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14:54 Jul 13, 2016 |
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Dutch to English translations [PRO] Tech/Engineering - Computers: Software | |||||||
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| Selected response from: Michael Beijer United Kingdom Local time: 00:33 | ||||||
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Summary of answers provided | ||||
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3 +3 | persuasive apps/technology; behavior modifying/modification apps |
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Discussion entries: 15 | |
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gedragsverleidende apps persuasive apps/technology; behavior modifying/modification apps Explanation: see: e.g.: "What are the best examples of persuasive technology in the wild? Persuasive technology is the use of behavior design in technology, that is, to create lasting behavior change through design. Examples: - Your car tells you how energy-efficient your driving style is in real time, so you can adjust. - Bitter nail polish (Manicare) to help people stop biting nails. - Visualize how your energy use compares to your neighbors on your gas & electric bill, creating competitive drive to save energy." (https://www.quora.com/What-are-the-best-examples-of-persuasi... ) ***************************** "Persuasive technology, which can take the form of apps or websites, marries traditional modes of persuasion — using information, incentives, and even coercion — with the new capabilities of devices to change user behavior. Persuasive technology can be found in mobile downloads, or on the digital homes of tech giants like Amazon and Facebook, where behavior-oriented design persuades us to buy more often (one-click checkout) or stay logged in (manipulating social media news feeds). Many mobile apps that try to influence user behavior are either health-oriented — apps that incentivize weight loss, help to manage addictions and other mental health issues, or influence sleep practices — or promote environmental awareness — like Opower, which encourages energy conservation. Though it’s been around for a while, persuasive technology is becoming increasingly popular and profitable, inviting a deeper look into its ethics and efficacy." (https://psmag.com/the-invisible-manipulative-power-of-persua... ) ***************************** "What is Captology? Captology is the study of computers as persuasive technologies. This includes the design, research, and analysis of interactive computing products (computers, mobile phones, websites, wireless technologies, mobile applications, video games, etc.) created for the purpose of changing people’s attitudes or behaviors. BJ Fogg derived the term captology in 1996 from an acronym: Computers As Persuasive Technologies = CAPT. Where Persuasion and Computers Intersect The field of captology and persuasive technology is growing quickly. Every day more computing products, including websites and mobile apps, are designed to change what people think and do. As we see it today, captology isn’t just persuasive web sites or video games to change behaviors. Captology is a way of thinking clearly about target behaviors and how to achieve those goals using technology. Captology is a method with related tools for solving problems. Our frameworks and theories are all about helping people understand and measure what matters." (http://captology.stanford.edu/about/what-is-captology.html ) -------------------------------------------------- Note added at 28 mins (2016-07-13 15:23:14 GMT) -------------------------------------------------- gedragsverleidend = iets dat mensen verleidt tot een gedragsverandering -------------------------------------------------- Note added at 31 mins (2016-07-13 15:25:42 GMT) -------------------------------------------------- see also: https://en.wikipedia.org/wiki/Captology "Captology is the study of computers as persuasive technologies. This area of inquiry explores the overlapping space between persuasion in general (influence, motivation, behavior change, etc.) and computing technology. This includes the design, research, and program analysis of interactive computing products (such as the Web, desktop software, specialized devices, etc.) created for the purpose of changing people's attitudes or behaviors. B. J. Fogg in 1996 derived the term captology from an acronym: Computers As Persuasive Technologies. In 2003, he published the first book on captology, entitled Persuasive Technology: Using Computers to Change What We Think and Do." -------------------------------------------------- Note added at 35 mins (2016-07-13 15:30:08 GMT) -------------------------------------------------- ####################################### another option: "behavior change apps" "The Science of Captology One of the most popular behavior change models used by behavior tech companies is that of Stanford professor BJ Fogg, a pioneer in the area of persuasive technology. Fogg even coined the term “captology”–Computers As Persuasive Technology. The gist of Fogg’s model is that for any behavior to occur, three components must be present: motivation, ability, and a trigger. […] For behavior change apps to be successful, users have to go to the gym, eat a healthy salad, or say “no” to ice cream–not just scroll mindlessly through cat memes. […] This is where the true effectiveness of behavior change apps comes seems debatable. Even the best apps–with simple and intuitive UI, engaging content, and research-based methodology–are helpless when it’s time to actually go for a run." (http://www.nirandfar.com/2014/05/can-online-apps-change-real... ) ####################################### |
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