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Captology:
By John W. Shaffer |
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Captology is a made-up word meaning: the study of Computers As
Persuasive Technology (CAPT-ology). B.J. Fogg is a professor at
Stanford University and runs the Persuasive
Technology Lab there. He was instrumental in developing the
field of Captology. He said, "Simply put, a persuasive computer
is an interactive technology that changes a person's attitudes or
behaviors." (Fogg, no date, 1) A critical aspect of Captology
is persuasion. He defines persuasion as, "an attempt to shape,
reinforce, or change behaviors, feelings, or thoughts about an issue,
object, or action." (Fogg, no date, 1) Captology includes two
varieties of persuasion: "macrosuasion" and "microsuasion".
Macrosuasion refers to products that are used exclusively for persuasion.
Microsuasion refers to products that include components meant to
persuade. (Cheng, 2003) According to Dr. Fogg, "One key point implicit in my definition
is that true persuasion must be the result of an attempt to change
attitudes or behaviors; in other words, persuasion requires intentionality."
(Fogg, no date) From this we can deduce that all use of computers
is not Captology. There are a number of methods to use a computer
to instruct or inform that do not also include an attempt to persuade
the intended audience. There are also times when persuasion occurs
but without any intent on the part of the developer. "A computer
qualifies as a persuasive technology only when those who create,
distribute, or adopt the technology do so with an intent to affect
human attitudes or behaviors." (Fogg, no date) In other words
computers require human interaction with the intent to persuade
to be considered persuasive technology. "Most software development
is about functionality and usability, and only incidentally about
modifying the user." (Grosso, 2003) Since the intent to persuade
is a key component of captology, software programs, web sites, or
other computer technology developed without such intent do not qualify
as captology. The ability to use computers as persuasive technology has increased
sequentially with the huge surge in internet usage over the last
decade. However, the internet is not the only way to use computers
as persuasive technology. Computer technology can be used in many
other ways to persuade people. Dr. Fogg developed what he calls a functional triad for captology.
It describes three different ways people use or respond to computer
technology. "First, the computer as tool makes some behavior
easier to do; an example is a pocket calculator. Second, the computer
as medium provides an experience to the user; an example is a virtual
environment. Third, the computer as social actor creates a relationships
between the user and the computer; a digital pet is an example of
this." (Cheng, 2003) We will look more closely at the three
parts of this functional triad in several examples below. One example of captology as a tool is companies using automated
instant messaging to send users alerts. This is also referred to
as nagware. Another example of captology as a tool is using computer
technology inside products intended to persuade people a certain
way. Baby Think It Over®, discussed more fully in the next paragraph,
is an example of this. An example of captology as medium is a simulation
program designed to encourage individuals to take a particular action.
Examples of captology as a social actor are the various wizards
embedded into programs that attempt to encourage users to perform
tasks a certain way. Computer as tool: Realityworks,
Inc. has many programs designed to influence behavior. One is
the Baby Think It Over® Program (BTIO) designed to educate young
people about parenting responsibilities. A main feature of this
program is a life-like doll that simulates many infant needs. Participants
are required to care for the dolls just as they would an actual
baby. According to the mother of a 13 year old BTIO participant,
"Before she had BTIO, she wanted a baby and couldn't wait to
get old enough to have her own
.Well, she had BTIO for 5 days
and by the 4th day she was writing in her diary how much she did
not like the baby and that she was not going to have a baby until
she was in her 30's if ever." That quote speaks strongly to
the persuasive power of BTIO (Realityworks, 2004). Computer as medium: The
Century Council, a non-profit organization that fights against
drunk driving, has several CD-ROM based programs that attempt to
discourage people from drinking and driving. These include Alcohol
101, targeting high school students, Alcohol 101 Plus, targeting
college students, and the Blood Alcohol Educator, an interactive
program that teaches adults how drinking affects their blood alcohol
concentration. Alcohol 101 Plus is an award-winning interactive
program set on a virtual campus. It targets students thought to
be particularly at-risk such as Freshmen students and those in the
Greek system. The program is used at hundreds of universities and
colleges across the nation. Computer as social actor: Dole
5 A Day provides a very engaging web site including a chat room
and an interactive program targeting young children. The purpose
of the interactive program is to encourage children to get their
five to nine recommended servings of fruit and vegetables each day.
It provides several areas from designing a 5-a-day recipe, to tracking
your fitness, to games and crossword puzzles. It even has over ten
songs presenting information about eating the proper amount of fruit
and vegetables. I found this site particularly engaging. When I
was reviewing this site my 9-year-old son walked up and commented,
"That's a cool web site." Considering his lack of interest
in both fruit and vegetables, that is a pretty good recommendation. In order for any computing technology to influence a person's behavior
it must be seen as credible. Therefore, one of the largest areas
of research concerning captology has been in the area of credibility.
Credibility, which can also be thought of as believability, is important
in several different situations. Any time a computer contains data
or information for users, that data or information must be seen
as credible. Any time a computer is used to teach or instruct users
it must be viewed as credible. Also, whenever computers run simulations
they must be considered credible. However, user variables affect
credibility. The credibility of computer technologies varies with
user's experience. A novice user might view computers as more credible
than an expert user. A user who needs information more might be
more inclined to believe the information than a user who does not
need the information. (Tseng and Fogg, 1999) Much research about captology has been conducted in association
with the Stanford
Web Credibility Research organization, part of the Stanford
Persuasive Technology Lab. A web site's credibility depends largely
on how it is designed. Developers should, "Make it easy to
verify the accuracy of the information on your site." Developers
should also "Design your site so it looks professional
"
These are just two of the ten guidelines for increasing credibility
of a web site listed in a table on the Web Credibility Research
web site. The table also references research supporting each of
the ten guidelines; it has links to much of the research. (Fogg,
2002) Captology is still a relatively new field; consequently, much research
still needs to be accomplished. Dr. Fogg mentions seven directions
for research and design. Among them are, "Captology should
focus on interactive technologies that change behaviors." And
"Captology should focus on 'what is' and 'what could be'."
(Fogg, no date, 2) These, and the other areas of research Dr. Fogg
mentions, will surely provide valuable research directions in the
field of captology for years to come. References
Author Note
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