Designing and Evaluating Carrot, a Persuasive System for Improving Good-to-Bad Behavior Ratios

dc.contributor.authorGill, Thomas
dc.date.accessioned2023-12-26T18:36:54Z
dc.date.available2023-12-26T18:36:54Z
dc.date.issued2024-01-03
dc.identifier.doihttps://doi.org/10.24251/HICSS.2024.152
dc.identifier.isbn978-0-9981331-7-1
dc.identifier.other5bd68a9e-6f4e-49c4-bd76-c7b498d51115
dc.identifier.urihttps://hdl.handle.net/10125/106529
dc.language.isoeng
dc.relation.ispartofProceedings of the 57th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectDigitization of the Individual – Personal Decision Analytics
dc.subjectdecision fatigue
dc.subjectelaborated action design research
dc.subjectgamification
dc.subjectopen loops
dc.subjectpersuasive systems
dc.titleDesigning and Evaluating Carrot, a Persuasive System for Improving Good-to-Bad Behavior Ratios
dc.typeConference Paper
dc.type.dcmiText
dcterms.abstractThis paper details the design process and evolution of a mobile app called Carrot, designed to help people improve their good-to-bad behavior ratios. The app draws on theory on persuasive systems, decision fatigue, gamification, open loops, and reinforcement. The design process is based around the elaborated action design research framework, and comprises cycles for diagnosis, design, implementation, and evolution. We also outline a plan for the future evaluation of the artifact. The contributions of this paper include the novel construct of the good-to-bad behavior ratio, the design of a system to improve good-to-bad behavior ratios, and the implementation of a prototype app which implements said design.
dcterms.extent10 pages
prism.startingpage1242

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