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Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats"

Title: Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats"

Thesis (M.A.) , 2015 , 154 Pages , Grade: 1.9

Autor:in: Jonas Wolterstorff (Author)

Computer Science - Miscellaneous
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Summary Excerpt Details

Sustainable Development is in desperate need of understanding human behaviour. Most issues that are considered vital require being tackled from the ground up. However, other fields have to be pulled in to make sense of behavioural patterns. These are Persuasive Technology, Human-Computer-Interaction, Design and Motivational Psychology.

Grounding the argumentation on these schools of thought, this book argues that a smartphone game provides a wide range of capacities that can inspire individuals to make changes in their lives that multiply and become behavioural patterns that in turn have considerable impacts with regards to many of Sustainable Development’s core issues such as Climate Change, economic, ecological and financial crises.

With an approach that focuses on personal wellbeing, playfulness and intrinsic motivation, individuals shall be excited for an in-game narrative that incentivises them to fulfil real-life challenges that will kick off positive, beneficial feedback.

From the text:
- Persuasive Technology;
- Motivational Psychology;
- Creating Critical Mass;
- Mindful Meerkats;
- Virtual Agents

Excerpt


Inhaltsverzeichnis (Table of Contents)

  • Introduction
    • The need for change
    • Problem Definition
    • Aim
    • Research Question
    • Procedure
  • Methodology
    • Literature Research
      • Relevant Disciplines
      • Conceptual Linkage of Literature
      • Literature bodies
    • Writing conduct: The Scientific Iteration Method
    • Mental Model - Assumed
  • Concepts & Theories
    • Persuasive Technology & Motivational Psychology: How does Behavioural Change occur?
      • Action/Behaviour/Habit
      • Motivation and other Psychological States
    • Conceptual Synthesis: An extended Behavioural Chain
      • Motivational Needs
      • Motivational Affordances
      • Psychological Outcomes
    • Persuasive Affordance
    • Creating Critical Mass – The Positive Feedback Loop Assumption
    • Research Framework

    Frequently Asked Questions

    Can an app really change human behavior?

    The book argues that through Persuasive Technology and Motivational Psychology, apps can inspire small changes that evolve into lasting behavioral patterns.

    What is "Persuasive Affordance Design"?

    It is a design approach that provides cues and incentives within a user interface to encourage specific, beneficial user actions.

    What is the "Mindful Meerkats" project?

    It is a smartphone game concept designed to incentivize real-life challenges related to sustainable development and personal wellbeing.

    How does the app address climate change?

    By turning sustainable actions into playful in-game narratives, it helps create a "critical mass" of individuals making eco-friendly choices.

    What role does Motivational Psychology play in the design?

    It focuses on intrinsic motivation and playfulness to ensure that behavioral changes are self-sustained rather than forced.

Excerpt out of 154 pages  - scroll top

Details

Title
Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats"
College
Utrecht University  (Copernicus Institute of Sustainable Development)
Grade
1.9
Author
Jonas Wolterstorff (Author)
Publication Year
2015
Pages
154
Catalog Number
V359296
ISBN (eBook)
9783668433328
ISBN (Book)
9783960950707
Language
English
Tags
Persuasive Technology Human-Computer-Interaction Behavioural Economics Behavioural Psychology Sustainable Development Design Complexity Theory
Product Safety
GRIN Publishing GmbH
Quote paper
Jonas Wolterstorff (Author), 2015, Can an App change the world? Persuasive Affordance Design in "Mindful Meerkats", Munich, GRIN Verlag, https://www.grin.com/document/359296
Look inside the ebook
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Excerpt from  154  pages
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