Summary: | 碩士 === 國立成功大學 === 資源工程學系 === 104 === As the increasing attention to mitigate the effect of global warming, the concept of Design for Sustainable Behavior (DfSB) is also integrated into the design of information communication technology. Many behavior change support systems (BCSSs) have been developed for motivating people toward energy saving behavior in which a variety of persuasive strategies or game design elements are employed. However, most of the persuasive strategies or game design elements designed in BCSSs depend on designer’s own intuition and the users are regarded as a homogeneous group which leads to the low effectiveness of the systems. Hence, the purpose of the study is to help the designers of BCSSs for energy saving behavior adopt the appropriate persuasive strategies and game design elements by considering users’ differences.
The research begins with collecting cases of BCSSs for energy saving behavior, the commonly employed twelve persuasive strategies in the systems were analyzed. Then, the study takes the questionnaires to investigate the possible demographic differences on perceiving persuasiveness of the twelve persuasive strategies. Furthermore, the persuasive strategies are linked to the twenty-nine game design elements by performing affinity diagram and the results are presented in the form of the table.
After understanding the persuasiveness of each persuasive strategy for the different user groups, designers can select the suitable game design elements that correspond to persuasive strategies from the table of affinity diagram. It’s expected that the results of the study can provide the suggestions to designers for designing a gamified BCSS for energy saving behavior by considering user’s differences.
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