ProSPer: modeling the change, driving the persuasion
In Actes de la 28ème Conférence Francophone sur l’Interaction Homme-Machine (IHM 2016). pages 59-69. 2016.
Alessandro Fenicio, Gaëlle Calvary, Yann Laurillau, Jean Vanderdonckt
Abstract
The development of persuasive interactive systems is ty- pically achieved in an opportunistic way for shipping one persuasive system at a time, thus negatively affecting inter- nal modularity (persuasion concepts are typically mixed up throughout the development life cycle) and reusabi- lity (parts or the whole persuasive system is of little reuse for another domain of human activity). In order to ad- dress these challenges, this paper introduces, motivates, and defines MOST4P, a Mission-Operation-Strategy-Tactic 4-level model for structuring the development of a persua- sive interactive system and ProSPer, a MOST4P-based framework for developing persuasive interactive systems, software-based and/or manual-based that explicitly sa- tisfy modularity (MOST concepts satisfy the separation of concerns) and multiple-domain applicability (MOST concepts could be reused from one domain to another). The paper then reports on a pilot study involving twelve participants evaluating how MOST4P concepts have been used in a self monitoring bracelet and in a mobile ProSPer- based persuasive interactive system. This study suggests that overall subjective satisfaction and usefulness are the most appreciated criteria, followed by interaction and in- formation qualities.