A behavior model for persuasive design
By B. Fogg. International Conference on Persuasive Technology, 2009
2,405 citations recorded by the source corpus.
Subfields: Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ee6bf4f643edc97aa752d9a80b6f80caf0255182
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Human-Computer Interaction
- Debra Rickwood
- Pedro F. Campos
- Daniel Gonçalves
- Peter Slattery
- Parisa Rashidi
- Evangelos Karapanos
- Ana Karina Caraban
- Eric B. Hekler
Citations in the corpus
- Just a Fad? Gamification in Health and Fitness Apps (2014, methodology): “Similar conceptualizations and iterations of this same model exist in precede-proceed model and the BJ Fogg model of behavior [31,32].”
- Eye Tracking and Nutrition Label Use: A Review of the Literature and Recommendations for Label Enhancement (2012, background): “Label enhancements described here are consistent with theories on persuasive design (Fogg, 2009), which predict that positive changes in lifestyle are best accomplished by increasing ability rather than motivation.”
- Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis (2019, background): “Second, user retention patterns might also indicate the low burden associated with app installation (ie, the simplicity of opening the Google Play Store and clicking the app download and installation buttons), which implies that user context, motivation, and ability to engage [44] with these apps we”
- Dark Patterns after the GDPR: Scraping Consent Pop-ups and Demonstrating their Influence (2020, background): “As a phenomenon they are part of the larger research agenda around persuasive design [27] and nudging [1, 50].”
- Deconstructing disengagement: analyzing learner subpopulations in massive open online courses (2013, background): “Interventions can also be developed to directly target these factors, such as the promotion of microsteps to simplify the learning process and increase learners’ ability to succeed [13], or interventions designed to promote a growth mindset among learners [9].”
- Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016, positive): “Using a framework such as Fogg’s [170] behavior model, which has been specifically designed with app users in mind, can help in the selection of short, tangible, and universal activities that will maximize user engagement.”
- A review of research into automation in tourism: Launching the Annals of Tourism Research Curated Collection on Artificial Intelligence and Robotics in Tourism (2020, methodology): “Research can use the lens of Captology (computers as persuasive technologies; Fogg, 2009), technological mediation (Tussyadiah, 2017; Tussyadiah & Fesenmaier, 2009), and human-computer interaction (Tung & Law, 2017).”
- The Dark (Patterns) Side of UX Design (2018, background): “, persuasive technologies [27])? Can interactions that were not designed to trick the user later become dark patterns as use or technological infrastructure changes?”
- Research co-design in health: a rapid overview of reviews (2020, methodology): “For example, the Fogg Behaviour Model [53] or the COM-B Behaviour Change model [54] could be used to diagnose actors’ capabilities, motivation, and triggers or opportunities.”
- The Behavioral Intervention Technology Model: An Integrated Conceptual and Technological Framework for eHealth and mHealth Interventions (2014, methodology): “We review here three design models proposed by Ritterband [5], Fogg [6], and Oinas-Kukkonen [7,8] that have informed the development of BITs.”
- Building health behavior models to guide the development of just-in-time adaptive interventions: A pragmatic framework (2015, background): “Other research has focused on the balance between perceived usefulness/ value and perceived burden of support (e.g., Polonsky, Fisher, Hessler, & Edelman, 2014), along with heuristics to simplify supportive content (Fogg, 2009).”
- 23 Ways to Nudge: A Review of Technology-Mediated Nudging in Human-Computer Interaction (2019, methodology): “We attempt to provide a first answer to this question by mapping the 23 mechanisms into the types of triggers as suggest by Fogg’s Behavior Model [31].”
- Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013, neutral): “Similar conceptualizations and iterations of this same model exist in precede-proceed model and the BJ Fogg model of behavior [31,32].”