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Captology By Al Fernandez |
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Persuasion is not a new concept; as the driving force behind ancient
rhetoricians like Cicero to modern TV commercials, communicators
have tried to persuade audiences (Neilson, 2003). Like human and
TV persuaders, persuasive interactive technologies can bring about
positive changes in many domains including health, business, safety,
and education (Stanford Persuasive Technology Lab, 2003). What is Captology? Professor Fogg of Stanford University coined the word in 1996 as
a partial acronym from the initial letters of Computers As Persuasive
Technology together with the ending -ology for a field of study
(World Wide Words, 2000). Captology includes the design, research, and the analysis of interactive
computing technologies intentionally created to change people's
attitudes or behaviors; technologies include Web sites, PDAs, kiosks,
mobile phones, and video games (Stanford Persuasive Technology Lab,
2003). Before an interactive technology can captivate its users, it must
have credibility. Although, the web is a highly credible source
of information it can also be the least credible source of information.
In addition, captology examines Web site credibility and ethical
concerns surrounding persuasive messages. Interactive Impact Print, radio, and television are pervasive social influencers,
bombarding audiences with social and commercial messages. These
media are effective modes of persuasion, however computing technology
goes beyond the one-way rhetoric and becomes interactive. When audiences
become participants, persuasive messages are potentially more compelling
than passively receiving messages (Neilson, 2004). Captology in Action There are literally hundreds of examples of how computers persuade
audiences. Fogg (2003) divides these technologies into two categories
macrosuasion and microsuasion. Macrosuasions are computing products solely created to persuade
behaviors and attitudes. Examples listed below: eGetgoing, a drug and alcohol treatment program, combines
proven traditional group treatment methods with the latest
Internet technology to bring live, interactive, group treatment
online. Uses technology simulations to prepare students for making
key life decisions. Products include Baby Think It Over®
(baby simulator) and NICoteen® (cigarette pack and smoking
simulator). Microsuasions are products not specifically designed to
persuade users' behaviors, but contain elements of persuasion built
in such as dialogue boxes, rewards systems and reminder nags. Below
are a couple of examples: Captology at Work Captology is a familiar concept at Nokia. Don McArthur of Nokia
has experiences that range from mobile phone user interface design
to usability testing. While designing and testing user interfaces
he balances the needs of various stakeholders. The key stakeholders
are consumers, Nokia and network carriers (Verizon, Sprint, Cingular,
and etc.). Nokia uses captology to design user interfaces. Creating
easy to use interfaces persuades consumers to use their phones more
often for longer periods of time. Don's chief concern is maintaining
the balance between carriers' request for self-serving features
and the integrity of user interface/applications based on design
principles and objective research. Captology could be used in almost any working environment. For
instance, San Diego Gas & Electric could use persuasive technologies
in its WBT modules on topics such as Ethical Business Practices,
Diversity, and How to be Safe in the Work Place. Each module could
use various interactive questionnaires and scenarios to persuade
employees to be safe, treat fellow employees with respect, and to
conduct themselves ethically. After the training is done, it could
be followed up with persuasive support tools that help perpetuate
the culture of diversity, ethics, and safety. References
Author Note
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