Table 1 Persuasive systems design framework38
From: A meta-analysis of persuasive design, engagement, and efficacy in 92 RCTs of mental health apps
Primary task support: facilitating the completion of the primary tasks or goals that the user aims to achieve through the system | Dialogue support: enabling effective communication and interaction between the system and the user | Credibility support: enhancing the perceived trustworthiness and credibility of the system | Social support: incorporating social influence and social interaction features within the system |
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Reduction: reducing complex behaviours into manageable tasks | Praise: providing praise or positive feedback for using the system | Trustworthiness: information provided should be fair and objective | Social learning: providing a way for users to observe the outcomes of others performing target behaviours |
Tunnelling: guiding the user through a process or experience in a manageable way | Rewards: providing rewards to users for using the system/achieving target behaviours | Expertise: information provided should demonstrate knowledge, experience, and competence | Social comparison: providing means for users to compare their performance with other users |
Tailoring: customising information to reflect the needs, interests, personality and usage context of a user group | Reminders: remind users of their target behaviour | Surface credibility: the system conveys a competent appearance | Normative influence: facilitate the gathering of users with similar goals, fostering a sense of community and shared norms |
Personalisation: providing individualised content and experiences | Suggestion: offer relevant suggestions to the user | Real-world feel: highlight the people or organisation behind the system | Social facilitation: users can perceive that others on the system are performing the target behaviour |
Self-monitoring: keeping track of a user’s performance or status | Similarity: the system reflects the user or user group | Authority: the system should reference people in roles of authority | Cooperation: users can cooperate to meet a common goal |
Simulation: providing opportunities to engage in an experience allows users to directly observe the immediate cause-and-effect relationships of the target behaviour | Liking: a visually attractive system | Third-party endorsements: the system should reference endorsements from respected sources | Competition: users can compete against other users |
Rehearsal: providing opportunities to practice behaviour to help users prepare for real-world situations | Social role: the system assumes a social, personable, or human-like manner | Verifiability: providing links to third-party sources to verify the accuracy of the system’s content | Recognition: users who perform target behaviours should be recognised publicly on the system |