| Literature DB >> 35129447 |
Sabrina Winona Pit1, Aaron J H Tan1, Robyn Ramsden1, Kristy Payne1, Winona Freihaut1, Oliver Hayes1, Benjamin Eames1, Mike Edwards1, Richard Colbran1.
Abstract
BACKGROUND: There is a need to further investigate how persuasive design principles can change rural health professionals' behaviors to look after their own health workforce capability. Several theories are used when developing apps to persuade people to change behavior, including the Persuasive System Design Model, consisting of primary task, dialogue, system credibility, and social support categories, and Cialdini's principles of persuasion. These have not been analyzed yet in the field of health workforce capability.Entities:
Keywords: behavior change; capability; career; employment; health; health workforce; mobile apps; persuasive strategies; review; rural; wellness; workforce planning
Mesh:
Year: 2022 PMID: 35129447 PMCID: PMC8861870 DOI: 10.2196/33413
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1App selection and exclusion process.
Figure 2Total number of persuasive design techniques used by category.
Persuasive design techniques used by the health workforce capability group.
| Persuasive design technique | Count, n (%) | |
|
| ||
|
|
| 16 (100) |
|
|
| 15 (94) |
|
|
| 14 (88) |
|
|
| 10 (63) |
|
|
| 9 (56) |
|
|
| 9 (56) |
|
|
| 8 (50) |
|
|
| 8 (50) |
|
| Reduction | 7 (44) |
|
| Rehearsal | 7 (44) |
|
| Suggestion | 7 (44) |
|
| Self-monitoring | 6 (38) |
|
| Real-world feel | 6 (38) |
|
| Verifiability | 6 (38) |
|
| Simulation | 4 (25) |
|
| Praise | 4 (25) |
|
| Scarcity | 4(25) |
|
| Rewards | 3 (19) |
|
| Authority | 3 (19) |
|
| Commitment/consistency | 3 (19) |
|
| Similarity | 2 (13) |
|
| Social role | 2 (13) |
|
| Social proof | 2 (13) |
|
| Social facilitation | 1 (6) |
|
| Third-party endorsements | 0 (0) |
|
| Social learning | 0 (0) |
|
| Social comparison | 0 (0) |
|
| Normative influence | 0 (0) |
|
| Cooperation | 0 (0) |
|
| Competition | 0 (0) |
|
| Recognition | 0 (0) |
|
| Reciprocity | 0 (0) |
|
| ||
|
|
| 17 (100) |
|
|
| 17 (100) |
|
|
| 15 (88) |
|
|
| 15 (88) |
|
|
| 13 (76) |
|
|
| 12 (71) |
|
|
| 11 (65) |
|
|
| 10 (59) |
|
|
| 10 (59) |
|
|
| 9 (53) |
|
|
| 9 (53) |
|
| Tunneling | 8 (47) |
|
| Tailoring | 8 (47) |
|
| Praise | 7 (41) |
|
| Expertise | 5 (29) |
|
| Social facilitation | 5 (29) |
|
| Social proof | 4 (24) |
|
| Social role | 3 (18) |
|
| Verifiability | 3 (18) |
|
| Social learning | 3 (18) |
|
| Scarcity | 3 (18) |
|
| Rewards | 2 (12) |
|
| Social comparison | 2 (12) |
|
| Similarity | 1 (6) |
|
| Authority | 1 (6) |
|
| Reciprocity | 1 (6) |
|
| Simulation | 0 (0) |
|
| Third-party endorsements | 0 (0) |
|
| Normative influence | 0 (0) |
|
| Cooperation | 0 (0) |
|
| Competition | 0 (0) |
|
| Recognition | 0 (0) |
|
| ||
|
|
| 10 (100) |
|
|
| 8 (80) |
|
|
| 7 (70) |
|
|
| 7 (70) |
|
|
| 7 (70) |
|
|
| 6 (60) |
|
|
| 6 (60) |
|
|
| 6 (60) |
|
|
| 5 (50) |
|
|
| 5 (50) |
|
|
| 5 (50) |
|
| Tunneling | 4 (40) |
|
| Personalization | 4 (40) |
|
| Real-world feel | 4 (40) |
|
| Rewards | 3 (30) |
|
| Social role | 3 (30) |
|
| Expertise | 3 (30) |
|
| Verifiability | 3 (30) |
|
| Similarity | 2 (20) |
|
| Social facilitation | 2 (20) |
|
| Simulation | 1 (10) |
|
| Third-party endorsement | 1 (10) |
|
| Social comparison | 1 (10) |
|
| Social proof | 1 (10) |
|
| Authority | 0 (0) |
|
| Social learning | 0 (0) |
|
| Normative influence | 0 (0) |
|
| Cooperation | 0 (0) |
|
| Competition | 0 (0) |
|
| Recognition | 0 (0) |
|
| Reciprocity | 0 (0) |
|
| Scarcity | 0 (0) |
|
| ||
|
|
| 7 (70) |
|
|
| 7 (70) |
|
|
| 6 (70) |
|
|
| 6 (60) |
|
|
| 5 (50) |
|
| Reduction | 4 (40) |
|
| Personalization | 4 (40) |
|
| Expertise | 4 (40) |
|
| Social facilitation | 4 (40) |
|
| Rehearsal | 3 (30) |
|
| Self-monitoring | 3 (30) |
|
| Praise | 3 (30) |
|
| Real-world feel | 3 (30) |
|
| Tunneling | 2 (20) |
|
| Tailoring | 2 (20) |
|
| Simulation | 2 (20) |
|
| Similarity | 2 (20) |
|
| Social role | 2 (20) |
|
| Verifiability | 2 (20) |
|
| Social proof | 2 (20) |
|
| Commitment/consistency | 2 (20) |
|
| Rewards | 1 (10) |
|
| Authority | 1 (10) |
|
| Third-party endorsement | 1 (10) |
|
| Social learning | 1 (10) |
|
| Social comparison | 1 (10) |
|
| Normative influence | 1 (10) |
|
| Competition | 1 (10) |
|
| Recognition | 1 (10) |
|
| Scarcity | 1 (10) |
|
| Cooperation | 0 (0) |
|
| Reciprocity | 0 (0) |
aDesign techniques used in 50% or more of the total 53 apps are formatted in italic.
Figure 3Total number of persuasive design techniques used by the primary task support category.
Figure 7Total number of persuasive design techniques used by Cialdini’s principles of persuasion.
Figure 5Total number of persuasive design techniques used by the system credibility support category.
Figure 6Total number of persuasive design techniques used by the of social support category.
Persuasive design techniques: definitions and implementation examples for developing a health workforce capability app in the primary task support domain.
| Persuasive design technique | Persuasive design technique definitiona | Implementation examples |
| Reduction | A system that reduces complex behavior into simple tasks helps users perform the target behavior, and it may increase the benefit/cost ratio of a behavior. |
Health workforce capability goals are broken down into smaller steps. |
| Tunneling | Using the system to guide users through a process or experience provides opportunities to persuade along the way. |
A user should be able to choose a pathway that would respond to their specific health workforce capability need. |
| Tailoring | Information provided by the system will be more persuasive if it is tailored to the potential feeds, interests, personality, usage context, or other factors relevant to a user group. |
A user should be able to choose what capability area they are particularly interested in. |
| Personalization | A system that offers personalized content or services has a greater capability for persuasion. |
The system adjusts to the health care profession and the user’s age and offers localized services to improve health workforce capability. |
| Self-monitoring | A system that keeps track of one’s own performance or status supports the user in achieving goals. |
The system asks health professional to rate their health workforce capability. |
| Simulation | Systems that provide simulations can persuade by enabling users to observe immediately the link between cause and effect. |
The system allows for health professionals to observe other health professionals working interprofessionally and see improved patient outcomes. |
| Rehearsal | A system providing means with which to rehearse a behavior that can enable people to change their attitudes or behavior in the real world. |
A telehealth simulation course is offered to rehearse real-world practice and improve use of telehealth. |
aSource: Oinas-Kukkonen and Harjumaa [6].
Persuasive design techniques: definitions and implementation examples for developing a health workforce capability app in the domain of Cialdini’s principles of persuasion.
| Persuasive design technique | Persuasive design technique definitiona | Implementation examples |
| Commitment/consistency | These are a pair of interrelated attributes in the sense that people often adhere (consistently) to their significant choices (commitments). |
The app has the ability to record health workforce capability goals (commitment) and timings (consistency) so that health professionals can commit to goals. |
| Scarcity | This causes people to almost panic out of the fear that something will disappear or become unavailable, so they make an intent effort to acquire or preserve it. | —b |
| Social proof | This explains the human tendency to look around at others in society for reinforcement and direction in taking action. |
The app shows the number of health professionals that have joined the health workforce capability app. |
| Reciprocity | This describes the human desire to make others feel appreciated by responding in ways that return good gestures. |
The app allows users to post their own health workforce capability issues and also to respond to other users’ posts. |
aSource: Oyebode et al [9].
bNot available.
Persuasive design techniques: definitions and implementation examples for developing a health workforce capability app in the dialogue support domain.
| Persuasive design technique | Persuasive design technique definitiona | Implementation examples |
| Praise | By offering praise, a system can make users more open to persuasion. |
Texts and symbols are used to offer praise after measuring their own capability score. |
| Rewards | Systems that reward target behaviors may have great persuasive powers. |
The game rewards users by altering media items, such as sounds and background colors. |
| Reminders | If a system reminds users of their target behavior, the users will more likely achieve their goals. |
The user is given a reminder of a selected task to improve capability. |
| Suggestion | Systems offering fitting suggestions will have greater persuasive powers. |
Suggestions are given to be mindful at work or build capability. |
| Similarity | People are more readily persuaded through systems that remind them of themselves in some meaningful way. |
Videos/pictures of health professionals are shown. |
| Liking | A system that is visually attractive for its users is likely to be more persuasive. |
The application has an integrated system that links well with easy-to-read graphs and trends in health workforce capability. |
| Social role | If a system adopts a social role, users will more likely use it for persuasive purposes. |
A dementia expert supports online education for trainees with dementia. |
aSource: Oinas-Kukkonen and Harjumaa [6].
Persuasive design techniques: definitions and implementation examples for developing a health workforce capability app in the system credibility support domain.
| Persuasive design technique | Persuasive design technique definitiona | Implementation examples |
| Trustworthiness | A system that is viewed as trustworthy will have increased powers of persuasion. |
The system includes a privacy statement. The app demonstrates that the organization has access to funding to support health professionals in their health workforce capability and demonstrates successful examples. |
| Expertise | A system that is viewed as incorporating expertise will have increased powers of persuasion. |
The app demonstrates that the organization has a longstanding reputation in providing health workforce capability support. |
| Surface credibility | People make initial assessments of the system credibility based on a firsthand inspection. |
There are no commercial ads. |
| Real-world feel | A system that highlights people or the organization behind its content or services will have more credibility. |
Users are able to contact the organization to request health workforce capability support. |
| Authority | A system that leverages roles of authority will have enhanced powers of persuasion. |
A health professional national college provides a statement on the importance of health workforce capability. |
| Third-party endorsements | Third-party endorsements, especially from well-known and respected sources, boost perceptions on system credibility. |
A well-respected, known, experienced rural health professional endorses the app. |
| Verifiability | Credibility perceptions will be enhanced if a system makes it easy to verify the accuracy of site content via outside sources. |
The app offers links and support by well-established services. |
aSource: Oinas-Kukkonen and Harjumaa [6].
Persuasive design techniques: definitions and implementation examples for developing a health workforce capability app in the social support domain.
| Persuasive design technique | Persuasive design technique definitiona | Implementation examples |
| Social learning | A person will be more motivated to perform a target behavior if they can use a system to observe others performing the behavior. |
The app includes stories of other rural health professionals who have improved their workforce capability. |
| Social comparison | System users will have a greater motivation to perform the target behavior if they can compare their performance with the performance of others. |
Users can share information real time on how to do something more efficient. |
| Normative influence | A system can leverage normative influence or peer pressure to increase the likelihood that a person will adopt a target behavior. |
The app shows that self-care is key to long-term employability by using examples of other professionals. |
| Social facilitation | System users are more likely to perform a target behavior if they discern via the system that others are performing the behavior along with them. |
Health professionals know that many other people are also participating in the app and can choose to discuss with other users. |
| Cooperation | A system can motivate users to adopt a target attitude or behavior by leveraging human beings’ natural drive to cooperate. |
The app demonstrates that working in a team leads to better patient health outcomes. |
| Competition | A system can motivate users to adopt a target attitude or behavior by leveraging human beings’ natural drive to compete. |
Health workforce capability scores can be used to determine the personal best in a specific area they wish to work on. |
| Recognition | By offering public recognition for an individual or group, a system can increase the likelihood that a person/group will adopt a target behavior. |
The app demonstrates the “Rural health professional of the month” and how they benefited from improving their health workforce capability. |
aSource: Oinas-Kukkonen and Harjumaa [6].