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The building as a platform
Published in Pieter Pauwels, Kris McGlinn, Buildings and Semantics, 2023
Tamer El-Diraby, Soroush Sobhkhiz
Given the characteristics of Digital Twinning, on the fundamental levels, they facilitate current processes of building management practices (e.g., asset monitoring). More smart applications include predictive maintenance for preventing asset failure, improving energy management, or space management [51,341,422]. Moreover, Digital Twinning can enable persuasive technology as a tool to impact and inform occupants. Persuasive technology refers to design principles of persuasion and control of product automation technology to ensure a change in user behaviour (change in ideas or practice) [420]. A persuasive technology requires day-to-day objects to effectively communicate with users. To do this, users require a sensing device that can store and collect perceived data through network communications for use in a system with interactive visual interfaces [420]. All these requirements fit very well with the capabilities of a DT. In more complex forms, Digital Twinning can even be equipped with socio-psychological concepts to improve effectiveness [70]. Other common Digital Twinning applications include safety (e.g., evacuation or rescue in fire incidents) [66], and structural health monitoring [184].
Technical mediation and digital technologies in construction practice
Published in Architectural Engineering and Design Management, 2023
The second point of application of mediation focuses on how technology impacts cognitively human decision-making (Dorrestijn, 2012b). An important form of cognitive influence is guidance – being steered towards an intended or appropriate use. Technology can guide behavior by giving signs (arrows, texts, light signals) which serve as inputs to a user’s decision-making process. Technologies can also persuade people to change their behavior (Dorrestijn, 2012b) through so-called persuasive technology (Fogg, 2002). An example are websites that persuade people to ‘click here’. A third form of cognitive influence is the expression of people’s image through using certain products. For example, products such as fashionable smart phones allow people to shape and express their identity (Miller, 2010).
Susceptibility to social influence strategies and persuasive system design: exploring the relationship
Published in Behaviour & Information Technology, 2022
Kirsi Halttu, Harri Oinas-Kukkonen
Interactive digital applications used to support aspirations for better health, time management or financial state are the most prominent examples of persuasive technology. Persuasive technology refers to any ‘interactive computing system designed to change people’s attitudes or behaviours’ (Fogg 2003). The core assumption of persuasive technology is that humans will communicate with computers, e.g. mobile applications, as they do with other humans (Nass et al. 1995). When humans communicate, they use persuasion to influence others’ thoughts, feelings and behaviors (Simons, Morreale, and Gronbeck 2001), and similar techniques can be used in human–computer interaction. In the context of persuasive technology, persuasiveness is measured by a system’s ability to generate persuasive effects. The actual mechanisms that might induce changes in attitudes and behaviors are derived from many different theories and psychological processes.
Motivation-based approach for tailoring persuasive mental health applications
Published in Behaviour & Information Technology, 2023
Felwah Alqahtani, Rita Orji, Heleen Riper, Nicola McCleary, Holly Witteman, Patrick McGrath
Advances in technologies and the possibilities for using technology as a tool to assist and empower people to take care of their health and well-being have opened a new frontier in health care support. As a result, using persuasive technology to promote desired behaviours or attitudes in an intended way has flourished in recent years, particularly in the area of health and personal well-being. Most persuasive technology for health are delivered on mobile and handheld devices due to their ubiquitous nature (Orji and Moffatt 2018).