The Persuasive Tech Lab has developed resources based on our research and Dr. Fogg’s teaching and experience. We have created frameworks and theories that are about helping people understand and measure what matters. As teachers and trainers we want to put the tools and resources on this page in your hands.
Archive for the ‘Invisible Resource’ Category
Teaching
Thursday, October 21st, 2010Persuasive Tech Examples
Thursday, October 21st, 2010Technology is being designed to change what we think and do. This is at the core of the Persuasive Tech Lab’s research and interests. We believe mobile technology and social graphs, such as Facebook, will be the most powerful ways to influence people in the future because new technologies give us new ways to trigger behavior change. The resources on this page address using technology for persuasion.
Human Behavior
Thursday, October 21st, 2010The Persuasive Tech Lab creates insight into how computing products can be designed to influence and change human behavior. Drawing on these insights, the lab’s director, BJ Fogg, has created a new model of human behavior change. The resources on this page address relate especially to that model and how they guide research and design.
Mobile Persuasion
Wednesday, December 2nd, 2009Mobile persuasion is important to understand. Our lab’s director, BJ Fogg, predicts that in 10-15 years mobile phones will be the primary platform for changing people’s attitudes and behaviors, surpassing the persuasive power of TV, radio, and the web — combined.
The resources on this page reflect the Persuasive Tech Lab’s research into how mobile phones can be platforms for persuasion – in health, commerce, activism, and more. Most of our efforts focus on mobile devices and how they can be used to change people’s health behaviors.
Design for Impact
Saturday, November 21st, 2009The Persuasive Tech Lab studies and practices persuasive design. We have seen the lack of a well-defined process for designing persuasive technologies. The resources on this page aim to change that. They include best practices for developing digital experiences that influence people and other critical tools for understanding how to design for persuasion successfully.