Persuasion, Emotion and Trust (PET) is a design methodology that enables design more technologically engaging products. PET uses three main design values,
Persuasion – Triggers actions;
Emotion - Generate an emotional response; and
Trust – Leveraging credibility and cooperation.
This design methodology main aim is to incentives people to become more engaged and connected with a certain product or ecosystems.
Our main aim is to stress the role of trust on persuasive design.
In general, we will focus on the following aspects:
1) First we will start by creating a clear understanding on the challenges of transferring Human Computer Trust (HCT) values to influence user engagement and fostering trust-enabling interactions.
2) Then, in the second part we will learn to analyze interaction design sequences from digital products that changes human trust behaviors. As well as explore different methodologies for testing.
3) We will end by presenting and reflection on the result achieved.
For more information read my human computer trust blog https://humancomputertrust.wordpress.com
Sousa, Sonia; Lamas, David; Dias, Paulo (2012). The Implications of Trust on ...Sónia
The main goal is to present and validate a socio-technical model of trust. This model aims to depict the implications of trust on moderating learners online interactions.
This work main motivation is focused on design ways to promote a stronger acceptance sense of community
among learners, by giving emphasis to a more active learning through collaboration and social construction
understanding.
This model aims to eventually provide the means to detect potential trust violations within an online relationship,
helping educators to move towards practices of reconciliation. This socio-technical trust model takes
into account individuals trust predispositions and other five trust attributes and establishes their role on building
relationships, and in developing underlying attitudes, behaviours and beliefs of an learning community.
Library Intelligence The collection, analysis, and synthesis of data. Time devoted to reflection and development of insight Willingness and ability to change. Library Intelligence makes it easier for library staff to focus on improving their digital literacy fluency.
Sousa, Sonia; Lamas, David; Dias, Paulo (2012). The Implications of Trust on ...Sónia
The main goal is to present and validate a socio-technical model of trust. This model aims to depict the implications of trust on moderating learners online interactions.
This work main motivation is focused on design ways to promote a stronger acceptance sense of community
among learners, by giving emphasis to a more active learning through collaboration and social construction
understanding.
This model aims to eventually provide the means to detect potential trust violations within an online relationship,
helping educators to move towards practices of reconciliation. This socio-technical trust model takes
into account individuals trust predispositions and other five trust attributes and establishes their role on building
relationships, and in developing underlying attitudes, behaviours and beliefs of an learning community.
Library Intelligence The collection, analysis, and synthesis of data. Time devoted to reflection and development of insight Willingness and ability to change. Library Intelligence makes it easier for library staff to focus on improving their digital literacy fluency.
Literature, Law and Learning: Excursions from Computer ScienceClare Hooper
The slides I presented at Interdisciplinary Coups and Calamities 2014 about my accepted paper. The abstract of the paper follows:
With the goal of identifying success factors for interdisciplinary collaboration, this paper describes three such collaborations by a computer scientist with: a digital culture researcher from a literary background; an IT law professor; and an education specialist with a background in modern languages. Success factors are discussed for each collaboration and four success factors are suggested: established shared context; strong communication; closeness of relationship between disciplines; typology of collaboration.
Technology in general -- and the internet and social media specifically -- have changed the way we work. And not just by shifting the mediums through which we communicate, but by changing the very nature of what we communicate. Technology is blurring the line between our personal and professional selves and changing our expectations of each other and our organizations.
Each nonprofit’s story is more than a mission statement, a website or an annual report. The story also includes the people inside and those on the front lines. It's how individuals represent the mission statement and organizational values that bring the vision to life online and out in the world. Blending individual and organizational stories is crucial to success in the digital age.
So, how can organizations and individuals work together to do this?
Nancy Lyons and Meghan Wilker of the Geek Girls Guide will speak about the intersection of technology and humanity, and the role of individuals in representing an organization.
We were so lucky to have the opportunity to attend the UX Summit at Chicago with speakers from Disney, NASA, Google, Amazon, and more. Check the Agenda http://bit.ly/UXSummitAgenda
We want to share this great experience, some of the Insights we learn during the event, and our favorite Quotes! Enjoy!
Literature, Law and Learning: Excursions from Computer ScienceClare Hooper
The slides I presented at Interdisciplinary Coups and Calamities 2014 about my accepted paper. The abstract of the paper follows:
With the goal of identifying success factors for interdisciplinary collaboration, this paper describes three such collaborations by a computer scientist with: a digital culture researcher from a literary background; an IT law professor; and an education specialist with a background in modern languages. Success factors are discussed for each collaboration and four success factors are suggested: established shared context; strong communication; closeness of relationship between disciplines; typology of collaboration.
Technology in general -- and the internet and social media specifically -- have changed the way we work. And not just by shifting the mediums through which we communicate, but by changing the very nature of what we communicate. Technology is blurring the line between our personal and professional selves and changing our expectations of each other and our organizations.
Each nonprofit’s story is more than a mission statement, a website or an annual report. The story also includes the people inside and those on the front lines. It's how individuals represent the mission statement and organizational values that bring the vision to life online and out in the world. Blending individual and organizational stories is crucial to success in the digital age.
So, how can organizations and individuals work together to do this?
Nancy Lyons and Meghan Wilker of the Geek Girls Guide will speak about the intersection of technology and humanity, and the role of individuals in representing an organization.
We were so lucky to have the opportunity to attend the UX Summit at Chicago with speakers from Disney, NASA, Google, Amazon, and more. Check the Agenda http://bit.ly/UXSummitAgenda
We want to share this great experience, some of the Insights we learn during the event, and our favorite Quotes! Enjoy!
Culture is very important in DevOps. It is the first thing in every definition of DevOps, but how can you measure it? Culture is intangible, hard to change, and it is of vital importance to your company and your employee’s satisfaction. Everyone agrees that a culture of trust and collaboration is key to a successful DevOps transformation. Having a culture of collaboration where people feel safe to share their views and work across a diverse group is a must for a successful organization. But how do we measure culture?
In this session we will talk about the culture of DevOps and how the culture enable information flow through organizations. We talk about the Westrum Typology of Organizational Culture and how organizational culture predicts the way information flows through an organization. We’ll talk about how to measure your culture based on the Westrum Typology and steps to move to a generative culture of high trust and high collaboration across the organization.
Lessons from lockdown
Tuesday 8 September 2020
presented by
Ian Cribbes and Vicki Griffiths
with the content co created also by Tim Lyons and Sarah Coleman
The link to the write up page and resources of this webinar:
https://www.apm.org.uk/news/lessons-from-lockdown-webinar/
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In this presentation of session 1, we briefly discuss the following items.
Why do we need to evaluate?
Main idea, purpose of evaluation
When and, Where we need to evaluate.
What to focus during the evaluation process?
Who shall we use?
The object of evaluation
The goal of the course is to bring particular computer and programming skills to the level required by the studies. To create opportunities for the development of Java-based applications. To introduce programming basis and object-oriented principles using Java programming language.
This course is about evaluating the User Experience. It main goal is to highlight the experiential, affective, meaningful and valuable aspects of human-computer interaction as a complement to pragmatic attributes such as utility, ease of use and efficiency of the system.
Workshop on measuring the user eXperience, effectiveness and efficiency and user behaviors.
This is from two perspective (1) user perspective (pragmatic aspects) and (2) designer perspective (pragmatic aspects).
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This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
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In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
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This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
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For more information, visit-www.vavaclasses.com
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2. Plan for today
• We will start by setting
– The theoretical underpinnings of
• Human Computer Trust
• Design Persuasion, Emotion & Trust
– Address the key principles of design for
– Persuasion, Emotion & Trust
– Focus on design for Trust
3. Trust and HCI
• HCI
– Study computing and computational artifacts as
they relate to the human condition.
• Trust
– Study the dynamic nature of trust in relationships
Human Computer Trust
– how trust influences the human interactions
• Study the socio-technical nature of trust
• Study the role of Trust in user leverage engagement
4. Theoretical underpinnings
• Persuasion is…
– The act of changing people’s behaviors and beliefs
• Dictionary
– The action or process of persuading
• To make someone to act or believe in something
• HCI perspective
– Design actions or processes of persuading
• To change an attitude or behavior
5. Theoretical underpinnings
• HCI perspective
– Studding design methodologies to:
• Incentives people to become
– More engaged; and
– More connected with a certain product or ecosystems
• Change an attitude or behavior
– Attitude:
» reflects the way we think of fell about something
– Behaviour:
» reflects The way in which one acts or conducts oneself,
special towards the other
7. key principles
• The ongoing cultural shift
– The existing ever-widening range of digital
artifacts is transforming our daily lives.
• New design methodologies are needed
– More engaging, compelling, and effective
• PET complements classic
– Usability & user experience best practices
8. Key principles
• PET aims is to
– Facilitates the “will do”
• Motivates people to complete the task
– Encourage. Motivates, constrains
• Usability aims is to
– Facilitates the “can do”
• Facilitates activities
9. key principles
• PET assumptions
– Persuasion
• Foster triggers actions;
– Emotion
• Generate an emotional response; and
– Trust
• Leverage credibility and cooperation.
11. The trust role in…
• Leverage credibility and cooperation
– To assures the success of
• the action/process of persuading
• How it works?
?
12. Trust is crucial element
• Create trust enabling actions to make…
– activities proceed more smoothly,
– Ensure more transparent behaviours,
– people work with greater confidence.
• To encourage people to
– Cooperate
– Accept certain technologies
– Execute more positive actions
– Creates social bounds
– Establish empathic relations
13. Trust represents a key value
• In foster more
– Social participation
• eParticipation through civil engagement
– Cooperation
• Peer to peer work
• In encouraging
– Economical transactions
• Ecommerce
– sharing practices
• sharing economy
– Sustainability
• Changing user behaviours incentive more reuse practices
14. Trust represents a key value
• In incentive designers
– To provide
• GOOD DESIGN patterns
– Avoiding the Evil UX design
• Done by not so honest people
– That deliberately design to fool, trick or exploit users
– To balance on what some refer to
• The vision and values of dark vs good design patterns.
• Examples of this exist on the web,
in software and even in the real world
See http://darkpatterns.org
15. The challenge to design for trust
• Lies on two main approaches
– one that reflects a strict operational standpoint; and
another
– that sees trust as an internal quality.
• Although both views seem divergent in nature
– We believe that they complement each other
• One focus on technical aspects
– designing for reliable systems with the main aim of preventing
risks
• The other supports the social component of the system
– that sits upon a technical base
16. Trust is a of a state of mind
• Trust reflects
– a confidence and the predisposition to trust another.
• This come based on a set of perceptions of
– another as 'trustworthy’.
– Gain by the ability to observe reinsurance elements
• Looking for a balance between
– an individual's commitments and the risk involved
17. Trust is a reinsurance element,
• Trust reflects certain properties that
– help users to cope with the risk
– Support users to perceive intended behaviours
• Trust reflects a balance between
– individual's commitments to engage with
• a certain Tasks,
• a certain person,
• A system or community
– and the risk involved
18. How it works?
• Trust is dynamic
– It changes through time
• It is likely to have impact on the parties and on the
relationship.
• To trust we rely on
– The identification of certain
• Trustworthy making qualities
– The identification of signs that lead you to perceive
• A society, a person, and or a technological artifact
– Is in fact 'trustworthy’
19. Common touch points
• Within the user centered design framework
Analysis Design Implementation
Evaluation
Contextual inquiry
Ethnographic research
Competitive research
Interviews
Personas and scenarios
Information architecture
Prototyping
Standard & guidelines
Mental mapping
Design frameworks
Storyboards
Cognitive walkthrough
Usability testing
Wizard of OZ
Thinkaloud protocol
20. Design challenge
• Contextual overview
– The Sharing Economy has brought new attention
to the everyday practice of sharing.
– Digital tools are changing both what we can do
together across neighbourhoods and
• Reshaping the way we
– think about sharing our time, materials and skills.
• By fostering more trustful sharing practices.
21. Design challenge
• Create a set of
– Trust enabling sharing task scenarios to persuade
TLU students to
• share time, materials and skills among themselves.
– Context the TLU student community
• The exchange students
• Students that use the dormitory.
23. Procedure
• Step 1
– Create a set of possible sharing goals;
– and
• Step 2
– Create a set of possible sharing tasks;
• Step 3
– Create a set of Trust enabling sharing actions;
• Step 4
– Select the most relevant actions to your trust enabling
sharing scenario
27. Why do we share?
• For sustainability…
– For cooperation and trust
– When facing difficult times;
– For sense and purpose
– Create more gainful activities that give a sense of
purpose;
– To spend less, waste less, consume less.
28. Why do we share?
• Create a set possible sharing behaviours
What makes us share Why we avoid sharing
To save money Unclear responsibilities and legal
issues of what happens to the property
Students travel light, sharing
is convenient
The fear of not getting one’s item
back.
Get to know people The question of who’s responsible
when an item gets broken.
29. Third step
• inspection technique
– Use the toolkit to identify a set of
• Trust enabling sharing actions
• The products we will examine are
– http://neighborgoods.net
– http://www.streetbank.com
– https://www.peerby.com
– http://www.justshareit.com
– https://www.airbnb.com
31. The socio-technical model of trust
Trust Predisposition
Competency
Predictability
Reciprocity
Benovelence
Honesty
Motivation
Willingness
Expectations
Rational perception
Emotional
perception
Relationships
Commitments
Engagement
AttitudesQualities IntentionsBeliefs
32. The model
• This model depicts trust as a construct
– informed by 7 (seven) individual qualities
• The model determines the extent
– to which one relates with one's social and
technical environment.
33. Toolkit
• Working with user’s expectations
– Incentive or Motivate
• Represents the degree to which an individual believes
(even under conditions of vulnerability and
dependence) h/she has the ability to perform specific
beneficial actions when using a computer.
– Creating Willingness
• Reflects positive or negative feelings about performing
a given action while considering the risk and incentives.
34. Toolkit
• Working with user’s perceptions
– Perceiving competency
• Reflects the degree of ease of use when associated
with the use of the system.
– Perceiving predictability
• Represents a user's confidence that the system will
help him to perform a desired action in accordance
with what is expected.
35. Toolkit
• Working with user’s emotions
– Express benevolence
• reflects a user's perception that most people share
similar behaviours and values.
– Show reciprocity
• represents the degree to which an individual sees
oneself as a part of a group.
– Transmit honesty
• reflects an insurance quality when facing apprehension,
or even fear with the possibility of being deceived.
37. Fourth step
• Perform a starfish analysis
– Connecting steps 1 and 2 With 3
• Look at the previous identified set of
– Trust enabling sharing task scenarios;
– Possible sharing goals;
– Possible sharing activities; and
• Select
– The ones that…
38. Stop
The ones that…
do not bring any added value to
your design solution
Starfish method
41. More
The ones that…
are good examples or practices that
you fell that you should focus more
on.
Starfish method
42. Start
The ones that represent the…
Atomic actions or ideas that a team
wants to bring into the design.
Starfish method
43. Solution
• Create a set of
– Trust enabling sharing scenarios to persuade TLU
students to share time, materials and skills among
themselves.
44. Resources
• Sousa et al. (2014). A design space for trust
enabling interaction design. In Proceedings of the
International Conference on Multimedia,
Interaction, Design and Innovation MIDI 2014.
ACM.
• Sousa et al. (2015). Value creation through trust
in technologically-mediated social participation.
Technology, Innovation and Education, 1 - 9.
[forthcoming]
• https://humancomputertrust.wordpress.com