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October 16, 2004

36 Topics for Persuasive Technology

Persuasive technology can play a role in many areas of life. A while back I created a partial list for my students so they could do captology design projects more easily. (I've got a list of 100 topics somewhere . . . I'll post it one of these days.) In my list below, note that I first give the topic, such as "politics." Then I suggest a sample behavior change related to the topic. ----------
36 Topics for Persuasive Technology 1. politics* – to vote a certain way or support a certain political issue
2. civic life – to increase citizen involvement in government or community
3. environmental conservation – to recycle more, consume less,
4. religion – to believe a certain way and/or practice a religion
5. smoking cessation* – to stop smoking
6. nutrition* – to eat better
7. exercise* – to be more physically active
8. personal finance – to manage or invest money wisely
9. driving safety – to drive more safely, observe driving laws
10. empathy –to view things from another’s perspective
11. routine health behaviors* – to do routine activities that improve health
12. occupational effectiveness – to be more productive at work
13. disease management* – to do what’s necessary to manage a disease effectively
14. sex – to avoid certain consequences of sexual activity
15. peace – to find nonviolent means to settle differences, avoid conflict
16. registration – to share personal information with a company
17. buying* – to buy products or services or both
18. branding* – to think a specific way about an organization
19. marketing* – to think favorably of a product or service
20. upgrading software – to download and install a new version of a product
21. substance abuse – to avoid using alcohol or drugs in harmful ways
22. personal relationships – to create/enhance connections with other people
23. online community involvement – to join/contribute to an online community
24. posting content– to create and post information on a web site
25. education* – to do what’s required to learn
26. gaming* – to persist in playing a video game
27. shareware payment – to pay for shareware they are using
28. banner ads* – to click on ads
29. phobias – to overcome fear of something specific
30. self-efficacy* – to believe in one’s ability in a specific area
31. activism – to take action on issues that have significant consequences
32. emotion management – to manage or optimize one’s internal state
33. donating – to give time or money to a cause
34. stretch & rsi* – to keep free from negative effects of using computers all day
35. personal achievement* – to reach personal goals
36. consumer debt – to believe in the dangers of going into debt, avoiding debt * = this is a large topic with many examples or a topic that could be narrowed

Posted by at October 16, 2004 08:39 AM

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