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Designing Ambient Persuasive Expressions  
      to Mo6vate Desirable Lifestyle



                Tatsuo Nakajima 
 Department of Computer Science and Engineering 
               Waseda University




Distributed and Ubiquitous Compu3ng Lab.
•  Sen6ent Ar6facts 
   –  Embedding intelligence in daily objects. 
       •  AwareMirror(Pervasive 2005), FedNet(Ubicomp 2008) 
•  Persuasive Technologies 
   –  How to change human behavior to change the user’s undesirable 
      habits ? 
       •  Virtual Aquarium, Mona Liza Bookshelf(DIS 2008), EcoIsland 
•  Mobile Interac6on 
   –  How to interact on mobile devices ? 
       •  Vidgets(ICMI 2005), UbiPay 
       •  Mobility‐oriented pedestrian naviga6on(Mobiquitous 2008) 
•  SoYware Infrastructure for Complex Embedded Systems 
   –  How to build complex smart appliances ? 
       •  Mul6 personali6es/Real‐6me/Parallelism/Reliability/Dynamic Quality Control) 
                                                                                         2 
Distributed and Ubiquitous Compu3ng Lab.




                                                                                               3 




                     Research Mo3va3on 
•  Our daily lives become more complex and stressful, and we 
   like to use our 6me for more exi6ng ac6vi6es because our 
   daily lives become busier every year!! 
     –  Commu6ng, Working, Finding something, Paper work, Many boring 
        mee6ng 
•  Some ac6vi6es do not return appropriate feedback quickly to 
   mo6vate to do the ac6vi6es!! It is not easy to mo6vate these 
   ac6vi6es. 
     –  Health, Sustainability, Cleaning in public spaces 
•  Public spaces and facili6es tend                                                              
   to deteriorate quickly in a process                                                                                        
   called the tragedy of the common. 
     –  Garrea Hardin, Science, 1968 
•  Our approach mo6vates to do                                                                     
   these daily ac6vi6es by reflec6ng                                                          
   a user’s current behavior                                                                            
   on ambient displays. 
Recent Lifestyle in Urban Areas 
             In the morning and evening of Tokyo




               Ambient Lifestyle Feedback System  
                      for BeDer Lifestyle




                                   Daily Ac6vi6es 


Aquarium, Picture, Foliage 
plant 
                         Beaer Lifestyle 
Basic Framework
•  Interac(on Management                                                                  
   (Passive observa(on) 
     –  Smart daily objects 
•  Persuasive Expression                                                               
   (Ambient Feedback) 
     –  Aquarium, Picture,                                                                                   
        Foliage plant
•  Feedback Control(Emo(onal Engagement)
     –  Posi(ve reinforcement: encouraging a user’s behavior by providing a 
        favourable s6mulus in response to it
     –  Nega(ve reinforcement: encouraging a user’s behavior by removing an averse 
        s6mulus in response to it
     –  Posi(ve punishment: disencouraging a user’s behavior by providing an averse 
        s6mulus in response to it
     –  Nega(ve punishment: disencouraging a user’s behavior by removing a 
        favourable s6mulus in response to it




              Case Study 1: Virtual Aquarium 
                   Personal Well‐being
•  Toothbrushing… 
     –  It is important for our health lives.
            •  In the morning and evening
            •  Everyday
            •  Sufficient  amount of 6me
     –  But, brushing is not usually fun
            •  Give up to brush a sufficient amount of 6me.
            •  Skipping to brush a user’s tooth
•  The advantage of our approach
     –  The 6me for tooth brushing will be more pleasurable 
     –  It support to con6nue to brush a user’s tooth.
Immediate Feedback




                                          Accumulated Feedback




           Basic Design Decisions
•  Persuasive Expressions 
   –  Metaphor 
      •  Cleanness: Aquarium and Teeth 
   –  Psychological Incen6ves 
      •  Dancing fishes, Glowing fishes. 
•  Feedback Control 
   –  Immediate feedback 
      •  Posi6ve: Dancing, Nega6ve: Dirty Aquarium 
   –  Accumulated feedback 
      •  Posi6ve: Growing, Nega6ve: Sickness 
•  Interac6on Management 
   –  Automa6c Sensing(Wireless sensors) 
Virtual Aquarium: User Study
•  Some comments from users 
  –  It is natural to put a virtual aquarium in a lavatory. 
  –  The miss of sensors frustrate players. Players feel disgust at 
     no response even though they are doing tooth brushing well. 
  –  When a user could not brush his teeth at home, he was 
     frustrated by having to neglect the system. 
  –  Families became interested to see the status of the aquarium 
     and this mo6vate to con6nue to play 
     the game. 
  –  For almost of users, the existence of 
     the aquarium becomes unconscious. 
  –  Users feel that their tooth become 
     clean if the aquarium is clean up 




      Case Study 2: Mona Lisa Bookshelf 
         Well‐Organized Public Space 
                                    Public bookshelf or toilet tend  
                                    to deteriorate quickly in a process  
                                    called the tragedy of the common 
                                       Garrea Hardin, Science, 1968 

                                    Public space management:
                                         Cleaning, Energy Saving
Immediate Feedback




                     Accumulated Feedback




             Basic Design Decision
 •  Persuasive Expressions 
    –  Metaphor 
       •  Beauty: Bookshelf and Mona Lisa 
    –  Psychological Incen6ves 
       •  Young/old Mona Lisa, Broken pictures 
 •  Feedback Control 
    –  Immediate feedback 
       •  Nega6ve: Missing pieces, Unordered Picture 
    –  Accumulated feedback 
       •  Posi6ve: Young, Nega6ve: Old 
 •  Interac6on Management 
    –  Automa6c Sensing(Visual Tags)
Case Study 4: EcoIsland 
  Social Collabora3on for Sustainability
•  Sustainability is important in our current daily life. 
•  EcoIsland encourages users to save our environments 
   by less energy consuming ac6vi6es.  
•  Using economical and social concepts as incen6ve. 
Basic Design Decision
•  Persuasive Expression 
   –  Metaphor: Sinking a user’s family’s island. 
•  Feedback Control 
   –  Social incen6ves 
       •  Coopera6on with a family and compe66on with other families 
   –  Economical incen6ves 
       •  EcoPoint: Decora6ng island with virtual goods 
           –  Acquiring EcoPoint by desirable sustainable behavior. 
           –  Acquiring EcoPoint by emission trading. 

•  Interac6on Management 
   –  Need to Monitor Various ac6vi6es 
   –  User repor6ng




              EcoIsland: User Study
•  Six Japanese families: 20 persons, age 15‐58, male 12, female 8. 
   –  First week: only one member uses EcoIsland. 
   –  Second week: all members use EcoIsland. 
       •  Surveying ques6onnaire asking behavior modifica6on. 
•  Some User’s Comments 
   –  Sinking island contributes to change their behavior. 
   –  EcoPoint encourages a user to decorate his/her island. 
       •  Does not encourage intrinsic mo6va6on. 
   –  Emission trading is not effec6ve in a short‐term study. 
   –  5 out of 6 families reported more ac6ons in the second week.  
   –  Speech bubbles are not useful because texts in the bubbles are too 
      small to read. 
   –  A list used for repor6ng is useful to know which ac6vi6es are effec6ve 
      for reducing CO2 emission.
Making the Meaning of  
                 Ambient Persuasive Expression
•  Choosing a presenta6on metaphor is important. 
   –  Does a user need to learn the meaning of metaphors ? 
       •  The meaning should be understood easily. 
            –  Clean aquarium and teeth 
            –  Well‐organized Mona Lisa and bookshelf 
•  Incen6ves sa6sfying human needs. 
   –  Shapes that come with pre‐aaached meanings are more capable 
      of evoking emo6onal engagement. 
            Physical incen6ves 
       • 
            Psychological Incen6ves 
       • 
            Social Incen6ves 
       • 
            Economical Incen6ves 
       • 
•  Ambient or Remarkable 
   –  Need to be ambient, but persuasive 




                       Feedback Control
 •  Balancing posi6ve and nega6ve feedback 
    –  Boring and Helplessness 
 •  Two levels of Feedback Control 
    –  Short‐term feedback 
            •  Using various incen6ves 
    –  Long‐term feedback 
            •  Showing short‐term and long‐term goals. 
            •  Showing the effec6veness of behavior modifica6on 
 •  Changing feedback strategies according to each 
    phases on behavior modifica6on. 
    –  Changing the balance of posi6ve and nega6ve feedbacks. 
    –  Developing Intrinsic and extrinsic mo6va6on.
Interac3on Management
•  Explicit interac6on to specify a user’s ac6vi6es by her. 
   –   High value incen6ves are necessary to let a user to no6fy which 
      ac6vity she is doing now. 
   –  A user needs to concentrate to no6fy her ac6vi6es. 
       •  Lightweight interac6on is necessary. 
   –  It is not easy to analyze human behavior implicitly 
      and completely.  
       •  How to balance between implicit and explicit interac6on ? 
   –  We need to consider the balance between implicit and explicit 
      interac6on. 
•  How to avoid a user’s chea6ng sensors ? 
   –  It is also important to give incen6ves not cheat sensors. 
       •  Explaining the Important to achieve the goal and to change 
          undesirable habits. 




    Adding End‐User Configurability
•  Persuasive systems will be used in different situa6ons and 
   cultures. 
   –  Sensing and presenta6ons can be changed by end‐users without knowing 
      technical issues and long 6me learning. 
•  A common infrastructure is necessary to develop configurable 
   persuasive systems easily. 
   –  A feeling to use the system easily is more important than actual usability. 
   –  Document‐based configurable middleware(Ubicomp 2008). 
   –  Social networks are also important infrastructures for suppor6ng co‐
      crea6on. 
•  The persuasiveness will become more strong if a user has 
   empathy on persuasive expressions. 
   –  Virtual Pets, Friends and families’ photos. 
   –  A user defined persuasive expressions.
Other Ongoing Ac3vi3es 
•  Pervasive Deployment 
    –  Using pervasive displays in public spaces to show 
       feedback informa6on and integra6ng with 
       adver6sements. 
    –  Using the systems without learning how to use them. 
•  Moral/Cultural Effects 
    –  Is it acceptable to change a user’s behavior ? 




            Thank you!! 

            Ta suo Nakajjima 
            tatsuo@dcl.info.waseda.ac.jp 

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Ambient Persuasive Expressions for Better Lifestyle

  • 1. Designing Ambient Persuasive Expressions   to Mo6vate Desirable Lifestyle Tatsuo Nakajima  Department of Computer Science and Engineering  Waseda University Distributed and Ubiquitous Compu3ng Lab. •  Sen6ent Ar6facts  –  Embedding intelligence in daily objects.  •  AwareMirror(Pervasive 2005), FedNet(Ubicomp 2008)  •  Persuasive Technologies  –  How to change human behavior to change the user’s undesirable  habits ?  •  Virtual Aquarium, Mona Liza Bookshelf(DIS 2008), EcoIsland  •  Mobile Interac6on  –  How to interact on mobile devices ?  •  Vidgets(ICMI 2005), UbiPay  •  Mobility‐oriented pedestrian naviga6on(Mobiquitous 2008)  •  SoYware Infrastructure for Complex Embedded Systems  –  How to build complex smart appliances ?  •  Mul6 personali6es/Real‐6me/Parallelism/Reliability/Dynamic Quality Control)  2 
  • 2. Distributed and Ubiquitous Compu3ng Lab. 3  Research Mo3va3on  •  Our daily lives become more complex and stressful, and we  like to use our 6me for more exi6ng ac6vi6es because our  daily lives become busier every year!!  –  Commu6ng, Working, Finding something, Paper work, Many boring  mee6ng  •  Some ac6vi6es do not return appropriate feedback quickly to  mo6vate to do the ac6vi6es!! It is not easy to mo6vate these  ac6vi6es.  –  Health, Sustainability, Cleaning in public spaces  •  Public spaces and facili6es tend                                                               to deteriorate quickly in a process                                                                                         called the tragedy of the common.  –  Garrea Hardin, Science, 1968  •  Our approach mo6vates to do                                                                      these daily ac6vi6es by reflec6ng                                                           a user’s current behavior                                                                             on ambient displays. 
  • 3. Recent Lifestyle in Urban Areas  In the morning and evening of Tokyo Ambient Lifestyle Feedback System   for BeDer Lifestyle Daily Ac6vi6es  Aquarium, Picture, Foliage  plant  Beaer Lifestyle 
  • 4. Basic Framework •  Interac(on Management                                                                   (Passive observa(on)  –  Smart daily objects  •  Persuasive Expression                                                                (Ambient Feedback)  –  Aquarium, Picture,                                                                                    Foliage plant •  Feedback Control(Emo(onal Engagement) –  Posi(ve reinforcement: encouraging a user’s behavior by providing a  favourable s6mulus in response to it –  Nega(ve reinforcement: encouraging a user’s behavior by removing an averse  s6mulus in response to it –  Posi(ve punishment: disencouraging a user’s behavior by providing an averse  s6mulus in response to it –  Nega(ve punishment: disencouraging a user’s behavior by removing a  favourable s6mulus in response to it Case Study 1: Virtual Aquarium  Personal Well‐being •  Toothbrushing…  –  It is important for our health lives. •  In the morning and evening •  Everyday •  Sufficient  amount of 6me –  But, brushing is not usually fun •  Give up to brush a sufficient amount of 6me. •  Skipping to brush a user’s tooth •  The advantage of our approach –  The 6me for tooth brushing will be more pleasurable  –  It support to con6nue to brush a user’s tooth.
  • 5. Immediate Feedback Accumulated Feedback Basic Design Decisions •  Persuasive Expressions  –  Metaphor  •  Cleanness: Aquarium and Teeth  –  Psychological Incen6ves  •  Dancing fishes, Glowing fishes.  •  Feedback Control  –  Immediate feedback  •  Posi6ve: Dancing, Nega6ve: Dirty Aquarium  –  Accumulated feedback  •  Posi6ve: Growing, Nega6ve: Sickness  •  Interac6on Management  –  Automa6c Sensing(Wireless sensors) 
  • 6. Virtual Aquarium: User Study •  Some comments from users  –  It is natural to put a virtual aquarium in a lavatory.  –  The miss of sensors frustrate players. Players feel disgust at  no response even though they are doing tooth brushing well.  –  When a user could not brush his teeth at home, he was  frustrated by having to neglect the system.  –  Families became interested to see the status of the aquarium  and this mo6vate to con6nue to play  the game.  –  For almost of users, the existence of  the aquarium becomes unconscious.  –  Users feel that their tooth become  clean if the aquarium is clean up  Case Study 2: Mona Lisa Bookshelf  Well‐Organized Public Space  Public bookshelf or toilet tend   to deteriorate quickly in a process   called the tragedy of the common     Garrea Hardin, Science, 1968  Public space management: Cleaning, Energy Saving
  • 7. Immediate Feedback Accumulated Feedback Basic Design Decision •  Persuasive Expressions  –  Metaphor  •  Beauty: Bookshelf and Mona Lisa  –  Psychological Incen6ves  •  Young/old Mona Lisa, Broken pictures  •  Feedback Control  –  Immediate feedback  •  Nega6ve: Missing pieces, Unordered Picture  –  Accumulated feedback  •  Posi6ve: Young, Nega6ve: Old  •  Interac6on Management  –  Automa6c Sensing(Visual Tags)
  • 8. Case Study 4: EcoIsland  Social Collabora3on for Sustainability •  Sustainability is important in our current daily life.  •  EcoIsland encourages users to save our environments  by less energy consuming ac6vi6es.   •  Using economical and social concepts as incen6ve. 
  • 9. Basic Design Decision •  Persuasive Expression  –  Metaphor: Sinking a user’s family’s island.  •  Feedback Control  –  Social incen6ves  •  Coopera6on with a family and compe66on with other families  –  Economical incen6ves  •  EcoPoint: Decora6ng island with virtual goods  –  Acquiring EcoPoint by desirable sustainable behavior.  –  Acquiring EcoPoint by emission trading.  •  Interac6on Management  –  Need to Monitor Various ac6vi6es  –  User repor6ng EcoIsland: User Study •  Six Japanese families: 20 persons, age 15‐58, male 12, female 8.  –  First week: only one member uses EcoIsland.  –  Second week: all members use EcoIsland.  •  Surveying ques6onnaire asking behavior modifica6on.  •  Some User’s Comments  –  Sinking island contributes to change their behavior.  –  EcoPoint encourages a user to decorate his/her island.  •  Does not encourage intrinsic mo6va6on.  –  Emission trading is not effec6ve in a short‐term study.  –  5 out of 6 families reported more ac6ons in the second week.   –  Speech bubbles are not useful because texts in the bubbles are too  small to read.  –  A list used for repor6ng is useful to know which ac6vi6es are effec6ve  for reducing CO2 emission.
  • 10. Making the Meaning of   Ambient Persuasive Expression •  Choosing a presenta6on metaphor is important.  –  Does a user need to learn the meaning of metaphors ?  •  The meaning should be understood easily.  –  Clean aquarium and teeth  –  Well‐organized Mona Lisa and bookshelf  •  Incen6ves sa6sfying human needs.  –  Shapes that come with pre‐aaached meanings are more capable  of evoking emo6onal engagement.  Physical incen6ves  •  Psychological Incen6ves  •  Social Incen6ves  •  Economical Incen6ves  •  •  Ambient or Remarkable  –  Need to be ambient, but persuasive  Feedback Control •  Balancing posi6ve and nega6ve feedback  –  Boring and Helplessness  •  Two levels of Feedback Control  –  Short‐term feedback  •  Using various incen6ves  –  Long‐term feedback  •  Showing short‐term and long‐term goals.  •  Showing the effec6veness of behavior modifica6on  •  Changing feedback strategies according to each  phases on behavior modifica6on.  –  Changing the balance of posi6ve and nega6ve feedbacks.  –  Developing Intrinsic and extrinsic mo6va6on.
  • 11. Interac3on Management •  Explicit interac6on to specify a user’s ac6vi6es by her.  –   High value incen6ves are necessary to let a user to no6fy which  ac6vity she is doing now.  –  A user needs to concentrate to no6fy her ac6vi6es.  •  Lightweight interac6on is necessary.  –  It is not easy to analyze human behavior implicitly  and completely.   •  How to balance between implicit and explicit interac6on ?  –  We need to consider the balance between implicit and explicit  interac6on.  •  How to avoid a user’s chea6ng sensors ?  –  It is also important to give incen6ves not cheat sensors.  •  Explaining the Important to achieve the goal and to change  undesirable habits.  Adding End‐User Configurability •  Persuasive systems will be used in different situa6ons and  cultures.  –  Sensing and presenta6ons can be changed by end‐users without knowing  technical issues and long 6me learning.  •  A common infrastructure is necessary to develop configurable  persuasive systems easily.  –  A feeling to use the system easily is more important than actual usability.  –  Document‐based configurable middleware(Ubicomp 2008).  –  Social networks are also important infrastructures for suppor6ng co‐ crea6on.  •  The persuasiveness will become more strong if a user has  empathy on persuasive expressions.  –  Virtual Pets, Friends and families’ photos.  –  A user defined persuasive expressions.
  • 12. Other Ongoing Ac3vi3es  •  Pervasive Deployment  –  Using pervasive displays in public spaces to show  feedback informa6on and integra6ng with  adver6sements.  –  Using the systems without learning how to use them.  •  Moral/Cultural Effects  –  Is it acceptable to change a user’s behavior ?  Thank you!!  Ta suo Nakajjima  tatsuo@dcl.info.waseda.ac.jp