| Literature DB >> 34957392 |
Makuochi Nkwo1, Banuchitra Suruliraj2, Rita Orji2.
Abstract
With the proliferation of ubiquitous computing and mobile technologies, mobile apps are tailored to support users to perform target behaviors in various domains, including a sustainable future. This article provides a systematic evaluation of mobile apps for sustainable waste management to deconstruct and compare the persuasive strategies employed and their implementations. Specifically, it targeted apps that support various sustainable waste management activities such as personal tracking, recycling, conference management, data collection, food waste management, do-it-yourself (DIY) projects, games, etc. The authors who are persuasive technology researchers retrieved a total of 244 apps from App Store and Google Play, out of which 148 apps were evaluated. Two researchers independently analyzed and coded the apps and a third researcher was involved to resolve any disagreement. They coded the apps based on the persuasive strategies of the persuasive system design framework. Overall, the findings uncover that out of the 148 sustainable waste management apps evaluated, primary task support was the most employed category by 89% (n = 131) apps, followed by system credibility support implemented by 76% (n = 112) apps. The dialogue support was implemented by 71% (n = 105) apps and social support was the least utilized strategy by 34% (n = 51) apps. Specifically, Reduction (n = 97), personalization (n = 90), real-world feel (n = 83), surface credibility (n = 83), reminder (n = 73), and self-monitoring (n = 50) were the most commonly employed persuasive strategies. The findings established that there is a significant association between the number of persuasive strategies employed and the apps' effectiveness as indicated by user ratings of the apps. How the apps are implemented differs depending on the kind of sustainable waste management activities it was developed for. Based on the findings, this paper offers design implications for personalizing sustainable waste management apps to improve their persuasiveness and effectiveness.Entities:
Keywords: behavior change; mobile apps; persuasive strategies; sustainability; systematic review; waste management
Year: 2021 PMID: 34957392 PMCID: PMC8696078 DOI: 10.3389/frai.2021.748454
Source DB: PubMed Journal: Front Artif Intell ISSN: 2624-8212
PSD framework categories, descriptions, and persuasive strategies.
| Category | Description | Persuasive strategies |
|---|---|---|
| Primary task support | Support users in performing their intended tasks | Reduction, tunneling, tailoring, personalization, self-monitoring, simulation, rehearsal |
| Dialogue support | Provide feedback that moves users toward the target behavior | Praise, rewards, reminders, suggestion, similarity, liking, social role |
| System credibility support | Support the development of more credible systems | Trustworthiness, expertise, surface credibility, real-world feel, authority, third-party endorsements, verifiability |
| Social support | Motivate users through social influence | Social learning, social comparison, normative influence, social facilitation, cooperation, competition, recognition |
Description of each persuasive strategies of the PSD framework
| Persuasive strategy | Description |
|---|---|
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| Reduces users’ effort by breaking complex behaviors into simple to help them perform the target behavior |
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| Guide users through a process to provide opportunities to encourage them along the way |
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| Provide information that will be more persuasive if it is tailored to the potential needs, interests, personality, usage context, or other factors related to a particular user group |
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| Offer personalized content or customized services for users |
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| Allow users to track and monitor their performance, progress, or status in achieving their goals |
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| Enable users to observe the link between the cause and effect of their behaviors |
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| Provide means for users to rehearse their target behavior |
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| Offer praise through symbols, words, images, or sounds as feedback for users to encourage their progress toward the target behavior |
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| Provide virtual rewards for users when completing their target behaviors |
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| Remind users of their target behavior to assist achieve their goals |
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| Provide appropriate suggestions for users to achieve their target behaviors |
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| Remind users of themselves or adopt trending features in a meaningful way |
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| Contain a visually attractive look and feel which meets users’ desires |
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| Adopts a social role such as provide communication between users and the system’s specialists |
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| Provide truthful, reasonable, and unbiased information for users |
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| Provide information showing competence, experience, and knowledge |
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| Contain a competent look and feel that promote system credibility based on users’ initial assessments |
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| Show information about people or organizations behind the content or services |
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| Refer to people in the role of authority |
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| Highlight endorsements from respected and well-known sources |
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| Provide means to investigate the accuracy of the content |
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| Allow users to observe other users’ performance and outcomes while they are doing the same target behavior |
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| Allow users to compare their performances with other users |
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| Allow users to gather with other individuals who share the same objectives to feel norms |
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| Enable users to discern other users who perform the target behavior |
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| Motivate users to cooperate with other users to achieve the target behavior goal |
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| Motivate users to compete with other users to achieve the target behavior goal |
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| Provide public recognition, such as ranking feature, for users |
FIGURE 1Flow diagram illustrating selection and exclusion criteria in various stages.
FIGURE 2PSD categories, descriptions, and their persuasive strategies.
Information on accepted apps
| Mobile platforms | iOS (23%), Android (77%) |
|---|---|
| User ratings | 5 (5.4%), 4–4.9 (57.4%), 3–3.9 (8%), 2–2.9 (2.6%), 1–1.9 (0.6), 0 or No rating (26%) |
| Waste management activity category | Productivity (21.6%), Education (15%), Business (15%), Lifestyle (13.5%), Food and Drink (9%), Social (4%), Other 15 categories (22%) |
FIGURE 3Apps in each waste management activity.
FIGURE 4Percentage of mobile apps employing persuasive strategies.
PSD framework categories, persuasive strategies, and total strategies employed in apps
| Category | Persuasive strategies | Total strategies in apps |
|---|---|---|
| PTS | Reduction (97), Tunneling (15), Tailoring (45), Personalization (90), Self-monitoring (50), Simulation (13), Rehearsal (17) | 327 |
| DS | Praise (29), Rewards (36), Reminders (73), Suggestion (33), Similarity (0), Liking (18), Social role (1) | 190 |
| SCS | Trustworthiness (16), Expertise (12), Surface Credibility (83), Real-world feel (83), Authority (11), Third-party Endorsements (8), Verifiability (32) | 245 |
| SS | Social learning (4), Social comparison (8), Normative influence (6), Social facilitation (40), Cooperation (10), Competition (3), Recognition (4) | 75 |
FIGURE 5Persuasive strategies in waste management apps.
FIGURE 6Apps and type of waste management activities targeted.
FIGURE 7Persuasive strategies and the type of waste management activity targeted.
FIGURE 8Relationship between persuasive strategies and app ratings.
Practical recommendations for design and associated persuasive strategies
| Recommendations for design | Persuasive strategies |
|---|---|
| User-friendly routines | Reduction |
| Adaptive features | Personalization, tailoring |
| Automated notification management | Reminder, praise, reward, suggestion |
| Performance tracking | Self-monitoring, goal-setting, recognition, praise, reminder, suggestion |
| Credibility and responsiveness | Real-world feel, surface credibility |
| Social support design | Social facilitation, normative influence, social role |