Communications of the Association for Information Systems
By Harri Oinas-Kukkonen, Marja Harjumaa. 2009
1,557 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/5943456ca54beb31a052bc2b325d0944769bbbfe
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Citations in the corpus
- Persuasive System Design Does Matter: A Systematic Review of Adherence to Web-Based Interventions (2012, methodology): “It should be noted that we have not coded the elements that may be present in email-like messages sent by a counselor because we feel that this is part of the counselor interaction and not so much a part of the dialogue support that Oinas-Kukkonen [31] and Fogg [24] describe.”
- Integrating Human Support Into Behavioral Intervention Technologies: The Efficiency Model of Support (2017, unknown): “Although we argue here for using humans to provide BIT support, it is possible that automated persuasive features programmed into the BIT itself may one day serve similar roles (e.g., Oinas-Kukkonen & Harjumaa, 2009).”
- A foundation for the study of behavior change support systems (2012, methodology): “The Persuasive Systems Design model [5, 38], or more briefly the PSD, is the state-of-the-art vehicle for designing and evaluating BCSSs [46–52], see Fig.”
- Just-in-Time Adaptive Interventions (JITAIs) in Mobile Health: Key Components and Design Principles for Ongoing Health Behavior Support (2017, background): “For example, competence, which concerns individual feelings of efficacy, challenge, and curiosity [95], can be promoted by providing immediate feedback or rewards [96]; by ensuring that intervention options can be readily incorporated into and used in the context of the individual’s daily living act”
- Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016, background): “Need for cognition , defined as the tendency to process large amounts of information [11, 30, 57, 88, 97], and self-efficacy to execute a given behaviour [83, 98, 99] were found to be positively associated with engagement.”
- The technostress trifecta ‐ techno eustress, techno distress and design: Theoretical directions and an agenda for research (2019, background): “Such IS could gather information about the individual's current state, process it by comparing against his or her target conditions, and feed it back to provide assistance on the task at hand (Derrick, Jenkins, & Nunamaker, 2011; Oinas‐Kukkonen & Harjumaa, 2009).”
- The Next Generation of Research on IS Use: A Theoretical Framework of Delegation to and from Agentic IS Artifacts (2021, background): “…that even IS artifacts with limited agentic 10 capabilities, such as the ability to recommend (e.g., Xiao and Benbasat 2007) or persuade (e.g., Oinas-Kukkonen and Harjumaa 2009; Schuetz and Venkatesh 2020), can influence human behaviors and that social power dynamics are significant when…”
- UI Dark Patterns and Where to Find Them: A Study on Mobile Applications and User Perception (2020, background): “While design is—by definition—a persuasive act and has the potential to manipulate the user [73, 74, 83], there are occasions where designers may abuse this power.”
- Digital Nudging (2016, background): “includes aspects of human-computer interaction beyond interface design.(8,26) rewards in return (such as an e-book).”
- The Behavioral Intervention Technology Model: An Integrated Conceptual and Technological Framework for eHealth and mHealth Interventions (2014, methodology): “The overall goals of a BIT treatment, as well as the aims of any given intervention component, reflect the intentions of the developer [8].”