首页> 外文OA文献 >Combining User-Centered and Persuasive Design for Enhancing Consumer-facing Products
【2h】

Combining User-Centered and Persuasive Design for Enhancing Consumer-facing Products

机译:结合以用户为中心和有说服力的设计,以增强面向消费者的产品

摘要

Persuasion is the process of changing individuals' attitude, or behavior, or both. The study of persuasion in the context of technology has led to building models for designing persuasive software. Following these models' specifications has been believed to enhance system persuasive effect.In this research, we aim at answering the question of the suitability of persuasive system design models for different software systems. We investigate the role of user-centered design approaches, in electing concepts of persuasive system models, in order to increase persuasiveness. Moreover, we test the effect of performing us- ability tests on alternative onboarding scenarios, while A/B testing small changes to the existing onboarding design.The methodology of this research defines an artifact that we want to build. The artifact is a system that provides the feature of renting used clothes through “Le Tote". We gather information about the users’ needs and the stakeholders desires of building a persuasive system, and we then use persuasive system models to fullfil these needs, and build the artifact. After that, we evaluate the artifact and the designs through usability testing of the onboarding scenarios, and A/B testing the minor changes in the existing design.Combining user-centered design approaches with persuasive system design models helps in electing specific persuasive concepts which are suitable for the nature of the technology. We conclude that not all concepts from persuasive models can be applied to all technologies. Moreover, using usability tests in the whole product, in addition to A/B tests on minor design changes, leads to revealing the need to focus on micro-interactions and language in persuasive scenarios.
机译:说服力是改变个人态度或行为或两者的过程。对技术背景下的说服力的研究已导致建立用于设计说服力软件的模型。人们相信遵循这些模型的规范可以增强系统的说服力。在本研究中,我们旨在回答说服系统设计模型对不同软件系统的适用性问题。我们调查以用户为中心的设计方法在选择说服系统模型的概念中的作用,以提高说服力。此外,我们测试了在替代的入职场景中执行可用性测试的效果,而A / B测试了现有入职设计的微小变化。本研究的方法论定义了我们想要构建的工件。人工制品是一种通过“ Le Tote”出租二手衣服的系统,我们收集有关用户需求和利益相关者建立说服系统的需求的信息,然后使用说服系统模型满足这些需求,然后,我们通过对入职场景的可用性测试和A / B测试现有设计中的细微变化来评估工件和设计,将以用户为中心的设计方法与有说服力的系统设计模型相结合,有助于选择特定的产品。具有说服力的概念,适合技术的性质。我们得出的结论是,并非说服力模型中的所有概念都可以应用于所有技术;此外,除了在较小的设计变更上进行A / B测试外,在整个产品中都使用了可用性测试,导致人们发现在说服力的场景中需要关注微交互和语言。

著录项

  • 作者

    Soliman Mohamed;

  • 作者单位
  • 年度 2017
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
  • 中图分类

相似文献

  • 外文文献
  • 中文文献
  • 专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号