Abstract

Emotions play a vital role in persuasion; thus, the use of persuasive applications should affect and appeal to the users’ emotions. However, studies in persuasive technology have yet to discover what triggered the users’ emotions. Therefore, the objectives of this study are to examine user emotions and to identify the factors that affect user emotions in using persuasive applications. This study is conducted in three stages; pre-interaction, during-interaction and post-interaction, employed a mixed-method approach using Geneva Emotions Wheel (GEW) and open-ended survey questions that analyzed using thematic analysis. The result shows that most of the emotions that users felt belong to high-control positive valence emotions that consist of interest, joy and pleasure. User, system and interaction are the three factors that triggered the emotions encompasses of elements such as Individual Awareness, Personality, Interface Design, Persuasive Function, Content Presentation, System Quality, Usability, and Tasks. The findings contribute to the body knowledge of Persuasive Technology, where the discovered factors and its elements are the antecedents that should be the concern in constructing an emotion-based trust design framework that could bring emotional impact to users to ensure a successful persuasion.

Highlights

  • Persuasive technology (PT) is increasingly being developed commercially and has been one of the first research area related to shaping human behavior

  • We present the findings into two parts: a) emotional states and b) stimulation factors of emotions to answer the two research objectives

  • High-control positive emotions dominate the emotions aroused by AP-1 at the user’s first encounter compared to AP-2, where user emotions were dominated by a mixture of both positive and negative emotions but dominated slightly more by high-control positive emotions compared to low-control negative emotions

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Summary

Introduction

Persuasive technology (PT) is increasingly being developed commercially and has been one of the first research area related to shaping human behavior. It is a technology with a purpose to shape and/or change people’s attitudes or behavior towards an issue [1]. The persuasion process is to be done without using coercion but using many strategies such as social influence, self-monitoring, and personalization that capable of triggering emotions in users [2]. Since the persuasion strategies are capable of triggering emotions, it is essential to know what exactly the users feel when using persuasive technology and what makes them feel those emotions. Persuasive technology must bring an emotional impact to the users to ensure the success of the persuasion process

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