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Wicked Persuasion: A Designerly Approach

机译:邪恶的劝说:设计师方法

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Persuasive computing has tended to be applied toward the promotion of minor behavior change in the direction of easily understood and uncontroversial goals. Such approaches may not make sense, however, when designing for so called 'wicked problems'. We argue that while wicked problems can be effectively addressed through persuasive technology, a 'designerly' (as opposed to engineering or experimental psychology) approach is required in their creation. We illustrate this approach through the design of our own persuasive system directed at the wicked problem of encouraging local spending, and we draw lessons for persuasive design more generally.
机译:有说服力的计算往往适用于促进轻微的行为变化,易于理解和无辅助目标的方向。然而,在设计所谓的“邪恶问题”时,这种方法可能没有意义。我们认为,虽然通过有说服力的技术可以有效地解决邪恶的问题,但在创造中需要一个“设计的”(而不是工程或实验性心理学)方法。我们通过设计我们自己的有说服力的系统的设计来说明这种方法,这些方法指示鼓励当地支出的邪恶问题,我们更普遍地吸引说服性设计的课程。

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