A Comparative Analysis of Design Principles for Integration in Wearable Persuasive Multimedia

Umi Hanim Mazlan, Siti Mahfuzah Sarif
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Abstract

Many studies, to varying degrees, have confirmed the importance of persuasive approaches in wearable technology. Meanwhile, there are also a growing number of studies in persuasive multimedia, particularly in promoting awareness. Also, many studies reported on wearable multimedia, especially in game-based and VR/AR applications. Given the increasing emergence of these technologies, there is a need to integrate existing diverse research endeavours and consolidate them for improved planned effects on human attitude and behaviour, including one's awareness. However, a similar attempt to incorporate a triad of persuasive, multimedia and wearable design principles toward improved controllability awareness lacks empirical evidence. Here, this study explores the design principles of persuasive, multimedia and wearable technologies that can be leveraged into an integrated design model, especially in promoting controllability awareness of mental health issues. Moreover, this study believes exploring the potential integration of the design principles would significantly impact the application's effectiveness. Therefore, this study conducted a comparative analysis which involved 20 relevant studies pertinent to wearable design principles, persuasive design principles, and multimedia design principles. Furthermore, all identified studies were reviewed regarding the domain, the technology used, target outcomes, and utilisation of the design principles. As a result, this study discovered that many studies were on integrating persuasive and multimedia design principles and persuasive and wearable technologies. Therefore, the outcome of this study could be leveraged to incorporate all three design principles (i.e., wearable, persuasive technology, multimedia) into a conceptual model. The conceptual model is expected to produce a more effective result, especially in enhancing controllability awareness in the mental health domain.
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可穿戴式劝导多媒体集成设计原则的比较分析
许多研究都在不同程度上证实了劝导方法在可穿戴技术中的重要性。与此同时,关于说服性多媒体的研究也越来越多,尤其是关于提高意识的研究。此外,许多研究报道了可穿戴多媒体,特别是基于游戏和VR/AR的应用。鉴于这些技术的日益出现,有必要综合现有的各种研究努力并加以巩固,以改善对人的态度和行为,包括对人的认识的计划影响。然而,将有说服力、多媒体和可穿戴设计原则结合起来提高可控性意识的类似尝试缺乏经验证据。在此,本研究探讨了说服性、多媒体和可穿戴技术的设计原则,这些设计原则可以被利用到一个集成的设计模型中,特别是在促进心理健康问题的可控性意识方面。此外,本研究认为,探索设计原则的潜在集成将显著影响应用程序的有效性。因此,本研究对可穿戴设计原则、说服性设计原则、多媒体设计原则等20项相关研究进行了对比分析。此外,对所有确定的研究进行了关于领域、使用的技术、目标结果和设计原则的利用的审查。因此,本研究发现,许多研究都是关于整合劝导和多媒体设计原则以及劝导和可穿戴技术。因此,可以利用本研究的结果将所有三个设计原则(即,可穿戴,有说服力的技术,多媒体)纳入概念模型。该概念模型有望产生更有效的结果,特别是在增强心理健康领域的可控性意识方面。
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来源期刊
Annals of Emerging Technologies in Computing
Annals of Emerging Technologies in Computing Computer Science-Computer Science (all)
CiteScore
3.50
自引率
0.00%
发文量
26
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