|
|
1 | (12) |
|
|
1 | (1) |
|
|
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) |
|
|
6 | (1) |
|
|
6 | (1) |
|
|
7 | (2) |
|
1.7.1 Persuasion and Ethics |
|
|
8 | (1) |
|
1.8 Information Architecture |
|
|
9 | (4) |
|
|
9 | (1) |
|
|
10 | (3) |
|
2 The Green Machine: Combining Information Design/Visualization and Persuasion Design to Change People's Behavior About Energy Consumption |
|
|
13 | (22) |
|
|
13 | (1) |
|
2.2 The Green Machine: A Work in Progress |
|
|
14 | (15) |
|
2.2.1 Background Research |
|
|
15 | (3) |
|
|
18 | (3) |
|
|
21 | (3) |
|
|
24 | (1) |
|
|
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) |
|
|
30 | (3) |
|
|
33 | (2) |
|
3 The Health Machine: Combining Information Design/Visualization with Persuasion Design to Change People's Nutrition and Exercise Behavior |
|
|
35 | (44) |
|
|
35 | (2) |
|
|
36 | (1) |
|
3.1.2 The Health Machine's Concept |
|
|
37 | (1) |
|
|
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) |
|
|
41 | (1) |
|
|
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) |
|
|
57 | (1) |
|
3.7 Information Architecture |
|
|
57 | (11) |
|
|
59 | (1) |
|
|
59 | (1) |
|
|
60 | (1) |
|
|
60 | (1) |
|
3.7.5 Health Indicators: Health-Matter Indexes Monitoring |
|
|
61 | (1) |
|
|
61 | (1) |
|
|
62 | (1) |
|
3.7.8 Executive Summaries |
|
|
62 | (1) |
|
|
62 | (1) |
|
|
63 | (1) |
|
|
63 | (1) |
|
|
64 | (1) |
|
|
64 | (1) |
|
|
65 | (1) |
|
|
65 | (1) |
|
|
65 | (1) |
|
|
65 | (1) |
|
|
65 | (1) |
|
|
66 | (1) |
|
|
66 | (1) |
|
3.7.21 Top 10 Weekly Healthful Meals |
|
|
66 | (1) |
|
|
67 | (1) |
|
|
67 | (1) |
|
3.7.24 Top 10 Monthly Challenges |
|
|
68 | (1) |
|
|
68 | (1) |
|
|
68 | (5) |
|
|
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) |
|
|
73 | (2) |
|
|
75 | (4) |
|
|
76 | (1) |
|
|
76 | (1) |
|
|
77 | (2) |
|
4 The Money Machine: Combining Information Design/Visualization with Persuasion Design to Change Baby Boomers' Wealth Management Behavior |
|
|
79 | (84) |
|
|
79 | (2) |
|
|
81 | (2) |
|
|
81 | (1) |
|
|
81 | (1) |
|
|
81 | (1) |
|
4.2.4 Resistance to Change |
|
|
82 | (1) |
|
4.2.5 The Money Machine's Concept |
|
|
82 | (1) |
|
|
83 | (1) |
|
|
83 | (4) |
|
|
83 | (2) |
|
|
85 | (1) |
|
4.4.3 Challenges Per Group |
|
|
85 | (2) |
|
|
87 | (9) |
|
4.5.1 Persona 1 Sheila Jones |
|
|
88 | (1) |
|
|
88 | (1) |
|
4.5.3 Design Implications Summary |
|
|
89 | (1) |
|
4.5.4 Persona 2 Bethany Wilson |
|
|
90 | (1) |
|
|
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) |
|
|
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) |
|
|
95 | (1) |
|
4.5.14 Design Implications Summary |
|
|
95 | (1) |
|
|
96 | (2) |
|
|
97 | (1) |
|
4.6.2 Design Implications Summary |
|
|
97 | (1) |
|
|
98 | (5) |
|
|
98 | (1) |
|
4.7.2 Financial Monitoring |
|
|
98 | (1) |
|
4.7.3 Specific Persona Use Scenarios |
|
|
99 | (4) |
|
|
103 | (39) |
|
4.8.1 Money Management Websites and/or Associated Mobile Applications |
|
|
104 | (3) |
|
|
107 | (22) |
|
4.8.3 Money Management iPhone Applications |
|
|
129 | (13) |
|
|
142 | (2) |
|
|
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) |
|
|
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) |
|
|
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) |
|
|
151 | (1) |
|
|
151 | (1) |
|
|
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) |
|
|
157 | (1) |
|
4.12.11 Contests | Achievements (Incentives) |
|
|
157 | (1) |
|
|
158 | (1) |
|
4.14 Next Steps and Conclusions |
|
|
158 | (5) |
|
|
159 | (2) |
|
|
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) |
|
|
163 | (2) |
|
|
165 | (1) |
|
|
166 | (1) |
|
|
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) |
|
|
176 | (5) |
|
|
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) |
|
|
189 | (6) |
|
|
189 | (1) |
|
5.6.2 General Use Scenario |
|
|
189 | (2) |
|
5.6.3 Personas Use Scenarios |
|
|
191 | (4) |
|
|
195 | (24) |
|
5.7.1 Memory Management Websites |
|
|
195 | (2) |
|
|
197 | (14) |
|
5.7.3 Memory Management Phone Applications |
|
|
211 | (8) |
|
|
219 | (1) |
|
|
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) |
|
|
222 | (1) |
|
|
222 | (1) |
|
|
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) |
|
|
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) |
|
|
242 | (1) |
|
5.12.14 Activities/Play/Memory |
|
|
243 | (1) |
|
5.12.15 Activities/Create/Family Crest |
|
|
244 | (1) |
|
|
245 | (1) |
|
|
245 | (1) |
|
5.14 Next Steps and Conclusions |
|
|
246 | (1) |
|
|
246 | (15) |
|
|
247 | (1) |
|
5.15.2 Existing Solutions |
|
|
247 | (1) |
|
|
248 | (1) |
|
|
249 | (11) |
|
|
260 | (1) |
|
|
260 | (1) |
|
6 The Travel Machine: Combining Information Design/Visualization with Persuasion Design to Change Travel Behavior |
|
|
261 | (100) |
|
|
261 | (2) |
|
6.2 User-Centered User-Experience Development |
|
|
263 | (1) |
|
|
263 | (1) |
|
6.4 Information Architecture Impact |
|
|
264 | (1) |
|
6.4.1 Increase Use Frequency |
|
|
264 | (1) |
|
6.4.2 Increase Motivation |
|
|
264 | (1) |
|
|
265 | (1) |
|
6.5 Metaphors and Mental Model |
|
|
265 | (16) |
|
|
266 | (1) |
|
|
267 | (5) |
|
|
272 | (6) |
|
|
278 | (1) |
|
|
279 | (1) |
|
6.5.6 Further Possible Implementations |
|
|
280 | (1) |
|
|
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) |
|
|
291 | (9) |
|
6.7.1 General Use Scenario |
|
|
291 | (2) |
|
6.7.2 Personas' Use Scenarios |
|
|
293 | (7) |
|
|
300 | (10) |
|
|
300 | (2) |
|
|
302 | (1) |
|
6.8.3 In-depth Interviews |
|
|
302 | (1) |
|
|
303 | (7) |
|
|
310 | (33) |
|
|
310 | (4) |
|
|
314 | (2) |
|
|
316 | (3) |
|
|
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) |
|
|
331 | (2) |
|
|
333 | (3) |
|
6.9.10 Trip Journal and VA Journal |
|
|
336 | (3) |
|
|
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) |
|
|
343 | (1) |
|
|
344 | (1) |
|
|
344 | (1) |
|
|
344 | (1) |
|
|
344 | (1) |
|
6.10.7 Travel Machine Information Architecture |
|
|
344 | (1) |
|
|
345 | (4) |
|
6.11.1 Components of Information Architecture Dashboard |
|
|
346 | (1) |
|
|
346 | (1) |
|
|
347 | (1) |
|
|
347 | (1) |
|
6.11.5 Fellows: Sync Account with Facebook, Email, and TM Web Portal |
|
|
347 | (1) |
|
|
348 | (1) |
|
6.12 Information Visualization |
|
|
349 | (1) |
|
|
350 | (6) |
|
|
350 | (1) |
|
|
350 | (6) |
|
|
356 | (1) |
|
|
356 | (5) |
|
|
357 | (1) |
|
|
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) |
|
|
361 | (1) |
|
|
362 | (7) |
|
7.2.1 Open Innovation and Co-creation |
|
|
363 | (1) |
|
|
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) |
|
|
368 | (1) |
|
|
368 | (1) |
|
|
369 | (1) |
|
|
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) |
|
|
378 | (5) |
|
|
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) |
|
|
383 | (20) |
|
|
383 | (1) |
|
7.6.2 Idea Generation and Management Web Sites and/or Associated Mobile Applications |
|
|
383 | (3) |
|
|
386 | (3) |
|
|
389 | (4) |
|
|
393 | (1) |
|
7.6.6 Mind-Mapping and Brainstorming Applications |
|
|
393 | (2) |
|
|
395 | (1) |
|
|
396 | (3) |
|
|
399 | (1) |
|
7.6.10 Project Management Applications |
|
|
400 | (2) |
|
|
402 | (1) |
|
7.6.12 Results of Competitive Analysis |
|
|
402 | (1) |
|
|
403 | (1) |
|
7.8 Information Architecture |
|
|
404 | (8) |
|
7.8.1 Initial Concept Map |
|
|
404 | (1) |
|
|
404 | (2) |
|
|
406 | (1) |
|
|
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) |
|
|
408 | (1) |
|
|
408 | (2) |
|
|
410 | (1) |
|
|
410 | (1) |
|
|
411 | (1) |
|
|
411 | (1) |
|
|
412 | (6) |
|
|
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) |
|
|
418 | (1) |
|
|
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) |
|
|
424 | (5) |
|
|
425 | (2) |
|
|
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) |
|
|
429 | (1) |
|
|
430 | (1) |
|
8.3 User-Centered User-Experience Design |
|
|
431 | (1) |
|
|
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) |
|
|
439 | (1) |
|
8.4.6 Persona 6 Wallace Jonick |
|
|
440 | (2) |
|
|
442 | (3) |
|
8.5.1 General Use Scenario |
|
|
442 | (3) |
|
|
445 | (4) |
|
|
445 | (4) |
|
|
449 | (1) |
|
|
450 | (1) |
|
8.9 Impact on Information Architecture |
|
|
451 | (1) |
|
8.10 Information Architecture |
|
|
452 | (3) |
|
|
453 | (1) |
|
|
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) |
|
|
455 | (7) |
|
|
455 | (7) |
|
8.12 Next Steps and Conclusions |
|
|
462 | (9) |
|
|
464 | (1) |
|
Bibliography of Relevant References |
|
|
464 | (5) |
|
|
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) |
|
|
471 | (2) |
|
|
473 | (1) |
|
|
473 | (6) |
|
|
474 | (1) |
|
|
475 | (1) |
|
|
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) |
|
|
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) |
|
|
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) |
|
|
500 | (3) |
|
9.6.1 Qualitative Research |
|
|
500 | (1) |
|
9.6.2 Quantitative Research |
|
|
501 | (2) |
|
|
503 | (17) |
|
|
503 | (1) |
|
9.7.2 Learning Applications |
|
|
503 | (13) |
|
9.7.3 Online Education Websites |
|
|
516 | (4) |
|
|
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) |
|
|
521 | (1) |
|
9.10 Information Architecture |
|
|
522 | (6) |
|
|
522 | (1) |
|
9.10.2 Process View or Road Map |
|
|
522 | (1) |
|
|
522 | (1) |
|
|
523 | (1) |
|
|
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) |
|
|
525 | (1) |
|
|
525 | (1) |
|
|
525 | (2) |
|
9.10.17 Overview Component |
|
|
527 | (1) |
|
|
527 | (1) |
|
|
527 | (1) |
|
|
528 | (1) |
|
|
528 | (2) |
|
|
528 | (1) |
|
9.11.2 Research (Tips and Advice) Component |
|
|
528 | (2) |
|
|
530 | (1) |
|
|
530 | (1) |
|
9.12.2 Revised Concept/Visual Designs |
|
|
530 | (1) |
|
9.13 Next Steps and Conclusions |
|
|
530 | (9) |
|
|
535 | (2) |
|
|
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) |
|
|
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) |
|
|
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) |
|
|
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) |
|
|
551 | (8) |
|
|
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) |
|
|
559 | (3) |
|
|
562 | (1) |
|
|
563 | (1) |
|
10.8.1 Persona 1: Joey Chen |
|
|
563 | (1) |
|
|
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) |
|
|
565 | (1) |
|
|
565 | (10) |
|
|
566 | (1) |
|
|
566 | (1) |
|
|
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) |
|
|
575 | (11) |
|
|
575 | (1) |
|
|
575 | (1) |
|
|
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) |
|
|
586 | (5) |
|
10.13 Happiness Machine 2.0: Use Scenarios |
|
|
591 | (3) |
|
|
591 | (1) |
|
10.13.2 Further Possible Implementations |
|
|
591 | (1) |
|
10.13.3 Happiness Machine 2.0: Information Architecture |
|
|
592 | (1) |
|
|
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) |
|
|
594 | (4) |
|
10.15 Evaluation, Usability Tests, and User Feedback |
|
|
598 | (2) |
|
|
600 | (5) |
|
|
601 | (1) |
|
|
602 | (1) |
|
|
603 | (2) |
|
11 The Marriage Machine: Combining Information Design/Visualization with Persuasion Design to Change Behavior and to Improve Couples' Relationships |
|
|
605 | (54) |
|
|
605 | (1) |
|
11.2 User-Centered User-Experience Development |
|
|
606 | (1) |
|
|
607 | (2) |
|
11.3.1 Increase Use Frequency |
|
|
608 | (1) |
|
11.3.2 Increase Motivation |
|
|
608 | (1) |
|
|
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) |
|
|
611 | (1) |
|
11.5.2 Tactics for Marriage Machine |
|
|
612 | (1) |
|
|
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) |
|
|
627 | (1) |
|
11.10 Personas and Use Scenarios |
|
|
627 | (5) |
|
|
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) |
|
|
632 | (1) |
|
|
633 | (1) |
|
|
633 | (1) |
|
|
633 | (1) |
|
|
633 | (1) |
|
11.11.6 Information Architecture Draft and Final Versions |
|
|
633 | (1) |
|
|
634 | (1) |
|
|
634 | (1) |
|
11.11.9 Current Time and Date |
|
|
634 | (9) |
|
|
643 | (1) |
|
|
643 | (4) |
|
11.12.1 Revised Screen Designs |
|
|
645 | (1) |
|
|
645 | (1) |
|
|
645 | (2) |
|
|
647 | (1) |
|
|
647 | (1) |
|
|
647 | (8) |
|
|
647 | (1) |
|
11.13.2 Executive Summary |
|
|
648 | (1) |
|
|
648 | (2) |
|
|
650 | (1) |
|
11.13.5 Relationship Status |
|
|
650 | (1) |
|
|
651 | (1) |
|
|
651 | (2) |
|
|
653 | (1) |
|
|
653 | (1) |
|
11.13.10 Average Time Taken |
|
|
654 | (1) |
|
11.13.11 Total Time Taken |
|
|
654 | (1) |
|
|
655 | (1) |
|
|
655 | (1) |
|
|
655 | (1) |
|
|
655 | (4) |
|
|
656 | (1) |
|
|
657 | (2) |
|
|
659 | |
|
|
659 | |