some of the problems many design teams encountered in recent years, Fogg proposes an eight-step design process for creating persuasive technology.
See for more information on the eight steps for designing persuasive technolog in the downloads influencing behaviour, p44-47, and safety @ work, p32-34.