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Creating persuasive technologies: an eight-step design process

Published: 26 April 2009 Publication History

Abstract

This paper outlines eight steps to follow as best practices in the early stages of persuasive technology design. The eight-step process, drawn from demonstrated successes in industry practice, begins with defining the persuasion goal to match a target audience with an appropriate technology channel. Subsequent steps include imitating successful examples of persuasive design, performing rapid trials, measuring behavioral outcomes, and building on small successes.

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  • (2025)Computational persuasion technologies, explainability, and ethical-legal implications: A systematic literature reviewComputers in Human Behavior Reports10.1016/j.chbr.2024.10057717(100577)Online publication date: Mar-2025
  • (2024)L’enfermement dans les pratiques de big data : une interprétation par la théorie sociale critiqueTerminal10.4000/12dkk138Online publication date: 2024
  • (2024)Evaluating a mobile-based intervention to promote the mental health of informal dementia caregivers in Singapore: Study protocol for a pilot two-armed randomised controlled trialPLOS ONE10.1371/journal.pone.030572919:6(e0305729)Online publication date: 24-Jun-2024
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Persuasive '09: Proceedings of the 4th International Conference on Persuasive Technology
April 2009
279 pages
ISBN:9781605583761
DOI:10.1145/1541948
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. behavior change
  2. behavior model
  3. captology
  4. design
  5. iteration
  6. persuasion
  7. persuasive technology
  8. prototyping

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Persuasive 2009

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Persuasive '09 Paper Acceptance Rate 21 of 66 submissions, 32%;
Overall Acceptance Rate 32 of 137 submissions, 23%

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Cited By

View all
  • (2025)Computational persuasion technologies, explainability, and ethical-legal implications: A systematic literature reviewComputers in Human Behavior Reports10.1016/j.chbr.2024.10057717(100577)Online publication date: Mar-2025
  • (2024)L’enfermement dans les pratiques de big data : une interprétation par la théorie sociale critiqueTerminal10.4000/12dkk138Online publication date: 2024
  • (2024)Evaluating a mobile-based intervention to promote the mental health of informal dementia caregivers in Singapore: Study protocol for a pilot two-armed randomised controlled trialPLOS ONE10.1371/journal.pone.030572919:6(e0305729)Online publication date: 24-Jun-2024
  • (2024)DIY Digital Interventions: Behaviour Change with Trigger-Action ProgrammingProceedings of the ACM on Human-Computer Interaction10.1145/36764978:MHCI(1-28)Online publication date: 24-Sep-2024
  • (2024)Designing a Local 'Climate App'Proceedings of the European Conference on Cognitive Ergonomics 202410.1145/3673805.3673832(1-4)Online publication date: 8-Oct-2024
  • (2024)Motivational Application for Running: a Participatory Design Approach and the Analysis of Users’ NeedsProceedings of the 35th Conference on l'Interaction Humain-Machine10.1145/3649792.3649802(1-15)Online publication date: 25-Mar-2024
  • (2024)A Practical Analysis of Persuasive and Dark Patterns for IIoT and Industrial Cyber-Physical Systems2024 IEEE SENSORS10.1109/SENSORS60989.2024.10784940(1-4)Online publication date: 20-Oct-2024
  • (2024)Enhancing Persuasion Through Emotional Elicitation in Digital Marketing: A Cross-Cultural Comparative Study2024 IEEE 48th Annual Computers, Software, and Applications Conference (COMPSAC)10.1109/COMPSAC61105.2024.00336(2101-2106)Online publication date: 2-Jul-2024
  • (2024)A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern SwedenInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2355395(1-22)Online publication date: 27-May-2024
  • (2024)Insights from the evaluation of a persuasive intervention for absent-minded smartphone useBehaviour & Information Technology10.1080/0144929X.2024.2413452(1-25)Online publication date: 17-Oct-2024
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