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Influencing everyday decision-making by having  digital systems introducing subtle cues - an initial  viability study
Malmö University, Faculty of Technology and Society (TS).
Malmö University, Faculty of Technology and Society (TS).
2020 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

I denna studie undersökte vi hypotesen att visuella subtila ledtrådar kan användas i augmented reality-glasögon för att påverka människors beslutsfattande. Det var baserat på den konceptuella visionen om att AR-glasögon en dag kan vara en del av vårt dagliga liv, och då kan påverka hur beslut fattas. För att undersöka detta genomfördes en litteraturstudie och ett valbaserat videoexperiment. 39 deltagare i olika åldrar deltog i experimentet. Deltagarna delades slumpmässigt upp i tre grupper med olika förutsättningar; en kontrollgrupp, en grupp som exponerades för subtila “priming”-villkor och en grupp som exponerades för subtila “point-of-decision”-villkor. Resultaten påvisade samband mellan subtil priming och beslutsfattande, men inga samband kunde styrkas       mellan subtila “point-of-decision”-villkor och beslutsfattande.

Abstract [en]

In this study we investigated the hypothesis that visual subtle cues can be used in Augmented Reality glasses to affect human decision making. This was based on the conceptual vision that AR-glasses might one day be a part of our daily life, and could then affect the way decisions are made. In order to investigate, a literature study and a video-based choice experiment was conducted. 39 participants of varied ages took part in       the experiment. Participants were randomly assigned to a control condition, subtle priming cues condition, or a subtle point-of-decision cues condition. The subtle priming cue was in the form of action words and smiley faces, and the subtle point-of-decision cues were in the form of flashing lights. The results showed evidence of a relation between subtle priming cues and the choices made by the participants, but no evidence of such relations were found between subtle point-of-decision cues and the choices made.

Place, publisher, year, edition, pages
Malmö universitet/Teknik och samhälle , 2020. , p. 61
Keywords [en]
augmented reality, behaviour change, persuasive technology, nudging, priming
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:mau:diva-20173Local ID: 32093OAI: oai:DiVA.org:mau-20173DiVA, id: diva2:1480042
Educational program
TS Datavetenskap och applikationsutveckling
Supervisors
Examiners
Available from: 2020-10-27 Created: 2020-10-27Bibliographically approved

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Citation style
  • apa
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