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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Persuasive System Design Analysis of Mobile Warning Apps for Citizens</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Christoph Kotthaus</string-name>
          <email>christoph.kotthaus@uni-siegen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thomas Ludwig</string-name>
          <email>thomas.ludwig@uni-siegen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Volkmar Pipek</string-name>
          <email>volkmar.pipek@uni-siegen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute for Information Systems, University of Siegen</institution>
          ,
          <addr-line>Siegen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Large-scale emergencies, such as hurricane Katrina in 2005 that also damaged large parts of New Orleans or the 2013 Central European flood, have shown the importance of an appropriate warning as well as instruction of the affected people on-site. Nowadays modern mobile devices are widely spread throughout the population in many parts of the world and apps are available for warning as well as giving advice, which have the advantage to reach citizens individually, i.e. based on their current location. However, disaster communication is prone to many kinds of biases and strong emotions such as fears, making it difficult to point the crowd in the intended direction. It is therefore all the more important that the messages are well chosen and presented to the users. Comments or feedback from the users about products or services i.e. in web stores, rating web services or app stores are a valuable source for an in-use requirement engineering. Within this paper, we will firstly analyze user comments about two of the most important mobile warning apps in Germany. Secondly, we will correlate the findings with the Persuasive System Design model as a method to design for the domain of emergency management. Based on our analysis we will discuss this approach, revealing that most importantly system trustworthiness and reliability suffer from malfunction of apps and inappropriate messages undermine a successful persuasion strategy.</p>
      </abstract>
      <kwd-group>
        <kwd>Persuasive technology</kwd>
        <kwd>persuasive system design model</kwd>
        <kwd>emergency management</kwd>
        <kwd>HCI</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        When dealing with emergencies, a variety of official organizations, which consist of
public authorities with security responsibilities, such as emergency services (e.g.
police, firefighters) or public administration is usually involved. As another important
actor, but with less engagement in prevention or response strategies, citizens are also
engaged in various ways during emergencies [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Victims, indirect affected
citizens, like family members or neighbors, or volunteers take recovery actions.
      </p>
      <p>
        One typical characteristic of (large-scale) emergencies, especially regarding
mitigation, is that decisions have to be made for low-probability, high-consequence events
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This causes well-known biases in human decision making like “[…] the tendency
to learn by excessively focusing on short-term feedback, […] poor insights into future
consequences, […] and poor inter-temporal tradeoffs between short-term costs and
long-term benefits” [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Emergency warnings, for example, often prove to be false
alarms, as impact zones mostly are much smaller than warning zones, reducing beliefs
in related warning messages. Misjudgments regarding future consequences, amongst
others, are caused by the subjective assessment of the likelihood that i.e. a hazard will
occur [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and the subjective consideration whether taking mitigation actions will
probably prevent future losses [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Within these considerations, biases like the availability bias (mental availability of
i.e. losses due to a flood or fire), representativeness bias (taking recent history as an
implication for long-term likelihoods) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], optimistic bias (belief that dangerous
events will more likely happen to other people than oneself) and projection bias
(inability to imagine i.e. one’s home to be destroyed, leading to refuse to evacuate) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] are
well known cognitive dissonances in the application area of (large-scale)
emergencies. Further, discrepancies regarding tradeoffs (short-term costs and long-term
benefits) underlie biases as well, like the status quo bias (default or no action at all are
preferred instead of actions with uncertain outcomes) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or the tendency to
procrastinate mitigation investments against low-probability events. This is also caused by
hyperbolic discounting, the consideration of current relative benefits versus future
events [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Meyer [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] presents even more biases and causes of misconduct in
emergency situation which cannot entirely be discussed here. Due to these biases, citizens
are usually often not familiar with concepts of risk communication or warning [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9–11</xref>
        ].
      </p>
      <p>
        Large-scale emergencies, such as the 2013 Central European flood or hurricane
Katrina in 2005 that also damaged large parts of New Orleans, have shown the
importance of appropriate warning as well as risk communication to the affected citizens
on-site to overcome possible biased actions. As early forms of warning mechanisms,
official organizations used sirens or loudspeakers announcements [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] in combination
with radio or television to reach as many citizens locally as possible. However,
nowadays modern mobile devices are widely spread throughout the population in many
parts of the world. Thus, mobile apps are available for warning as well as giving
advice, which have the advantage to reach citizens individually, i.e. based on their
current location. As Ludwig et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] have shown by using mobile apps, individual
targeted warnings are possible and are more likely to be noticed. However, as
Vihalemm et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] have shown, institutionally framed warnings are often perceived not
well by the public and that citizens “either seek information from informal
information networks or simply take their own response action”. Those citizen-initiated
actions are not always in line with those of the official organizations. Citizens
sometimes enter hazard zones that put themselves in danger or they could interfere with the
actions of relief forces [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This area of tension leads to the discussion about citizen
empowerment versus activity control during emergencies: Should citizens be allowed
to carry out their activities although these are not in line with the emergency
services’? How to manage citizens’ activities without patronizing them and without
letting citizens put themselves in danger?
      </p>
      <p>
        It seems there is a significant need to address citizens in a way to overcome biased
behavior. Mobile devices, however, could serve as persuasive technologies, that are
“any interactive computing system designed to change people’s attitudes or behaviors
[…] without using coercion or deception” [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Thus, technologies of this kind could
be suitable to address these deeply rooted problems. To build persuasive technologies,
Oinas-Kukkonen and Harjumaa [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] created the Persuasive System Design model
(PSD model). This model allows analyzing and designing systems to be persuasive
aiming at closing the gap between the targeted and actual behavior or attitude.
      </p>
      <p>
        Taking a look at German crisis management, public authorities currently use two
mobile apps to warn citizens, namely KATWARN [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and NINA [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Both apps
provide functionality to receive warnings, such as weather, flooding, fires or bomb
disposals, partly based on the users’ current location. These apps, however, focus on
information distribution and general behavioral instructions without deliberately
addressing the above mentioned problems.
      </p>
      <p>
        Within this paper, we will contribute with design implications based on the PSD
model [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] to pave the way for overcoming biased actions in emergency situations
through technology. To approach this field, we first analyze user comments in Apple
iTunes and Google Play Store of the two apps to determine topics and categories. We
then apply these findings to the PSD model, starting by analyzing the persuasion
context. After that we use the design principals as an anchor to assign the topics and
categories. Lastly, this will show areas both apps already fulfill persuasive design
requirements as well as reveal respective gaps. This finally leads to our objective to
suggest exemplary design implications to specifically expand the design of such apps.
We then will outline design implications to make these apps more persuasive.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        Persuasive technology and persuasive system design currently mainly focus
application areas like health, environmental sustainability or education. Reducing obesity by
promoting individual health behaviors [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], addressing smoking or alcohol abuse [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
or improving responsible gaming [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] aim at closing the gap between actual and
targeted behavior or attitude due to the possible gap between short-term satisfaction and
long-term consequences regarding diseases like diabetes. Motivating for saving
energy [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] or fuel efficient driving behavior [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] are approaches to do this in the area of
environmental sustainability, mainly by giving users feedback about their current
behavior and the resulting consequences towards the targeted behavior. In education,
related work was conducted regarding i.e. study habits amongst students. This was
targeted leveraging personal resource management, personal values towards learning
and expectations of learning [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>
        Little work has been done in the wider context of emergency or hazardous
situations regarding persuasive technology so far. Chittaro and Zangrando [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] used
persuasive virtual experiences to improve awareness for personal fire safety by
simulating dangerous situations to trigger attitude change. Further, technology to persuade
visitors during major events to avoid overcrowded places [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] was conducted but
without systematically analyzing these using the PSD model.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <sec id="sec-3-1">
        <title>Analyzing user comments</title>
        <p>
          Quite some work was done to analyze user comments, especially with regard to create
algorithms to automatically mine topics [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] and determine sentiment, opinion or
subjectivity of text messages i.e. shown by [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. These methods aim at processing
large amounts of user comments or reviews to get valuable feedback for the evaluated
product, service or app. [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] developed a system to improve quality control of hotels
based on user comments from hotel websites. [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] and [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] present an approach to
automatically derive software requirements of apps based on user feedback in app
stores. Similarly, [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] analyzes comments in Google Play Store with regard to battery
consumption of apps. Social networks or social media such as Facebook, Twitter,
YouTube, Google+ or Instagram are also subject to opinion mining. I.e. [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ] uses a
sentiment analysis to determine online radicalization on the online video platform
YouTube. Asur and Huberman [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] even predict box-office revenues of movies in
advance of their release by analyzing tweets with regard to the sheer number and
sentiment. With regard to emergency management [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ] created a system to analyze
user generated information in various ways, e.g. by its sentiment, thus enriching these
comments. This gives officials as well as unbound helpers the opportunity to rate and
filter messages, thus making these sources usable to support their work.
        </p>
        <p>
          The aforementioned systems and approaches are used to make sense of huge data
sets in a quantitative manner. Especially automated language processing is a complex,
yet important task for these approaches that is prone to create e.g. false positives. For
our analysis, however, we chose a qualitative approach by only analyzing a subset of
user comments of both apps. We chose the following way to analyze user comments
inspired by [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] and [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]:
1. Gathering user comments from Apple iTunes and Google Play Store from the apps
KATWARN and NINA between 12/01/2015 and 02/09/2016.
It turned out that reducing the comments to the actual version did only return a
small number with less qualitative feedback, also leaving issues regarding e.g.
faulty app versions aside. We then decided to consider all versions but to limit the
period to generate a manageable and probably significant set of comments.
2. Manual classification [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] of the comments into topics based on semantics for each
app. In case a comment contains more than one topic, it is being assigned to all
relevant topics by its unique identifier. If equivalent topics could be identified in
comments of both apps they were summarized. For our analysis the qualitative
evidence of the messages is important, why findings of both app stores are
summarized too. Only topics with more than one occurrence were taken into consideration
to exclude single opinions.
3. Categorization of topics of both apps to make the findings comparable. The
categories were built out of the set of topics, thus not being predetermined as [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] did.
This allows unbiased categorization probably leading to a more accurate
assignment.
        </p>
        <p>
          The results may be subject to false classification as it was conducted based on the
semantic of comments and are prone to the researchers’ biases. However, these results
constitute the foundation to correlate it to the PSD model [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Persuasive System Design model</title>
        <p>
          Oinas-Kukkonen and Harjumaa [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] present a model to analyze e.g. apps with regard
to its potential towards behavior or attitude change. We here present a brief summary
of this model and how we will correlate it to the aforementioned method.
        </p>
        <p>To analyze or implement a system using the PSD model one has to consider the
three phases of persuasive systems management. That is (1) understanding the key
issues behind persuasive technology, (2) analyzing the persuasion context and (3)
analyzing an existent or implementing a new system.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Key issues behind persuasive technologies.</title>
        <p>The following key issues build the foundation for designing persuasive systems:
1. IT is always on, meaning that persuasion happens constantly and iteratively and
that user’s goals may change over time.
2. Commitment and consistency needed, meaning that users have to commit to the
task and that they want to reorganize cognitive dissonances once made visible.
3. Direct and indirect route, meaning strategies to either persuade the users by
arguments or cues, having different effects on endurance or motivation.
4. Incremental, meaning behavior or attitude change has to be done in many small
steps and motivate users to do them directly instead of postpone them to the future.
5. Open, meaning to avoid false content, reveal who the designers are and what they
intend, always keeping the users’ voluntary attitude in mind.
6. Unobtrusive, meaning to find the right opportune moment to engage with the user
and not disturbing her performing their primary task (see below).
7. Useful and easy-to-use, meaning the system should be created with regard to
usability and user experience.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Analyzing the persuasion context.</title>
        <p>The persuasion context is important to be thoroughly understood in order to design
persuasive systems.</p>
        <p>Firstly, the intent has to be determined, meaning to understand who the persuader
is and what type of change is to be achieved (behavior or attitude).</p>
        <p>Further the event has to be examined, more precise in which environment and
problem domain the technology will be situated (use context), the users’ personality
like interests, needs or goals (user context) and what kind of technology is being used
(technology context).</p>
        <p>Lastly the strategy has to be considered, meaning the content and timing of
messages presented to the user, implying a direct or indirect route of persuasion.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Design of system qualities.</title>
        <p>
          After these considerations Oinas-Kukkonen and Harjumaa [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] propose a taxonomy
of design specifications for persuasive system design that could be used to address the
above mentioned problems and biases. The 28 different design principals are grouped
into four support categories, namely primary task support, dialogue support, social
support and system credibility support.
3.3
        </p>
      </sec>
      <sec id="sec-3-6">
        <title>Combining both methods</title>
        <p>To classify the findings from our manual analysis of user comments within the PSD
model, we conduct the following steps:
1. Identifying the persuasion context based on an analysis of both apps and the
descriptions found on the respective websites. Unfortunately, the chosen comments
did not give any valuable direct indications regarding the persuasion context, why
the authors had to rely on publically available information.
2. Assign the topics to the design principals by each support category.
4
4.1</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Analysis</title>
      <sec id="sec-4-1">
        <title>Manual classification of comments about KATWARN and NINA</title>
        <p>For KATWARN ten comments from Apple iTunes and 134 from Google Play Store
were gathered on February 9th 2016 for the aforementioned period. The latest iOS
version was 2.0.9 and the latest Android version was 2.0.14. For NINA 19 comments
from Apple iTunes and 40 from Google Play Store were gathered at the same day.
The latest iOS version was 1.1.3 and the latest Android version was 1.1.5.</p>
        <p>Table 1 shows all topics manually extracted from the data set and categorized by
the categories shown in Table 2. The authors generate these categories according to
the topics. Although the authors at this time have no interest to analyze the findings in
a quantitative manner, the occurrences of topics within the comments is presented to
give an idea about its distribution. The total numbers per topic and category help to
understand its importance and are intended to serve as a weight.
Problems after an update
Irrelevant or false alerts due to lacking geographical reference (county,
radius, current location)
General Praise
Other warnings (i.e. bomb disposals) (partly) not listed
Messages received too late
Request for customizable warning sounds
C1
C4
C2
C5
C5
C5
C5
C6
C1
C1
C3
C3
C5
C6</p>
      </sec>
      <sec id="sec-4-2">
        <title>Embedding the found topics and categories into the PSD model</title>
        <p>First the persuasion context of both apps is being described, based on findings in the
apps itself as well as from the respective websites, as no evidence could be found in
the users’ comments.</p>
        <p>Intent: The persuader of both apps is the user himself, so the intent can be
considered as autogenous, because the app is being installed by the user voluntarily. It can
be assumed, that the user wants to be aware about warnings in his local area.
However, it is the (local) authorities who may want to persuade the users to mind their
behavior in certain threatening situations. Thus, also an endogenous intent can be seen.
This also implies that the change type of both apps can be considered towards
behavior change directly by the authorities or indirectly by reliable weather warning
services, letting the user consider their behavior. There is no direct or indirect evidence
the app is intended to change users’ attitude.</p>
        <p>Event: The use context of both apps will also not be distinguished as the problem
domain is identical. All German citizens constitute the target group and the persuasive
system in both cases is a mobile smartphone app. Characteristics of the problem
domain were mentioned in the introduction and therefore are not being repeated. As the
app is usually not being distributed, but has to be installed voluntarily, users with an
interest of mitigation and preparation towards emergencies might be the majority of
the active users. This could enrich information regarding the user context. However,
as both apps treat all users as a single audience, no more implications in this matter
will be considered. Finally, the technology context of both mobile apps is also
obviously the same. Due to their pervasive use, mobile devices have the potential to
persuade users in-situ but on the other hand bare the risks of doing this ineffectively by
annoying them or by technical constraints, like battery life or network coverage.</p>
        <p>Strategy: As mentioned before, both apps focus on the direct route, as both send
messages with clear suggestions of how to behave in the specific emergencies, i.e.
keeping doors and windows closed during nearby major fires or chemical accidents.
NINA additionally provides general behavioral information regarding different kinds
of emergencies like storm, fire or flood in addition to warning messages. The timing
of the messages is solely depending on the officials’ source systems. However,
considering user comments especially regarding the quality and timing of messages, the
entire category C1 (quality of warnings) can be applied here. Users of both apps
complain about delayed, incomplete, inconsistent or irrelevant messages due to lacking
geographical reference or disturbing messages at night time.</p>
        <p>
          Design principals: Four topics were assigned to design principals of primary task
support. The topic ‘praise for well specified functionality’ (K) is assigned to
reduction, as it refers to appropriately reducing the users’ effort to get the desired
information as a foundation of behavior change. The topics ‘requirement to add more
control centers’ (K) and ‘warnings to be protocolled and confirmed by users’ (both apps)
are assigned to tailoring, as both request for specific needs of certain user groups. The
‘request for customizable warning sounds’ (K) is assigned to personalization, as this
setting aims at users’ individual preferences and situations, i.e. at work or at home.
One topic is assigned to dialogue support, that is ‘general praise’ which refers to
liking. Only the topic ‘unclear privacy statement or permissions’ can be assigned to
trustworthiness of the category credibility support as proposed by [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. This shows
that users mistrust the designer’s intentions, probably because of unclear or missing
explanations. However, more issues regarding credibility will be discussed in the
following chapter. There is no topic found to be assigned to social support.
        </p>
        <p>The topic ‘confirmation that app works again after update’ and all topics of the
categories ‘malfunction of apps’ and ‘hardware or OS specific problems’ cannot be
assigned to the PSD model and will be discussed in the following chapter too.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The gathered data show that most users complain about the functionality and stability
of both apps. One significant issue is that after an update of KATWARN in January
2016 the app crashed, leading to 114 complaints about it. This is by far the most
frequent topic. Interestingly, after the issue was solved a few days later, a few users left a
corresponding comment. Besides problems regarding the functionality of the apps, 74
comments deal with the quality of warnings being mainly either sent at inappropriate
locations or times, if at all. However, there are also 38 comments praising the apps,
mostly in general. There are also complaints regarding the manufacturers of both
apps, like refused requirements, unclear privacy statements or untested updates.
Lastly, some users complain about problems regarding the used hardware or operating
system (OS). There are also twelve comments proposing new requirements.</p>
      <p>Apart from the users’ comments, KATWARN only once took the opportunity to
answer to a comment and thus to probably take influence. NINA support however
answered several comments, interestingly only on January 4th and January 6th 2016
but retroactively for almost the whole review period.</p>
      <p>
        The analysis shows that many of the found topics cannot be assigned to the
persuasion context or the design principals of the PSD model. Topics regarding the
malfunction of apps (C5) or hardware or OS specific problems (C2) show the significant
influence this has on the trustworthiness or reliability of the system. Error-freeness is an
implicit requirement with regard to the postulates of persuasive system design [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
Hence malfunctions hinder systems to bare its persuasive potential. Although the
support category dealing with credibility support addresses similar issues on a content
level, faulty apps or device issues are located on the functionality level.
      </p>
      <p>The many topics regarding the quality of the messages show that both apps have a
deficit in using a proper strategy. Annoying the users with messages at inappropriate
times or irrelevant places also reduce the possibility of persuading users to change
their behavior, thus also contributing to loss of credibility.</p>
      <p>There is a third basic problem regarding credibility. Some topics refer to problems
regarding the manufacturers of the apps (C3) such as updates being released without
prior testing.</p>
      <p>Our findings confirm that these problems hinder both apps to develop their full
persuasive potential. The fact that some users write comments after issues are solved
by a new version (due to a faulty update) is however promising.</p>
      <p>Another finding is that the user comments do not give significant evidence with
regard to design principals proposed by the PSD model. Only the design principals
reduction, tailoring, personalization and liking are assigned to individual topics.
Interestingly, all these topics can be seen as positively connoted suggesting that these
principals add to the users’ motivation to use the app. This finding, however, is not
surprising as again both apps apparently were not designed with regard to persuasive
technology but rather intend to inform the masses homogeneously, leaving behavioral
changes to the users themselves by mostly only informing them.</p>
      <p>
        With regard to our methodology, we conclude that analyzing user comments in app
stores have some weaknesses to determine the persuasiveness of apps with regard to
the PSD model. On the one hand this is due to apps are not always designed with
regard to persuasive technology and on the other hand user comments in app stores
apparently are mostly written when errors occur rather than focusing on content
issues. However, we think that our methodological approach could be helpful to
identify basic requirements like error-freeness or information quality [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] that are essential
to be addressed in advance to unfold persuasive system design methods, thus also
indicate why design principals do not show its effect.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Warning as well as instructing affected citizens during emergencies is still
challenging. Within our paper, we aim at examining mobile warning apps with regard to their
persuasiveness. We therefore analyze user comments of two of the most important
mobile warning apps in Germany with regard to persuasive system design. We have
combined a qualitative mixed methods approach by manually extracting topics and
categories of the chosen set of comments and then applying these to the persuasive
system design model. The findings show that analyzing user comments with regard to
persuasive system design for apps not intentionally aimed at changing users’
behavior, does not seem to be an effective method. Only very few topics or categories could
be assigned to the PSD model. However, the main purpose of these apps is warning
citizens by sending warning messages which both apps lack in quality and timing
regarding to the findings. This highlights the importance of well-chosen messages
when using the direct route. Another significant finding is that malfunctions of the
apps lead to a high amount of user complaints which highlights the importance of
error-freeness as an implicit requirement for systems to unfold its persuasive
potential. The results also show that although the way of addressing the users by messages
sent to smartphones and thus users individually, both apps neither aim at addressing
users this way nor providing any functionality with regard to social support to
enhance behavioral change.</p>
      <p>As future work we will focus on the design of mobile warning apps by applying
persuasive design methods such as the PSD model, as their intention obviously are to
change users’ behavior based on warning messages. Especially the content,
personalization as well as timing of these messages should be taken into special consideration,
as these could be on the one hand the reason for proper preparation for or coping with
emergencies or on the other hand lead to a tendency to ignore these warning
messages. Another interesting aspect of developing mobile warning apps is how social
support features could enhance citizens’ behavior, especially in the mitigation or
preparedness phases of an emergency. Also collaborative development of target behavior
amongst the users themselves could be of great interest, possibly revealing collective
autogenous intentions and how to support its emergence.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>The research project ‘KOKOS’ is funded by the German Federal Ministry for
Education and Research (No. 13N13559).</p>
    </sec>
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