TY - GEN
T1 - Behavification
T2 - 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and 2020 ACM International Symposium on Wearable Computers, UbiComp/ISWC 2020
AU - Okoshi, Tadashi
AU - Sasaki, Wataru
AU - Nakazawa, Jin
N1 - Funding Information:
This work was supported by JSPS KAKENHI Grant Number JP19K20260. This work was supported by JST CREST Grant Number JPMJCR19A4 Japan.
Publisher Copyright:
© 2020 ACM.
PY - 2020/9/10
Y1 - 2020/9/10
N2 - To achieve behavior change in our lives for several specific goals towards better well-being, various types intervention systems have been proposed. However, because of humans' bounded rationality, such explicit information provision for the users do not always reach their attention, thus fails the needed information for the behavior change. This paper propose new concepts "behavification"with which information system bypasses the user's cognitive, attentional and perceptive system by not notifying him/her and modifies the system behavior to directly influence the user's behavior under user's explicit advance permission. Through a series of group discussion and survey sessions with 19 participants, we investigated how the potential behavification users see its appropriateness to different application categories, killer application scenarios, and design guidelines and rationales for a behavification system to support such scenarios. We found total 58 application scenarios and propose 3 guidelines "advance user permission", "multi-modality"and "integration with real-world action/actuation".
AB - To achieve behavior change in our lives for several specific goals towards better well-being, various types intervention systems have been proposed. However, because of humans' bounded rationality, such explicit information provision for the users do not always reach their attention, thus fails the needed information for the behavior change. This paper propose new concepts "behavification"with which information system bypasses the user's cognitive, attentional and perceptive system by not notifying him/her and modifies the system behavior to directly influence the user's behavior under user's explicit advance permission. Through a series of group discussion and survey sessions with 19 participants, we investigated how the potential behavification users see its appropriateness to different application categories, killer application scenarios, and design guidelines and rationales for a behavification system to support such scenarios. We found total 58 application scenarios and propose 3 guidelines "advance user permission", "multi-modality"and "integration with real-world action/actuation".
KW - attention resource
KW - automation
KW - behavification
KW - behavior change
KW - cognitive resource
UR - http://www.scopus.com/inward/record.url?scp=85091839969&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85091839969&partnerID=8YFLogxK
U2 - 10.1145/3410530.3414439
DO - 10.1145/3410530.3414439
M3 - Conference contribution
AN - SCOPUS:85091839969
T3 - UbiComp/ISWC 2020 Adjunct - Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers
SP - 692
EP - 695
BT - UbiComp/ISWC 2020 Adjunct - Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers
PB - Association for Computing Machinery
Y2 - 12 September 2020 through 17 September 2020
ER -