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Persuasive Design
               for
           Eco Display

 Thomas Seder, PhD    Omer Tsimhoni, PhD
      HMI Research    HMI Research
General Motors, R&D   General Motors, R&D
  Warren, Michigan    Herzliya, Israel
Agenda

 motivation

 project objective & overview

 theoretical underpinning of persuasive design

 project description

 results of persuasive design field research

 design of persuasive design eco displays

 simulator test results of concept gauges




               persuasive design – eco display    Pg 2
Motivation


 EPA estimate: eco-driving can save ~15% of gasoline consumer

 USA Benefits (back of the envelope calculation):
     green house CO2 (g) reduced by 36 B ft3 per year (~ 3% reduction)
     crude oil imports reduced by 490 M barrels/ yr (~10% reduction)
     stimulative to US economy due to per driver savings of ~$375


 Systematize information display methods & design at GM




                                                              ?




                          persuasive design – eco display                 Pg 3
Project Objective & Overview


 Develop intra- and extra-vehicle ecosystem of information
  displays:
    teach drivers optimal use patterns, accommodating of skill and
     style
    adapt & evolve to retain interest and adapt to growing skill level
    engage users to achieve continued use

 Use leading edge generative and evaluative design
  processes, including:
    leverage behavioral science-led methods to encourage the
     efficient vehicle use
    Lead User-UCD to discover needs, research themes and develop
     personas & scenarios
    trans-disciplinary science basis (behavioral, design..)
    iterative design with user evaluation cycles
    evaluate efficacy of designs using GM Driving Simulator




                           persuasive design – eco display                Pg 4
technical background
                What is Persuasive Design?
 Simply put, the goal of Persuasive
  Design (PD) is to design a user
  experience (UX) to promote
  behavior change.

 Pioneered by BJ Fogg (Stanford)

 Theoretical basis detailed by
  Sunny Consolvo
  (displaying info to encourage
  health and wellness)

 Persuasive design used primarily in
  the website UX to create return
  traffic and ‘stickiness’




                    persuasive design – eco display   Pg 5
technical background
     Theoretical Underpinning of Persuasive Design

Five Theoretical Underpinnings:

 Goal Setting Theory

 Transtheoretic Model of Behavior Change

 Presentation of Self in Everyday Life

 Cognitive Dissonance Theory

 Fogg Behavior Change Model


                  persuasive design – eco display    Pg 6
technical background
   Theoretical Underpinning of Persuasive Design (1/5)

Goal Setting Theory
    Reveals how people attach to goals & characteristics that
     motivate
       Goals selected by the user, not the designer
       Expert help in goal selection beneficial (goal credibility)
       Challenging & realistic
       Positive feedback & rewards for progress, not just for
        goal attainment
       Real-time vs cumulative summary data




                                                         after Consolvo

                       persuasive design – eco display                    Pg 7
technical background
         Theoretical Underpinning of Persuasive Design (2/5)
    Transtheoretic Model of Behavior Change
          Describes stages of behavior modification towards a goal
Stage              Description              Design Implication
Precontemplation   No recognition of        Focus on education
                   need for change
Contemplation      Considering              Focus on techniques for overcoming
                   change                   barriers or provide rewards for change


Preparation        Intends to change,       Reward behaviors even if there is
                   prior attempts           inconsistency, increase pattern awareness
         

Action             Performs desired         Track progress, incorporate elements of
                   behavior < 6 mo          social influence

Maintenance and    Performs desired         Acknowledge setback without punishment
relapse            behavior > 6 mo
prevention


                                                Source: Zimmerman et al., 2000; Tabor and Lopez, 2004

                                 persuasive design – eco display                                        Pg 8
technical background
    Theoretical Underpinning of Persuasive Design (3/5)
 Presentation of Self in Everyday Life
    Impression management; ‘what user wants others to think’
    Theatre/ performance with front stage and back stage
     behaviors
       Dramatic realization (play with cufflings)
       Misrepresentation (lie)
       Secret consumption (eating cake while dieting)

    Persuasive technology must allow control of access to
     backstage
    Person must be in control of information collected by
     persuasive technology to enable impression management




                                                        after Consolvo
                      persuasive design – eco display                    Pg 9
technical background
   Theoretical Underpinning of Persuasive Design (4/5)
 Cognitive Dissonance Theory
    Psychological discomfort erupts upon realization of
     inconsistency in attitudes and behaviors
    Motivated to eliminate dissonance, depending on
     importance of behavior to the individual
    Can also reduce importance (rationalize)
    Persuasive technology needs to be persistent yet subtle
     and allow focus on commitment to change

 Information display should evolve and adapt to
  style and skill and take user to heightened goals as
  competency increases




                      persuasive design – eco display          Pg 10
technical background
      Theoretical Underpinning: Fogg Behavior Model (5/5)
      target behaviors                                                                
                  triggerable                                               
                                    motivation
 increasing       untriggerable                                                
 motivation
   + ability                                                             behavior activation threshold
                                                                    
                                                         triggers ineffective triggers effective
                 
                                                                         ability

 a target behavior can be activated or triggered if the individual:
       is sufficiently motivated
       has the necessary ability

 even if the individual has high motivation and high ability, a
  trigger is necessary to cue expression of the targeted behavior
       this is the task of excellent design

 enhancing ability often enables the behavior by making it simpler
       simplicity chain – linked attributes that make behavior simpler

               save        reduce          reduce              reduce           increase     create
               time         cost           physical            mental             social        a
                                            effort              effort         acceptance     habit


                                      persuasive design – eco display                                  Pg 11
Project Description – What We Did

 Generative Research
     Persuasive–design literature review
     User Centered Design
        Customer field research (driving around with users)
            Respondents: lead users, early adopters & majority users
            Locations: Chicago & San Francisco
            UCD Method: contextual inquiry – model building
                behavior, activity, cultural & artifact models
                consolidated model of research themes informing design
     Eco Information Display Format Designs
        Information architecture
        Information management schema
        Information display design
        Linkage to eco algorithms
 Evaluative Research (Iterative Design)
     Heuristic analysis, cognitive walk-through
     User performance & preference testing in VDR HMI System Lab and
      Driving Simulator



                           persuasive design – eco display                Pg 12
Project Description
 UCD Respondents:                                                                                                                                   S-Curve
        lead users (LU): hyper-milers                                                                                              Describing Technology Adoption Dynamics




                                                                                         Population Using New Device/ Feature
        early adopters (EA): hybrid                                                                                                Lead Users    Early   Majority Users
         owners, high mpg vehicles                                                                                                               Adopters

        majority users (MU): teachable
         average drivers
 Scored questionnaire used to
  categorized LU, EA & MU
 Employ multiple ethnographic tools
                                                                                                                                                  time

             Ethnographic Methods in UCD                                                                                                 Jumping the S-Curves
                                                                                    Innovation Diffusion Driven by Lead User Velocity
                                             Videotape &
                                 Visual Photography




                                                                                             Population Using New Device/ Feature
                                                  Artifacts & Material
                                                                                                                                          Early Adopters,      Gen 3
                                                  Culture Collection                                                                      Majority Users
                                            Local Model &                                                                                 Lead Users
                 Statistical           Representation Collection
               Data Collection                            Journals                                                                                   Gen 2
                                      Passive Observation
                                           Participant Observation
                                                                                                                                             Gen 1
    Quantitative                           Archival &              Qualitative
                                       Document Collection
              Surveys &                         Group Interviews
            Questionnaires

                                                        Oral Histories
                      Linguistic
                    Data Collection              Structured &
                                           Semi-Structured Interviews
after shelley evenson            Verbal
                                                                                                                                                     time
                                                       persuasive design – eco display                                                                                     Pg 13
Sidenote: Hypermiling Techniques

 Hypermiler Techniques
   Maintenance
   Minimizing mass and improving aerodynamics
   Efficient speeds
   Choice of gear (manual transmissions)
   Acceleration and deceleration (braking)
   Coasting or gliding
   Anticipation
   Minimizing ancillary losses
   Fuel type
   Trip computer
   Burn and coast
   Auto-stop, forced stop, and draft-assisted forced
    stop
   Drafting            Source: “Fuel economy-maximizing behaviors” Wikipedia

                         persuasive design – eco display                    Pg 14
Model Building
       affinity diagrams


activities         behaviors                    activity model
                                                                           behavioral
                                                                             model
                                                  task & goals;
                                                                        motivations for goal
                                               temporal sequence
                                                                             selection




       artifacts
                                                artifact model           cultural model

                                               objects & tools; use       societal, tech &
                                                    purpose                 env linkages




          field notes




                                                             consolidated model
                                                                of what “is”




                           persuasive design – eco display                                     Pg 15
Status - Research Findings

 24 respondents from two major cities
     13 from Chicago
     11 from San Francisco
 12 journal respondents
 Interviews with Cultural Experts
       Luscious Garage
       New car dealers – Tesla, Ford, Honda
       Prof. BJ Fogg
       Prof. Cliff Nass




                          persuasive design – eco display   Pg 16
Summary Models of ‘What Is’




       persuasive design – eco display   Pg 17
Preliminary Guidance for Info Display Design

Vehicle must provide:
 Quantitative instantaneous energy consumption/ efficiency
   gauge as a primary instrument
     Exceedingly high use rate in equipped vehicles (Prius)
     promotes trial and error learning about efficient use modes
        Drag, coasting, regen braking, tire pressure, fuel
          quality, weight, a/c use, battery temp
     behavior change requires real time actionable feedback
     Allows nostrums to be deflated


 Accurate summary per tank statistics or last 500 miles
     almost everyone calculates summary mgp; varying accuracy
        ‘in my head’, Vehicle provided, Spreadsheets, Web sites
          (fuelefficiency.gov)
     Strongly motivated by competition with others and self
     Used as indicator of required maintenance




                          persuasive design – eco display           Pg 18
Preliminary Guidance for Info Display Design

Vehicle must provide:
 Acknowledge range of motivations and allow users to select
   desired statistic from a range of offerings
     Miles per gallon, cents per mile, amount CO2 per mile,


 An adaptable information system that evolves with user skill
  and interest

 An information system that has features to remain engaging
  and promotes continued use and exploration

 A system that triggers desired behavior and enables real
  efficacy by improving ability (simplifications)
     Currently:
        Motivations exist
        Abilities are low
        Triggers are largely absent




                          persuasive design – eco display        Pg 19
Preliminary Guidance for Info Display Design

Vehicle must provide:
 Route specific energy consumption information (heat map)
     Segments to avoid
     Multiple vehicle complied statistics – you relative to others
     Vehicle as a probe – Web 3.0
 Collaborative goal setting assistance
     Pilot’s associate operating in background indentifying
      opportunities
     Gentle offering of suggested improvements
     Recommended goals in a ‘sought information’ screen
 Rewards for progress, as well as goal attainment
     Acknowledge context dependent performance and never punish
        Merging onto freeway, carried with the flow of traffic, late for
          work, shifting priorities and motivations
     Allow secret consumption
     Enable ‘bragging’ with artifacts of achievement and allow user to
      present self as she wishes
 Driver specific goals, statistics, reports and rewards
 Foster web 2.0 networking for competition, learning
 Adopt a ‘master’ to set a standard, or not!
                           persuasive design – eco display                  Pg 20
Ecosystem Design
                                      Concept Development Phase
                                                                                                                                                 time   driver
                                            Secondary Display                                                                                forever    me
                                                                                                                                           this week    Roy
                                            • summary statistics                                                                                today   everyone
                                            • goal visualization
                                            • triggers
 Primary Display                            • recommended vehicle config.
 • real time, actionable info
                                                                                                               P tire   T batt   weight


                                            • terrain heat map
 • triggers                                 • rewards
                                                                                                                drag    Speed    history


 • rewards                                    • competition rankings
 • inst. performance vs goal                  • progress to goal visualization
                                              • visualization consistent with motivation                      Smart Phone
                                                                                                              • light weight version of web aps
    tangible, relevant-selectable                                                                             • social networking
            visualization                                                                                     • summary statistics
                                                                                                              • badges



$s Saved                        CO2 Saved


               Oil Saved




                                                                                           Population
                                                                                                                 -- you
                                                                                                                   -- Joe

                                                                                                        Segment Perf.




                                                                                     GM Web Applications
                                                                                     • social networking – goals of others
                                                                                     • learning - statistical analysis
                                                                                     • competition - badges, rewards, SWAG
                      Vehicle as probe                                               • tools for goal setting
                                                                                     • record keeping
                                                                                     • teaching


                                              persuasive design – eco display                                                                                      Pg 21
Primary Display
                        Actionable Real-Time Data
• Broken ring and pointer color change indicates deviation from eco-optimal
acceleration / deceleration rate




                             persuasive design – eco display                  Pg 22
Concept Efficiency Heat Map & Range Map




             persuasive design – eco display   Pg 23
Thank You!




2011 World Usability Day   persuasive design – eco display   Pg 24

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UPA Israel event 2011 – Omer Tsimhoni

  • 1. Persuasive Design for Eco Display Thomas Seder, PhD Omer Tsimhoni, PhD HMI Research HMI Research General Motors, R&D General Motors, R&D Warren, Michigan Herzliya, Israel
  • 2. Agenda  motivation  project objective & overview  theoretical underpinning of persuasive design  project description  results of persuasive design field research  design of persuasive design eco displays  simulator test results of concept gauges persuasive design – eco display Pg 2
  • 3. Motivation  EPA estimate: eco-driving can save ~15% of gasoline consumer  USA Benefits (back of the envelope calculation):  green house CO2 (g) reduced by 36 B ft3 per year (~ 3% reduction)  crude oil imports reduced by 490 M barrels/ yr (~10% reduction)  stimulative to US economy due to per driver savings of ~$375  Systematize information display methods & design at GM ? persuasive design – eco display Pg 3
  • 4. Project Objective & Overview  Develop intra- and extra-vehicle ecosystem of information displays:  teach drivers optimal use patterns, accommodating of skill and style  adapt & evolve to retain interest and adapt to growing skill level  engage users to achieve continued use  Use leading edge generative and evaluative design processes, including:  leverage behavioral science-led methods to encourage the efficient vehicle use  Lead User-UCD to discover needs, research themes and develop personas & scenarios  trans-disciplinary science basis (behavioral, design..)  iterative design with user evaluation cycles  evaluate efficacy of designs using GM Driving Simulator persuasive design – eco display Pg 4
  • 5. technical background What is Persuasive Design?  Simply put, the goal of Persuasive Design (PD) is to design a user experience (UX) to promote behavior change.  Pioneered by BJ Fogg (Stanford)  Theoretical basis detailed by Sunny Consolvo (displaying info to encourage health and wellness)  Persuasive design used primarily in the website UX to create return traffic and ‘stickiness’ persuasive design – eco display Pg 5
  • 6. technical background Theoretical Underpinning of Persuasive Design Five Theoretical Underpinnings:  Goal Setting Theory  Transtheoretic Model of Behavior Change  Presentation of Self in Everyday Life  Cognitive Dissonance Theory  Fogg Behavior Change Model persuasive design – eco display Pg 6
  • 7. technical background Theoretical Underpinning of Persuasive Design (1/5) Goal Setting Theory  Reveals how people attach to goals & characteristics that motivate  Goals selected by the user, not the designer  Expert help in goal selection beneficial (goal credibility)  Challenging & realistic  Positive feedback & rewards for progress, not just for goal attainment  Real-time vs cumulative summary data after Consolvo persuasive design – eco display Pg 7
  • 8. technical background Theoretical Underpinning of Persuasive Design (2/5) Transtheoretic Model of Behavior Change  Describes stages of behavior modification towards a goal Stage Description Design Implication Precontemplation No recognition of Focus on education need for change Contemplation Considering Focus on techniques for overcoming change barriers or provide rewards for change Preparation Intends to change, Reward behaviors even if there is prior attempts inconsistency, increase pattern awareness  Action Performs desired Track progress, incorporate elements of behavior < 6 mo social influence Maintenance and Performs desired Acknowledge setback without punishment relapse behavior > 6 mo prevention Source: Zimmerman et al., 2000; Tabor and Lopez, 2004 persuasive design – eco display Pg 8
  • 9. technical background Theoretical Underpinning of Persuasive Design (3/5)  Presentation of Self in Everyday Life  Impression management; ‘what user wants others to think’  Theatre/ performance with front stage and back stage behaviors  Dramatic realization (play with cufflings)  Misrepresentation (lie)  Secret consumption (eating cake while dieting)  Persuasive technology must allow control of access to backstage  Person must be in control of information collected by persuasive technology to enable impression management after Consolvo persuasive design – eco display Pg 9
  • 10. technical background Theoretical Underpinning of Persuasive Design (4/5)  Cognitive Dissonance Theory  Psychological discomfort erupts upon realization of inconsistency in attitudes and behaviors  Motivated to eliminate dissonance, depending on importance of behavior to the individual  Can also reduce importance (rationalize)  Persuasive technology needs to be persistent yet subtle and allow focus on commitment to change  Information display should evolve and adapt to style and skill and take user to heightened goals as competency increases persuasive design – eco display Pg 10
  • 11. technical background Theoretical Underpinning: Fogg Behavior Model (5/5) target behaviors    triggerable   motivation increasing  untriggerable   motivation + ability    behavior activation threshold     triggers ineffective triggers effective  ability  a target behavior can be activated or triggered if the individual:  is sufficiently motivated  has the necessary ability  even if the individual has high motivation and high ability, a trigger is necessary to cue expression of the targeted behavior  this is the task of excellent design  enhancing ability often enables the behavior by making it simpler  simplicity chain – linked attributes that make behavior simpler save reduce reduce reduce increase create time cost physical mental social a effort effort acceptance habit persuasive design – eco display Pg 11
  • 12. Project Description – What We Did  Generative Research  Persuasive–design literature review  User Centered Design  Customer field research (driving around with users)  Respondents: lead users, early adopters & majority users  Locations: Chicago & San Francisco  UCD Method: contextual inquiry – model building  behavior, activity, cultural & artifact models  consolidated model of research themes informing design  Eco Information Display Format Designs  Information architecture  Information management schema  Information display design  Linkage to eco algorithms  Evaluative Research (Iterative Design)  Heuristic analysis, cognitive walk-through  User performance & preference testing in VDR HMI System Lab and Driving Simulator persuasive design – eco display Pg 12
  • 13. Project Description  UCD Respondents: S-Curve  lead users (LU): hyper-milers Describing Technology Adoption Dynamics Population Using New Device/ Feature  early adopters (EA): hybrid Lead Users Early Majority Users owners, high mpg vehicles Adopters  majority users (MU): teachable average drivers  Scored questionnaire used to categorized LU, EA & MU  Employ multiple ethnographic tools time Ethnographic Methods in UCD Jumping the S-Curves Innovation Diffusion Driven by Lead User Velocity Videotape & Visual Photography Population Using New Device/ Feature Artifacts & Material Early Adopters, Gen 3 Culture Collection Majority Users Local Model & Lead Users Statistical Representation Collection Data Collection Journals Gen 2 Passive Observation Participant Observation Gen 1 Quantitative Archival & Qualitative Document Collection Surveys & Group Interviews Questionnaires Oral Histories Linguistic Data Collection Structured & Semi-Structured Interviews after shelley evenson Verbal time persuasive design – eco display Pg 13
  • 14. Sidenote: Hypermiling Techniques  Hypermiler Techniques  Maintenance  Minimizing mass and improving aerodynamics  Efficient speeds  Choice of gear (manual transmissions)  Acceleration and deceleration (braking)  Coasting or gliding  Anticipation  Minimizing ancillary losses  Fuel type  Trip computer  Burn and coast  Auto-stop, forced stop, and draft-assisted forced stop  Drafting Source: “Fuel economy-maximizing behaviors” Wikipedia persuasive design – eco display Pg 14
  • 15. Model Building affinity diagrams activities behaviors activity model behavioral model task & goals; motivations for goal temporal sequence selection artifacts artifact model cultural model objects & tools; use societal, tech & purpose env linkages field notes consolidated model of what “is” persuasive design – eco display Pg 15
  • 16. Status - Research Findings  24 respondents from two major cities  13 from Chicago  11 from San Francisco  12 journal respondents  Interviews with Cultural Experts  Luscious Garage  New car dealers – Tesla, Ford, Honda  Prof. BJ Fogg  Prof. Cliff Nass persuasive design – eco display Pg 16
  • 17. Summary Models of ‘What Is’ persuasive design – eco display Pg 17
  • 18. Preliminary Guidance for Info Display Design Vehicle must provide:  Quantitative instantaneous energy consumption/ efficiency gauge as a primary instrument  Exceedingly high use rate in equipped vehicles (Prius)  promotes trial and error learning about efficient use modes  Drag, coasting, regen braking, tire pressure, fuel quality, weight, a/c use, battery temp  behavior change requires real time actionable feedback  Allows nostrums to be deflated  Accurate summary per tank statistics or last 500 miles  almost everyone calculates summary mgp; varying accuracy  ‘in my head’, Vehicle provided, Spreadsheets, Web sites (fuelefficiency.gov)  Strongly motivated by competition with others and self  Used as indicator of required maintenance persuasive design – eco display Pg 18
  • 19. Preliminary Guidance for Info Display Design Vehicle must provide:  Acknowledge range of motivations and allow users to select desired statistic from a range of offerings  Miles per gallon, cents per mile, amount CO2 per mile,  An adaptable information system that evolves with user skill and interest  An information system that has features to remain engaging and promotes continued use and exploration  A system that triggers desired behavior and enables real efficacy by improving ability (simplifications)  Currently:  Motivations exist  Abilities are low  Triggers are largely absent persuasive design – eco display Pg 19
  • 20. Preliminary Guidance for Info Display Design Vehicle must provide:  Route specific energy consumption information (heat map)  Segments to avoid  Multiple vehicle complied statistics – you relative to others  Vehicle as a probe – Web 3.0  Collaborative goal setting assistance  Pilot’s associate operating in background indentifying opportunities  Gentle offering of suggested improvements  Recommended goals in a ‘sought information’ screen  Rewards for progress, as well as goal attainment  Acknowledge context dependent performance and never punish  Merging onto freeway, carried with the flow of traffic, late for work, shifting priorities and motivations  Allow secret consumption  Enable ‘bragging’ with artifacts of achievement and allow user to present self as she wishes  Driver specific goals, statistics, reports and rewards  Foster web 2.0 networking for competition, learning  Adopt a ‘master’ to set a standard, or not! persuasive design – eco display Pg 20
  • 21. Ecosystem Design Concept Development Phase time driver Secondary Display forever me this week Roy • summary statistics today everyone • goal visualization • triggers Primary Display • recommended vehicle config. • real time, actionable info P tire T batt weight • terrain heat map • triggers • rewards drag Speed history • rewards • competition rankings • inst. performance vs goal • progress to goal visualization • visualization consistent with motivation Smart Phone • light weight version of web aps tangible, relevant-selectable • social networking visualization • summary statistics • badges $s Saved CO2 Saved Oil Saved Population -- you -- Joe Segment Perf. GM Web Applications • social networking – goals of others • learning - statistical analysis • competition - badges, rewards, SWAG Vehicle as probe • tools for goal setting • record keeping • teaching persuasive design – eco display Pg 21
  • 22. Primary Display Actionable Real-Time Data • Broken ring and pointer color change indicates deviation from eco-optimal acceleration / deceleration rate persuasive design – eco display Pg 22
  • 23. Concept Efficiency Heat Map & Range Map persuasive design – eco display Pg 23
  • 24. Thank You! 2011 World Usability Day persuasive design – eco display Pg 24