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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards the Design of a Persuasive Technology for Encouraging Collaborative Prototyping</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Aida Boukhris</string-name>
          <email>aida.boukhris@fau.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Albrecht Fritzsche</string-name>
          <email>albrecht.fritzsche@fau.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kathrin Möslein</string-name>
          <email>kathrin.moeslein@fau.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Chair of Information Systems I, Friedrich-Alexander University Erlangen-Nuremberg</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>126</fpage>
      <lpage>131</lpage>
      <abstract>
        <p>The idea of designing a collaborative electronics prototyping toolbox as a persuasive technology is the guiding vision of the study at hand. Building on the state-of-the-art of current electronics prototyping toolboxes for laymen and makers, the study aims at developing a set of prototyping tools that encourages co-creation in contexts of collaborative innovation prototyping, e.g. in workshops or maker events.</p>
      </abstract>
      <kwd-group>
        <kwd>prototyping tool</kwd>
        <kwd>persuasive technology</kwd>
        <kwd>collaborative innovation</kwd>
        <kwd>electronics toolboxes</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Electronics can be intimidating. Until recently, manipulating electronics would have
implied visiting the benches of technology classes or having the passion and the
patience for making and inventing electronic systems. Even though electronic devices
have invaded both the professional and personal spaces, the user-device interaction
rarely goes beyond the screen or the casing to explore the internal structure and
composition of the device. In order to get more acquainted with the technology and
explore new paths for innovation, users need special encouragements.</p>
      <p>
        With the advent of crowdfunding platforms, we witness the proliferation of
campaigns for prototyping tools and kits with the noble intention to bring electronics
to the general public by reducing the complexity involved in designing electronic
systems, lowering the level of required knowledge and by harboring, most of the
times, a friendly colorful design. Examples of such kits are littleBits [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], SAM [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and
LightUp [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. As much as these tools meet the mission and goal they are designed for,
the message of these kits remains targeted to the individuals and there is very low
focus on collaboration.
      </p>
      <p>In this paper, we present a concept of a new electronic prototyping toolbox that
aims at encouraging co-creation in contexts of collaborative innovation prototyping.</p>
      <p>The argument in the paper is driven as follows. First, we present the adopted
design process to develop the artifact and argue about the persuasion elements
Towards the Design of a Persuasive Technology for Encouraging Collaborative 127
Prototyping
involved in the design and the qualification of the prototyping toolbox as a persuasive
system. Then, we focus on the most critical persuasion element that is the message of
technology under study and detail the specificities and challenges of innovation
collaboration. Finally, we explore the tailoring of the artifact in order to address these
challenges to fulfill our objective.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Design process of the prototyping toolbox from the point of view of persuasive technology</title>
      <p>
        The idea of designing a collaborative electronic prototyping toolbox has been largely
inspired by already existing toolboxes. The design of the prototyping toolbox involves
the analysis of use and user context by determining the roles of the persuader,
persuadee, message, channel, and context [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. To this end, we follow the design
process described by Fogg to create a persuasive technology [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>The first step of the process is to identify the behavior to target. As introduced
earlier, the artifact under study addresses collaborative innovation. It invites
heterogeneous groups of people to work together to create viable novel or improved
solutions to solve certain problems or to creatively react to certain existing designs,
when technological complexity is involved.</p>
      <p>
        The audience to be targeted by the persuasive technological artifact consists of the
stakeholders involved in the co-creation process of a technological innovation and
who have dissimilar technical background and knowledge. We are essentially
targeting outside innovators i.e. the entity of external partners [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], precisely the
customers and users of an innovation. The persuader in this setting is the entity with
the intention to benefit from the innovative attitude and behavior of the group of
customers [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], namely the company featuring the innovation.
      </p>
      <p>
        Regarding the third step of the design process, we need to identify the challenges
related to users’ innovation collaboration that will be addressed by the persuasive
technology. It is primarily assumed that the innovation collaboration activity is
undermined by a combination of the three challenges identified by Fogg, namely lack
of motivation, lack of ability and lack of well-timed performance triggers [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Nevertheless, after running experiments we aim at identifying which of these factors
are the most critical to our situation. By observing and interviewing the participants
we will seek to better understand how to target the challenges with our artifact.
      </p>
      <p>
        Some previous research on innovation collaboration with users demonstrated the
positive impact of prototyping [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ][
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Indeed, pursuing an innovation activity by using
physical and tangible tools as a channel influences the group’s performance in three
main ways [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. First, prototyping enables the creation of shared mental models
between all the participants and clears misunderstandings. Second, it creates emotions
through haptic experience which has a positive impact on the group’s cohesion.
Finally, prototyping helps fostering coordination between the participants. By this
means, a prototyping toolbox is perceived to be the right technological intervention
channel for our situation.
      </p>
      <p>Several examples of prototyping tools already exist on the market but each one of
them covers a certain scope of the problematic explained earlier and does not fully
consider the challenges related to co-creation for innovation. Some of these tools
target collaboration, others address innovation and some tackle the technology
abstraction to drive a faster and less demanding innovation activity. These examples
are detailed further in the last section.</p>
      <p>
        The sixth step of Fogg’s design process advocates the analysis of the strengths and
gaps of these examples so that to build on the key features and develop the
collaboration dimension targeting the enhancement of the innovative behavior of
groups. What the electronic prototyping tools have in common is that they consist of a
set of elementary pieces that when assembled together constitute a computing entity
that processes elementary signals to deliver fundamental information that help users
physically represent their ideas. This conceptualization will be the basis for our
prototyping tool. And since persuasive systems are defined as “computerized software
or information systems designed to reinforce, change or shape attitudes or behaviors
or both without using coercion or deception” [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], we consider our artifact under
study as a persuasive system. The next section will deal with this item in more detail
and will discuss the persuasive dimensions of the systems applied to the innovation
collaboration context.
      </p>
      <p>After building a first version of the prototyping toolbox based on the results of the
abovementioned steps, we will test it by running experiments to understand people’s
reactions to the overall innovation experience, and then iteratively inform the
persuasive design of the artifact. At the end, we expect to develop a comprehensive
method to be used during innovation workshops that leverages the prototyping
toolbox under study.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Conceptualizing collaboration as objective for persuasive technology</title>
      <p>
        The concept presented in this paper calls for the origins of persuasion where a
persuader attempts to influence others by modifying a persuadee’s way of thinking,
feeling, or acting [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In our case, the prototyping tool will be used by the
stakeholders of a considered innovation in order to drive the group’s innovative
behavior. By stakeholders we refer in this study to the customers of a company that
expects feedback from its users. The persuasion message would be “innovate
together”.
      </p>
      <p>
        Since the prototyping toolbox is intended to collective workshops, it is important
that it addresses the specificities of each stakeholder involved, such as the technical
background, level of interest in the designed artifact, age, knowledge, etc. These
characteristics need to be evaluated to inform the design and the content of the
Towards the Design of a Persuasive Technology for Encouraging Collaborative 129
Prototyping
prototyping toolbox so it can embody a platform for hands-on communication by
providing the expression space and tools for all the involved stakeholders in the
sociotechnical system defined by the innovation workshop. This aspect is particularly
critical when the users haven’t been involved with any electronic prototyping activity
before and may consider the task as dreadful. Some existing prototyping tools
addressed this critical aspect by lowering the barriers to adoption and by steepening
the learning curve [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Tailoring for innovation collaboration</title>
      <p>
        White boards and post-its remain ubiquitous creativity and innovation tools when it
comes to generating solutions in group. Through a more serious version of the
popular toy, LEGO has developed a methodology designed to enhance innovative
thinking and creativity, and improve communication and teamwork, where recreation
is combined with imagination, hand-mind connection and constructionism [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Capitalizing on the success of the littleBits, Bdeir [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] defends the modular electronic
prototyping kit as a design material to drive creation and innovation. Similarly to the
littleBits, our prototyping kit aims at positioning itself as a relevant co-creation design
material for various group settings and workshop contexts. In fact, it is tailored in a
way that the potential needs, interests, personality, usage context, or other factors
relevant to a user group can be satisfied by choosing certain elements of the toolbox
over the others. Particular attention is brought to the contextual dimension since the
main purpose to be served by the box is co-creation between the several stakeholders
involved in the design of the prototype.
      </p>
      <p>
        From a primary comparative analysis with the electronic prototyping tools existing
on the market, it is already observed that the main available examples have combined
several elements of simplicity factors of the Fogg’s Behavior Model (FBM) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. By
isolating electronic functions in individual building blocks that do not require
additional media of connection - such as breadboards and cables – and that can be
assembled without requiring any necessary engineering knowledge, three main
elements have been optimized: time, physical effort and brain cycles. This key
characteristic emphasizes the main purpose of the tool. In collaborative settings of
innovation prototyping, the creation and co-creation process needs to be sufficiently
simple so that the participants can create a shared understanding while concentrating
on key issues such as the use, the value proposition, or the integration of customer
feedback. Besides, the artifact designed using the toolbox’s building blocks needs to
be flexible enough so that it is easy to be altered and modified by the co-creators. It
should also be robust enough so that it is not easily damaged by the iterative
manipulations of the group. These two last aspects will also contribute to reducing the
physical effort and cognitive involvement required from the participants. Regarding
the two remaining factors of the FBM, and as a starting point of this study, the
prototyping toolbox will feature elements that drive behavior change through cues to
action. Indeed, some elements of the toolbox will act as behavior triggers where they
suggest to the user, for example, to start the prototyping activity. Other elements will
act as core motivators to signal self-efficacy to the users so that they get
acknowledged about their ability to perform well using the kit at a very early stage of
the workshop. Additional cues to action, such as blinking green lights, will support
the prototyping progress of the users [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. These features will be improved and
enhanced along the design process, essentially trough the conclusions extracted from
the experimentation with the users.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>This study aims at exploring and designing a new prototyping toolbox for
collaborative innovation workshops or maker events as an alternative to other existing
tools. By analyzing currently used material, the design will build on already proven
features and will be completed with elements that particularly address the co-creation
dimension required by the collaborative settings, by considering the heterogeneity
often involved in such endeavors. Through a design science research approach, the
toolbox will be improved by testing it in workshop settings to draw the optimal design
principles that drive the desired behavior. Building on the success of the toolbox and
learning from its failures, we will seek to progressively enhance the artifact until the
technology weaves itself into the natural behavior of the users. Ultimately, we would
develop a comprehensive method around the toolbox to guide the users during their
innovation prototyping activity.</p>
      <p>Besides, once the objective is realized, other circumstances or contexts would be
tested to explore co-creation outside of the firm’s boundaries such as in situations
involving common goods and public wellbeing, where the level of interest would be
distributed more evenly than within corporate settings.
Towards the Design of a Persuasive Technology for Encouraging Collaborative 131
Prototyping</p>
    </sec>
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