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Mobile Persuasion Design: Changing Behaviour by Combining Persuasion Design with Information Design 1st ed. 2015 [Hardback]

  • Formāts: Hardback, 659 pages, height x width: 235x155 mm, 228 Illustrations, color; 167 Illustrations, black and white; XXXIV, 659 p. 395 illus., 228 illus. in color. With online files/update., 1 Hardback
  • Sērija : HumanComputer Interaction Series
  • Izdošanas datums: 13-Nov-2015
  • Izdevniecība: Springer London Ltd
  • ISBN-10: 144714323X
  • ISBN-13: 9781447143239
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  • Formāts: Hardback, 659 pages, height x width: 235x155 mm, 228 Illustrations, color; 167 Illustrations, black and white; XXXIV, 659 p. 395 illus., 228 illus. in color. With online files/update., 1 Hardback
  • Sērija : HumanComputer Interaction Series
  • Izdošanas datums: 13-Nov-2015
  • Izdevniecība: Springer London Ltd
  • ISBN-10: 144714323X
  • ISBN-13: 9781447143239

Mobile Persuasion Design presents five conceptual design projects (or ‘Machines’) for new mobile applications (smartphone or tablet with Web portals) that combine theories of persuasion and information design to change people’s behavior.

The Green Machine persuades home consumers to save energy. The Health Machine persuades people to change nutrition and exercise habits, so as to avoid obesity/diabetes. The Money Machine persuades baby boomers to improve wealth management and to spend and save appropriately. The Story Machine persuades family members to share more inter-generational stories among families that are geographically distributed and asynchronous, sometimes across multiple countries and cultures. The Innovation Machine persuades entrepreneurs to practice good design-thinking and adopt innovation practices.

The Machines have been published worldwide since 2009. In 2011, the Green, Health, and Money Machines won design awards in an international competition hosted by the International Institute for Information Design, Vienna.



This book reviews five new smartphone/tablet applications that use persuasion and information design to influence behavior. Three, the Green, Health and Money Machines, won awards from the International Institute for Information Design, Vienna.
1 Introduction
1(12)
1.1 Introduction
1(1)
1.2 User-Centered Design
1(2)
1.2.1 User-Interface Design Components
2(1)
1.3 Information Design and Information-Visualization Design
3(2)
1.4 Market Research and Competitive Analysis
5(1)
1.5 Personas
6(1)
1.6 Use Scenarios
6(1)
1.7 Persuasion Theory
7(2)
1.7.1 Persuasion and Ethics
8(1)
1.8 Information Architecture
9(4)
Further Reading
9(1)
References
10(3)
2 The Green Machine: Combining Information Design/Visualization and Persuasion Design to Change People's Behavior About Energy Consumption
13(22)
2.1 Introduction
13(1)
2.2 The Green Machine: A Work in Progress
14(15)
2.2.1 Background Research
15(3)
2.2.2 Analysis
18(3)
2.2.3 Design
21(3)
2.2.4 User Test
24(1)
2.2.5 User Test Analysis
24(2)
2.2.6 Redesign and Usability Improvements
26(3)
2.3 Green Machine 2.0 for the Enterprise
29(1)
2.4 Discussion and Conclusion
29(6)
Further Reading
30(3)
References
33(2)
3 The Health Machine: Combining Information Design/Visualization with Persuasion Design to Change People's Nutrition and Exercise Behavior
35(44)
3.1 Introduction
35(2)
3.1.1 A Health Crisis
36(1)
3.1.2 The Health Machine's Concept
37(1)
3.2 Personas
37(4)
3.2.1 Persona 1 Alan Marx
38(2)
3.2.2 Persona 2 Anna White
40(1)
3.2.3 Persona 3 Manuel Jiminez
41(1)
3.3 Use Scenarios
41(1)
3.4 Research
42(13)
3.4.1 Competitive Analysis
42(1)
3.4.2 Diabetes-Related Applications
43(3)
3.4.3 Nutrition Applications
46(3)
3.4.4 Exercise Applications
49(3)
3.4.5 Other Health Applications
52(3)
3.5 Results, Analysis, and Persuasion Design
55(1)
3.6 Impact on Information Architecture
56(1)
3.6.1 Increase Use Frequency
56(1)
3.6.2 Increase Motivation
57(1)
3.6.3 Improve Learning
57(1)
3.7 Information Architecture
57(11)
3.7.1 My Condition
59(1)
3.7.2 Food Consumption
59(1)
3.7.3 Exercise
60(1)
3.7.4 Weight/Height
60(1)
3.7.5 Health Indicators: Health-Matter Indexes Monitoring
61(1)
3.7.6 Cost of Food
61(1)
3.7.7 Health Thermometer
62(1)
3.7.8 Executive Summaries
62(1)
3.7.9 Future
62(1)
3.7.10 Goals
63(1)
3.7.11 Goal Settings
63(1)
3.7.12 Action Plan
64(1)
3.7.13 Budget Comparison
64(1)
3.7.14 Friends
65(1)
3.7.15 Friends Profile
65(1)
3.7.16 Share Experiences
65(1)
3.7.17 Social Comparison
65(1)
3.7.18 Groups/Channel
65(1)
3.7.19 Tips
66(1)
3.7.20 Goal Setting Tips
66(1)
3.7.21 Top 10 Weekly Healthful Meals
66(1)
3.7.22 Meal Combo Game
67(1)
3.7.23 Pet Training
67(1)
3.7.24 Top 10 Monthly Challenges
68(1)
3.7.25 Rewards
68(1)
3.8 Evaluation
68(5)
3.8.1 Planning
68(2)
3.8.2 Practical Results of Survey
70(1)
3.8.3 Demographics of Students
70(1)
3.8.4 Challenges per Group
71(1)
3.8.5 Special Difficulties and Challenges
71(1)
3.8.6 What Would Increase Frequency of Use?
72(1)
3.8.7 What Motivates Best?
72(1)
3.8.8 What Leads to Short- and Long-Term Behavior Change?
72(1)
3.8.9 What Techniques Teach People Best?
72(1)
3.8.10 Impact of Evaluation
73(1)
3.9 Revised Designs
73(2)
3.10 Conclusions
75(4)
Further Reading
76(1)
References
76(1)
Applications URLs
77(2)
4 The Money Machine: Combining Information Design/Visualization with Persuasion Design to Change Baby Boomers' Wealth Management Behavior
79(84)
4.1 Introduction
79(2)
4.2 Initial Discussion
81(2)
4.2.1 Workforce
81(1)
4.2.2 Recession
81(1)
4.2.3 Poor Preparation
81(1)
4.2.4 Resistance to Change
82(1)
4.2.5 The Money Machine's Concept
82(1)
4.3 User-Centered Design
83(1)
4.4 Market Research
83(4)
4.4.1 Questionnaire
83(2)
4.4.2 Demographics
85(1)
4.4.3 Challenges Per Group
85(2)
4.5 Personas
87(9)
4.5.1 Persona 1 Sheila Jones
88(1)
4.5.2 Textual Summary
88(1)
4.5.3 Design Implications Summary
89(1)
4.5.4 Persona 2 Bethany Wilson
90(1)
4.5.5 Textual Summary
90(1)
4.5.6 Design Implications Summary
91(1)
4.5.7 Design Implications
91(1)
4.5.8 Persona 3 Lance Richards
92(1)
4.5.9 Textual Summary
92(1)
4.5.10 Design Implications Summary
93(1)
4.5.11 Design Implications
93(1)
4.5.12 Persona 4 Brett Sanders
94(1)
4.5.13 Textual Summary
95(1)
4.5.14 Design Implications Summary
95(1)
4.6 Nancy Chen
96(2)
4.6.1 Textual Summary
97(1)
4.6.2 Design Implications Summary
97(1)
4.7 Use Scenarios
98(5)
4.7.1 Definition
98(1)
4.7.2 Financial Monitoring
98(1)
4.7.3 Specific Persona Use Scenarios
99(4)
4.8 Competitive Analysis
103(39)
4.8.1 Money Management Websites and/or Associated Mobile Applications
104(3)
4.8.2 Tips
107(22)
4.8.3 Money Management iPhone Applications
129(13)
4.9 Results
142(2)
4.9.1 Persuasion Theory
143(1)
4.10 Impact on Information Architecture
144(2)
4.10.1 Increase Use Frequency
144(1)
4.10.2 Increase Motivation
145(1)
4.10.3 Improve Learning
145(1)
4.11 Information Architecture
146(3)
4.11.1 Components of Information Architecture
146(2)
4.11.2 My Tips (Financial Advice)
148(1)
4.12 Designs
149(9)
4.12.1 Initial Sketches and Revised Designs
149(2)
4.12.2 Examples of Initial Sketches and Revised Screen Designs
151(1)
4.12.3 Landing Screen
151(1)
4.12.4 My Money/Submenu
151(1)
4.12.5 My Money/Budgets
152(1)
4.12.6 My Money/Retirement Planner
152(1)
4.12.7 My Money/Group Accounts
152(3)
4.12.8 Friends | Main Page
155(1)
4.12.9 Friends | Announcements
155(2)
4.12.10 Tips | Main page
157(1)
4.12.11 Contests | Achievements (Incentives)
157(1)
4.13 Evaluation
158(1)
4.14 Next Steps and Conclusions
158(5)
Further Reading
159(2)
References
161(1)
iPhone Mobile/Website Money Applications URLs
161(2)
5 The Story Machine: Combining Information Design/Visualization with Persuasion Design to Change Family-Story Sharing Behavior
163(98)
5.1 Introduction
163(2)
5.2 Initial Discussion
165(1)
5.3 User-Centered Design
166(1)
5.4 Market Research
166(15)
5.4.1 Questionnaire 1 For People 47 and Older
167(4)
5.4.2 Questionnaire 2 For People Younger than 47
171(5)
5.4.3 Follow-Up Survey
176(5)
5.5 Personas
181(8)
5.5.1 Persona 1 Angela Adams
182(2)
5.5.2 Persona 2 David Lee
184(2)
5.5.3 Persona 3 Clarence Owens
186(2)
5.5.4 Persona 4 Linda Suarez
188(1)
5.6 Use Scenarios
189(6)
5.6.1 Definition
189(1)
5.6.2 General Use Scenario
189(2)
5.6.3 Personas Use Scenarios
191(4)
5.7 Competitive Analysis
195(24)
5.7.1 Memory Management Websites
195(2)
5.7.2 Tips
197(14)
5.7.3 Memory Management Phone Applications
211(8)
5.8 Results
219(1)
5.9 Persuasion Theory
220(1)
5.10 Impact on Information Architecture
221(1)
5.10.1 Increase Use Frequency
221(1)
5.10.2 Increase Motivation
221(1)
5.10.3 Improve Learning
222(1)
5.11 Designs
222(1)
5.11.1 Initial Sketches
222(1)
5.12 Information Architecture
222(23)
5.12.1 Components of Information Architecture
222(4)
5.12.2 Initial Screen Designs
226(2)
5.12.3 Revised Screen Sketches and Designs
228(2)
5.12.4 Profile/MyTimeline; Access Stories in an Organized, Visual Manner
230(1)
5.12.5 Profile/Compare Timelines: View Similarities and Differences in Life Paths
231(5)
5.12.6 Vault/View Story: Enjoy a Trip Down Memory Lane
236(1)
5.12.7 Vault/Family Lore: Cookbook: Recipe
236(2)
5.12.8 Family/Search
238(1)
5.12.9 Family/Profile: A User's Public Profile
239(1)
5.12.10 Storymaker/Templates: 20 Questions
240(1)
5.12.11 Storymaker/Record: Create a Story
241(1)
5.12.12 Activities: Play, Compete, and Create
242(1)
5.12.13 Activities/View
242(1)
5.12.14 Activities/Play/Memory
243(1)
5.12.15 Activities/Create/Family Crest
244(1)
5.13 Evaluation
245(1)
5.13.1 Plan
245(1)
5.14 Next Steps and Conclusions
246(1)
5.15 Story Machine 2.0
246(15)
5.15.1 Problem Space
247(1)
5.15.2 Existing Solutions
247(1)
5.15.3 Personas
248(1)
5.15.4 Use Scenario
249(11)
Further Reading
260(1)
References
260(1)
6 The Travel Machine: Combining Information Design/Visualization with Persuasion Design to Change Travel Behavior
261(100)
6.1 Introduction
261(2)
6.2 User-Centered User-Experience Development
263(1)
6.3 Persuasion Theory
263(1)
6.4 Information Architecture Impact
264(1)
6.4.1 Increase Use Frequency
264(1)
6.4.2 Increase Motivation
264(1)
6.4.3 Improve Learning
265(1)
6.5 Metaphors and Mental Model
265(16)
6.5.1 Tab 1 Dashboard
266(1)
6.5.2 Tab 2 Diary
267(5)
6.5.3 Tab 3 Advisor
272(6)
6.5.4 Tab 4 Fellows
278(1)
6.5.5 Tab 5 Challenge
279(1)
6.5.6 Further Possible Implementations
280(1)
6.6 Personas
281(10)
6.6.1 Persona 1 Michael Johnson
281(2)
6.6.2 Persona 2 Sara Robertson
283(2)
6.6.3 Persona 3 Richard Harris
285(2)
6.6.4 Persona 4 Mike Fenning
287(2)
6.6.5 George Shen and Julia Lin
289(2)
6.7 Use Scenarios
291(9)
6.7.1 General Use Scenario
291(2)
6.7.2 Personas' Use Scenarios
293(7)
6.8 Market Research
300(10)
6.8.1 Secondary Data
300(2)
6.8.2 Focus Group
302(1)
6.8.3 In-depth Interviews
302(1)
6.8.4 Survey
303(7)
6.9 Competitive Analysis
310(33)
6.9.1 TripAdvisor
310(4)
6.9.2 Lonely Planet
314(2)
6.9.3 TripIt
316(3)
6.9.4 TouristEye
319(4)
6.9.5 Wikitude World Browser
323(3)
6.9.6 World Explorer --- Travel Guide
326(2)
6.9.7 World Travel Guide by Triposo
328(3)
6.9.8 Sutro World
331(2)
6.9.9 Foursquare
333(3)
6.9.10 Trip Journal and VA Journal
336(3)
6.9.11 MobilyTrip
339(3)
6.9.12 Results of Competitive Analysis
342(1)
6.10 Information Architecture
343(2)
6.10.1 Machine Information Architecture
343(1)
6.10.2 Dashboard
343(1)
6.10.3 Process
344(1)
6.10.4 Social Network
344(1)
6.10.5 Tips/Advice
344(1)
6.10.6 Incentives
344(1)
6.10.7 Travel Machine Information Architecture
344(1)
6.11 IA Diagram
345(4)
6.11.1 Components of Information Architecture Dashboard
346(1)
6.11.2 Diary
346(1)
6.11.3 Advisor
347(1)
6.11.4 Link with Diary
347(1)
6.11.5 Fellows: Sync Account with Facebook, Email, and TM Web Portal
347(1)
6.11.6 Challenge
348(1)
6.12 Information Visualization
349(1)
6.13 Designs
350(6)
6.13.1 Landing Screen
350(1)
6.13.2 Diary
350(6)
6.13.3 Icon Overview
356(1)
6.14 Conclusions
356(5)
Further Reading
357(1)
References
358(1)
Mobile/Website Travel Applications URLs
359(2)
7 The Innovation Machine: Combining Information Design/Visualization with Persuasion Design to Change People's Innovation Behavior
361(68)
7.1 Introduction
361(1)
7.2 Innovation Theory
362(7)
7.2.1 Open Innovation and Co-creation
363(1)
7.2.2 Innovation Process
363(2)
7.2.3 Part 1 Generate Ideas
365(1)
7.2.4 Part 2 Manage Discussions
366(1)
7.2.5 Part 3 Implement Project
367(1)
7.2.6 Objectives and Goals
368(1)
7.2.7 Objectives
368(1)
7.2.8 Goals
368(1)
7.3 User-Centered Design
369(1)
7.4 Personas
369(9)
7.4.1 Persona 1 John McArthur
370(2)
7.4.2 Persona 2 Keas Durden
372(1)
7.4.3 Persona 3 Lisa Robertson
373(2)
7.4.4 Persona 4 Pratika Jain
375(1)
7.4.5 Persona 5 Tyler Lee
376(2)
7.5 Use Scenarios
378(5)
7.5.1 Definition
378(1)
7.5.2 General Use Scenario
378(1)
7.5.3 Idea Creation/Development
378(1)
7.5.4 Persona Use Scenarios
379(4)
7.6 Competitive Analysis
383(20)
7.6.1 Comparison Studies
383(1)
7.6.2 Idea Generation and Management Web Sites and/or Associated Mobile Applications
383(3)
7.6.3 SWOT Analysis
386(3)
7.6.4 SWOT Analysis
389(4)
7.6.5 SWOT Analysis
393(1)
7.6.6 Mind-Mapping and Brainstorming Applications
393(2)
7.6.7 SWOT Analysis
395(1)
7.6.8 SWOT Analysis
396(3)
7.6.9 SWOT Analysis
399(1)
7.6.10 Project Management Applications
400(2)
7.6.11 SWOT Analysis
402(1)
7.6.12 Results of Competitive Analysis
402(1)
7.7 Persuasion Theory
403(1)
7.8 Information Architecture
404(8)
7.8.1 Initial Concept Map
404(1)
7.8.2 Persuasion Process
404(2)
7.8.3 Improve Learning
406(1)
7.8.4 Dashboard
406(1)
7.8.5 Innovation Machine Information Architecture
407(1)
7.8.6 Initial Diagram of the Information Architecture
408(1)
7.8.7 Information Architecture Components
408(1)
7.8.8 Dashboard
408(1)
7.8.9 Innovate
408(2)
7.8.10 Connect
410(1)
7.8.11 Discuss
410(1)
7.8.12 Play
411(1)
7.8.13 Settings
411(1)
7.9 Initial Designs
412(6)
7.9.1 Initial Sketches
412(1)
7.9.2 Dashboard v. 1.0 Screen Design
413(1)
7.9.3 Innovate v.1.0 Screen Designs
413(2)
7.9.4 Discuss v.1.0 Screen Design
415(1)
7.9.5 Connect v.1.0 Screen Designs
415(1)
7.9.6 Learn v.1.0 Screen Designs
415(1)
7.9.7 Play v.1.0 Screen Designs
416(2)
7.9.8 Evaluation
418(1)
7.10 Revised Designs
418(6)
7.10.1 Dashboard v.2.0 Screen Design
418(1)
7.10.2 Innovate v.2.0 Screen Designs
419(2)
7.10.3 Connect v.2.0 Screen Designs
421(1)
7.10.4 Discuss v.2.0 Screen Designs
421(2)
7.10.5 Learn v.2.0 Screen Designs
423(1)
7.10.6 Play v.2.0 Screen Designs
423(1)
7.11 Conclusion
424(5)
Further Reading
425(2)
References
427(1)
Mobile/Website Competitor Applications URLs
427(2)
8 The Driving Machine: Using Information Design and Persuasion Design to Change Driving Behavior and to Increase Safety and Sustainability
429(42)
8.1 Introduction
429(1)
8.2 Initial Discussion
430(1)
8.3 User-Centered User-Experience Design
431(1)
8.4 Personas
432(10)
8.4.1 Persona 1 Zoe Romero
433(1)
8.4.2 Persona 2 Jeff Park
434(2)
8.4.3 Persona 3 Tina Romanski
436(1)
8.4.4 Persona 4 Chris Davis
437(2)
8.4.5 Persona 5 Susan Li
439(1)
8.4.6 Persona 6 Wallace Jonick
440(2)
8.5 Use Scenarios
442(3)
8.5.1 General Use Scenario
442(3)
8.6 Market Research
445(4)
8.6.1 Audi A8 Dashboard
445(4)
8.7 Concept Design
449(1)
8.8 Persuasion Theory
450(1)
8.9 Impact on Information Architecture
451(1)
8.10 Information Architecture
452(3)
8.10.1 Dashboard
453(1)
8.10.2 Process Model
453(1)
8.10.3 Social Networks: View and Make Social Media Achievement Postings
454(1)
8.10.4 My Tips (Could Even Be from an Insurance Agent)
454(1)
8.11 Designs
455(7)
8.11.1 Initial Sketches
455(7)
8.12 Next Steps and Conclusions
462(9)
Further Reading
464(1)
Bibliography of Relevant References
464(5)
References
469(1)
Bibliography of Vehicle User Interfaces URLs
470(1)
9 The Learning Machine: Combining Information Design/Visualization with Persuasion Design to Change People's Learning Behavior
471(68)
9.1 Introduction
471(2)
9.2 User-Centered Design
473(1)
9.3 Learning Theory
473(6)
9.3.1 Learning Models
474(1)
9.3.2 E-Learning Theory
475(1)
9.3.3 Learning Process
476(1)
9.3.4 Part 1 Engagement (Course Content)
477(1)
9.3.5 Part 2 Exploration (Course Content)
478(1)
9.3.6 Part 3 Explanation (Social Media)
478(1)
9.3.7 Part 4 Extension (Research)
479(1)
9.3.8 Part 5 Evaluation (Course Overview)
479(1)
9.4 Personas
479(12)
9.4.1 Persona 1 Paul Moore
480(2)
9.4.2 Persona 2 Shuang Li
482(2)
9.4.3 Persona 3 Siddharth Shankar
484(2)
9.4.4 Persona 4 Luis and Gabriela
486(2)
9.4.5 Persona 5 Aidan Robertson
488(2)
9.4.6 Persona 6 Marie Laudati
490(1)
9.5 Use Scenarios
491(9)
9.5.1 General Use Scenario
491(1)
9.5.2 Learning Management (Engagement, Exploration)
492(1)
9.5.3 Social Network (Explanation)
492(1)
9.5.4 Persona Use Scenarios and Behavior Changes
493(4)
9.5.5 Luis and Gabriela's Use Scenario
497(1)
9.5.6 Aidan's Use Scenario
498(1)
9.5.7 Marie Laudati's Use Scenario
499(1)
9.6 Market Research
500(3)
9.6.1 Qualitative Research
500(1)
9.6.2 Quantitative Research
501(2)
9.7 Competitive Analysis
503(17)
9.7.1 Comparison Studies
503(1)
9.7.2 Learning Applications
503(13)
9.7.3 Online Education Websites
516(4)
9.8 Persuasion Theory
520(1)
9.9 Impact of Persuasion Theory on Information Architecture
521(1)
9.9.1 Increase Use Frequency
521(1)
9.9.2 Increase Motivation
521(1)
9.9.3 Improve Learning
521(1)
9.10 Information Architecture
522(6)
9.10.1 Dashboard
522(1)
9.10.2 Process View or Road Map
522(1)
9.10.3 Social Network
522(1)
9.10.4 Tips/Advice
523(1)
9.10.5 Incentives
523(1)
9.10.6 Dashboard Component
524(1)
9.10.7 Tool Button (At Top)
524(1)
9.10.8 Search Button (At Top)
524(1)
9.10.9 Course List (At Top)
524(1)
9.10.10 Note Slide (Right Side)
524(1)
9.10.11 Chats Button (Bottom)
525(1)
9.10.12 Urgent Notification (Bottom)
525(1)
9.10.13 Content: Specific Course Component
525(1)
9.10.14 Content
525(1)
9.10.15 Course Map
525(1)
9.10.16 Course Material
525(2)
9.10.17 Overview Component
527(1)
9.10.18 Individual Tasks
527(1)
9.10.19 Team Work
527(1)
9.10.20 Social Component
528(1)
9.11 Discussion
528(2)
9.11.1 Tutoring Board
528(1)
9.11.2 Research (Tips and Advice) Component
528(2)
9.12 Designs
530(1)
9.12.1 Evaluation
530(1)
9.12.2 Revised Concept/Visual Designs
530(1)
9.13 Next Steps and Conclusions
530(9)
Further Reading
535(2)
References
537(1)
Mobile/Website Competitor Applications URLs
537(2)
10 The Happiness Machine: Combining Information Design/Visualization with Persuasion Design to Change Behavior
539(66)
10.1 Introduction
539(1)
10.2 Impact of Persuasion Design on Information Architecture
540(2)
10.2.1 Increase Use Frequency
540(1)
10.2.2 Increase Motivation
541(1)
10.2.3 Improve Learning
541(1)
10.3 Happiness Theory: Theoretical Background and Research
542(7)
10.3.1 Happiness Definition
542(1)
10.3.2 Exploratory Survey
542(2)
10.3.3 Secondary Research
544(2)
10.3.4 Primary Research
546(1)
10.3.5 Process for Analysis
547(2)
10.4 Insights and Design Principles
549(1)
10.4.1 Insight
1. Happiness Is an Objective
549(1)
10.4.2 Insight
2. Happiness Is Discipline; a Constant Reminder to Change Attitude
549(1)
10.4.3 Insight
3. Happiness Is in a Constant State of Flux
549(1)
10.4.4 Insight
4. Balancing Engagement and Persuasion Is Key
549(1)
10.4.5 Mental Model for Deep Happiness
549(1)
10.5 Practices for Deep Happiness
549(2)
10.5.1 Tactics for Happiness Machine
550(1)
10.6 Market Research
551(8)
10.6.1 Secondary Data
551(2)
10.6.2 Qualitative Research Techniques
553(1)
10.6.3 Quantitative Research
553(1)
10.6.4 Results and Conclusions
553(4)
10.6.5 Content of the Application
557(2)
10.7 Competitive Analysis
559(4)
10.7.1 Facebook
559(3)
10.7.2 Conclusions
562(1)
10.8 Personas
563(1)
10.8.1 Persona 1: Joey Chen
563(1)
10.9 Use Scenario
564(1)
10.9.1 Joey Chen's Use Scenario and Behavior Change: World-Wide Happiness + Happy Queue
564(1)
10.10 Information Architecture
565(1)
10.10.1 Machine Information Architecture
565(1)
10.10.2 Dashboard
565(1)
10.103 Process
565(10)
10.10.4 Social Network
566(1)
10.10.5 Tips/Advice
566(1)
10.10.6 Incentives
566(1)
10.10.7 Information-Architecture Diagram
566(1)
10.10.8 Happiness Machine Objectives
566(1)
10.10.9 Happiness Machine 1.0 Use Scenarios
567(1)
10.10.10 Metaphors and Mental Model
568(7)
10.11 Designs
575(11)
10.11.1 Initial Designs
575(1)
10.11.2 Landing Screen
575(1)
10.11.3 HappyNote
575(1)
10.11.4 Creating HappyNote
576(8)
10.11.5 Future Extension Laughter Display
584(2)
10.12 Happiness Machine 2.0
586(5)
10.12.1 Personas
586(5)
10.13 Happiness Machine 2.0: Use Scenarios
591(3)
10.13.1 Use Scenario
591(1)
10.13.2 Further Possible Implementations
591(1)
10.13.3 Happiness Machine 2.0: Information Architecture
592(1)
10.13.4 Set Up
592(1)
10.13.5 Dashboard Concepts
592(1)
10.13.6 Journey Map Concepts
593(1)
10.13.7 Tips/Advice Concepts
594(1)
10.13.8 Social Networking Concepts
594(1)
10.13.9 Incentives Concepts
594(1)
10.14 Happiness Machine 2.0: Initial Screen Designs (Look-and-Feel)
594(4)
10.14.1 Landing Screen
594(4)
10.15 Evaluation, Usability Tests, and User Feedback
598(2)
10.16 Conclusions
600(5)
Further Reading
601(1)
References
602(1)
List of Website URLs
603(2)
11 The Marriage Machine: Combining Information Design/Visualization with Persuasion Design to Change Behavior and to Improve Couples' Relationships
605(54)
11.1 Introduction
605(1)
11.2 User-Centered User-Experience Development
606(1)
11.3 Persuasion Theory
607(2)
11.3.1 Increase Use Frequency
608(1)
11.3.2 Increase Motivation
608(1)
11.3.3 Improve Learning
609(1)
11.4 Theoretical Background and Research
609(2)
11.4.1 Marriage Definition
609(1)
11.4.2 Marriage UX Design
609(1)
11.4.3 Turn Towards Each Other
610(1)
11.5 Insights and Design Principles
611(1)
11.5.1 Insights
611(1)
11.5.2 Tactics for Marriage Machine
612(1)
11.6 Market Research
612(3)
11.6.1 Secondary Research
612(1)
11.6.2 Qualitative Research
613(1)
11.6.3 Quantitative Research
614(1)
11.7 Results and Conclusions
615(5)
11.8 Competitive Analysis
620(7)
11.9 Conclusions
627(1)
11.10 Personas and Use Scenarios
627(5)
11.10.1 Introduction
627(1)
11.10.2 Persona Couple 1: Cheryl and Brady
628(1)
11.10.3 Persona Couple 2: John and Christina
629(1)
11.10.4 Persona Couple 3: Miguel and Amanda
630(1)
11.10.5 Persona Couple 4: Ryan and Jessica
631(1)
11.11 Information Architecture
632(11)
11.11.1 Dashboard
632(1)
11.11.2 Road Map
633(1)
11.11.3 Social Network
633(1)
11.11.4 Tips/Advice
633(1)
11.11.5 Incentives
633(1)
11.11.6 Information Architecture Draft and Final Versions
633(1)
11.11.7 Objectives
634(1)
11.11.8 Tab 1: Dashboard
634(1)
11.11.9 Current Time and Date
634(9)
11.11.10 Tips
643(1)
11.12 Designs
643(4)
11.12.1 Revised Screen Designs
645(1)
11.12.2 Landing Screen
645(1)
11.12.3 Side Panel
645(2)
11.12.4 Shared Calendar
647(1)
11.12.5 Chat
647(1)
11.13 Usability Testing
647(8)
11.13.1 Introduction
647(1)
11.13.2 Executive Summary
648(1)
11.13.3 Methodology
648(2)
11.13.4 Participants
650(1)
11.13.5 Relationship Status
650(1)
11.13.6 Task Scenarios
651(1)
11.13.7 Results
651(2)
11.13.8 Task Completion
653(1)
11.13.9 Errors
653(1)
11.13.10 Average Time Taken
654(1)
11.13.11 Total Time Taken
654(1)
11.13.12 Overall Ratings
655(1)
11.13.13 Recommendations
655(1)
11.13.14 Conclusion
655(1)
11.14 Conclusions
655(4)
Further Reading
656(1)
References
657(2)
12 Conclusion
659
12.1 Concluding Remarks
659
Aaron Marcus, President of Aaron Marcus and Associates, Inc. (AM+A), and Editor-in-Chief Emeritus of User Experience Magazine, is a pioneer of user experience design, publisher of eight books and more than 300 articles, former Fast Forward column editor of Interactions for five years, and the first user-interface designer to be elected to both the HCI Academy and to the AIGA Fellows.

AM+A has been in business for more than a quarter-century, providing user-centered solutions on projects ranging from start-up ventures to business applications launched by some of the largest companies in the world. AM+A has served approximately 300 clients and completed approximately 500 projects.