Developing design methodologies and fundamental technologies of persuasive interaction for positive computing

Persuasive interaction is a type of technology based on HCI that induces behavioral changes according to the goals set by the user (Calvo & Peters, 2014). In the area of physical activity, the implementation of persuasive interaction simplifies the process of collecting objective quantitative data based on the changes in bio-signals. However, the majority of smart phone applications related to physical activity have not undergone the process of experimental verification, (Donker, Petrie, Proudfoot, Clarke, Birch, & Christensen, 2013). Yet, they are being used quite prevalently as a means to monitor physical/psychological data without factoring in the state of the user’s emotions or usage patterns (Adamczyk & Bailey, 2004; Lee, Jeong, & Yoon, 2012; Joe & Demiris, 2013). Therefore, the purpose of this study is to look at this phenomenon from a behavioral perspective and to determine the reinforcement system that contributes to physical enhancement and change. Another aspect of this research is to collect quantitative personal/environmental data of individuals to devise an appropriate intervention method according to personal situations and environmental factors. Last but not least, the objective of this study is to develop a design guideline for persuasive interaction services that will ultimately bring about changes in targeted behavior while maintaining the actions of such changed performance.