Marcus, Aaron.

Mobile Persuasion Design Changing Behaviour by Combining Persuasion Design with Information Design / [electronic resource] : by Aaron Marcus. - XXXIV, 659 p. 395 illus., 228 illus. in color. online resource. - Human-Computer Interaction Series, 1571-5035 . - Human-Computer Interaction Series, .

Foreword - Tom MacTavish. - Foreword - Ben Shneiderman -- Foreword - Peter Simlinger -- Preface -- Glossary of Key Terms -- Introduction -- The Green Machine -- The Health Machine -- The Money Machine -- The Story Machine -- The Travel Machine -- The Innovation Machine -- The Driving Machine -- The Learning Machine -- The Happiness Machine -- The Marriage Machine -- Conclusion.

Mobile Persuasion Design presents ten conceptual design projects (or 'Machines') for new mobile application's (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people's behaviour. Areas such as the environment, health, learning and happiness are explored, looking at ways of marrying people's wants and needs to make simple, usable and desirable mobile applications. A user-centred design approach has been used, adopting user experience (UX) methods, in-depth case studies and market analysis to see what a modern user needs from their mobile application. By applying concepts like persuasion theory and information architecture, try to find ways to satisfy these needs and positively change their user habits. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna.

9781447143246

10.1007/978-1-4471-4324-6 doi


Computer science.
Health promotion.
Application software.
Lifelong learning.
Adult education.
Sustainable development.
Economic policy.
Computer Science.
Computer Appl. in Social and Behavioral Sciences.
Health Promotion and Disease Prevention.
Sustainable Development.
R & D/Technology Policy.
Lifelong Learning/Adult Education.

QA76.76.A65

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