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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Applying In-depth Interview to Explore the Use of Electronic Coupons and Customer Behavior Change</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yukitoshi Kashimoto</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jaakko Hyry</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Masato Taya</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hiroki Ishizuka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arei Kobayashi</string-name>
          <email>kobayashi@kddi-research.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>KDDI Research Inc.</institution>
          ,
          <addr-line>Fujimono, Saitama, Japan yu-kashimoto, ja-hyry, ma-taya, hk-ishizuka</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Thanks to the widespread use of smartphones, many customers especially in Japan rely on using electronic coupons with their smartphone applications. However, in subscription-based electronic coupon services that are widely used, some customers do not take full advantage of their electronic coupons, as they forget they have subscribed to the service. In this paper, we study how to implement persuasive system design (PSD) model to encourage electronic coupon use for various services. To be able to create persuasive techniques, we conducted in-depth interviews to extract clues on how to achieve suitable methods. The interviews indicated that we rst need to improve the application's general user interface to ful ll the postulates presented in the PSD model and common usability goals. We also found that PSD model has several system qualities we can take advantage of such as dialogue and social support to create more persuasive features in the system. For example using praise, rewards, reminders, and 'nudge' to encourage term-limited coupon use. We also compare the system features to the PSD model with examples while pointing out that the model lacks development that often uses cycles instead of linear development and is partially vague in describing system credibility and direct and indirect persuasion implementations. Last, we shortly discuss ethical implications of using persuasive technology and behavioural change methods in a commercial application.</p>
      </abstract>
      <kwd-group>
        <kwd>Qualitative research</kwd>
        <kwd>Behaviour change</kwd>
        <kwd>Coupon use</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The widespread use of electronic coupons in Japan enables purchase of items
and services with discounted price or getting free products. The coupons in
general are ubiquitous and are o ered by many companies. Many customers
use multiple membership cards (T-point1, WAN2, Aeon3, etc.), or use coupon
1 http://tsite.jp/
2 https://www.oizumifoods.co.jp/premium/
3 https://www.aeon.co.jp/point/waonpoint/index.html
applications for speci c stores, such as McDonald's4 or Lawson5 convenience
stores. This saves money in a constant and convenient way. The reason they are
so widely used in Japan comes from changes of the current society according
to a web article6. Japan has high population density and compared to other
countries, competition is more erce, as they o er good price-performance from
shop to shop to the users. Customers are also more price conscious because of the
long-stagnant domestic economy and want to save more money by any means
available. Smartphone applications also play a signi cant role in encouraging
customer's coupon use behaviour, since they can search, show and bene t from
them. According to a report7, the number of coupons has increased at the same
rate as the amount of smartphones in the market.</p>
      <p>However, while coupon numbers increase, not all users utilize them.
According 8, nearly 40% do not use their electronic coupons, because there is too large
variety available, which makes it di cult to make use of them when wanted.
The abundance leads to ood of information. This is a challenge to companies
providing a subscription fee-based coupon service model. When the customers
cannot use their coupons or forget they have subscribed to a coupon service, they
might feel they are paying for nothing and this might degrade their customer
service satisfaction. Therefore, we need to develop an approach using
persuasive technology to encourage customers to use their coupons, so that they feel
satis ed with the service. KDDI(au)9, a telecommunication company that o ers
telecommunication services, has a similar challenge with their Smartpass coupon
service10 . A customer can buy their subscription and get discounts for example
on foods and drinks at various stores, or to watch movies in a theatre.
However, many customers forget they have subscribed to the service. Thus, we aim
to develop persuasive techniques to encourage its use. For the above-mentioned
objective, we have rst conducted in-depth interviews where we inquired reasons
why customers do or do not utilize their Smartpass coupons.</p>
      <p>
        Many other studies[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] have also conducted questionnaires to extract
the reasons why this happened, but we cannot directly utilize their outcomes,
since these situations vary from service to service. Instead we focused on
extracting the following topics: (i) the frequency of using Smartpass services and
the related smartphone application, (ii) barriers for utilizing Smartpass service,
(iii) discussion on the improvement possibilities of the application and services.
      </p>
      <p>Our major contribution is that we are rst to propose encouraging coupon
use by utilizing Persuasive Technology. Speci cally, the interviews provided clues
towards using suitable persuasion. Second, we looked into how PSD model's
system qualities would encourage coupon use in meaningful ways. Lastly, we
compare our system features to the PSD model with examples, and argue how
the model lacks focus when actual development often uses cycles instead of
linear approach. While PSD is good for our system, it is still partially vague in
4 http://www.mcdonalds.co.jp/
5 http://lawson.jp/en/
6 https://www.nytimes.com/2011/02/14/business/media/14groupon.html
7 http://www.ilovecouponmonth.com/statistics/
8
https://whatjapanthinks.com/2010/05/02/mobile-phone-discount-coupons-injapan/
9 http://www.kddi.com/english/, KDDI refers to a telecommunication company and
au is their mobilephone communication services brand name
10 https://www.au.com/entertainment/smartpass/
how system credibility is created in practice and how to implement direct and
indirect persuasion. To the best of our knowledge, there are very few papers
working towards the above mentioned topics.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Literature Review</title>
      <sec id="sec-2-1">
        <title>Persuasive technology design</title>
        <p>
          Persuasion and/or behaviour change are closely related topics, which can be
used in various ways and in elds to change a person's state of mind, attitudes
or behaviour. For example, they can be used to guide a person to change into
healthier life-style by dieting, reinforce existing willingness to quit smoking, or
form a totally new behaviour. To enable these changes, persuasive technology
(PT), persuasive system design (PSD) and behaviour change support system
(BCSS) methods have emerged. In Oinas-Kukkonen's [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] de nition of BCSS, he
emphasizes that these changes to a person's behaviour should never use coercion
or deception. While various behaviour changes are possible to create, a study [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
shows that attitudes are harder to change if its an existing one, instead of being
an originating or reinforcing.
        </p>
        <p>
          While the use of persuasion and behaviour change techniques can o er
advantages in changing a customers behaviour towards using applications or services,
at the same time ethical questions need to be considered, which might be linked
to forcing a user to do or buy something they do not want to. There have been
papers discussing how to approach ethical issues gathered in Karppinen et al. [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ],
but there has been no clear consensus on how exactly one should approach it in
persuasive technology cases. Based on their analysis, they suggest that currently
the base of knowledge is still very limited and can not address everything related
to the use of persuasive technology.
        </p>
        <p>However, in the case of Smartpass coupon service, introduced in more detail
in section 3.1, the customer is a willing participant as they have subscribed
to the service to get the coupons. What they need is a support system that
1) reinforces the use of the service 2) reminds the existence of the coupons 3)
encourages other bene ts for the user by utilizing e.g. health improvements via
walking or exercises, and 4) is tailored for the users' speci c needs. Our initial
assumption is that behaviour change in the case of electronic coupon use is not
coercive or deceptive in nature and can be utilized.</p>
        <p>
          To create a persuasive system, Oinas-Kukkonen [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] presents the persuasion
context for the person as consisting of three parts; intent, event and strategy.
Initially the target is to recognize the intent of the proposed persuasion. Secondly
to understand the event related to it, and nally to create a strategy how to
achieve the goal. In addition, persuasive systems has overlapping commonality
with human-computer interaction (HCI) design requirements, such as
ease-ofuse, responsiveness, good user experience, which should be taken into account
when designing persuasive techniques for better user acceotance. Similarly, the
persuasive aspects should be introduces in the beginning of system development,
so that behaviour change has an e ect in all stages of design.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>PSD postulates</title>
        <p>PSD presents seven guiding postulates to design, as seen in Table 1, or for
evaluating a system design, as is also our case. While on the surface, postulates
6 (unobtrusive) and 7 (ease-of-use, useful) are common usability goals for any
system, being able to persuade also requires a system that is pleasant. This leads
to user acceptance , and for the acceptance of future behaviour or attitude change
as it is easier to achieve with usability. Some users found it frustrating or di cult
to nd information about the coupons or had problems locating coupons they
needed, suggests postulates 2 (organised and consistent info), 6 and 7 should be
implemented in the next iteration of the application to reach basic usability levels
for the software. We can also utilize various direct and indirect routes (postulate
3) to persuade users within the application, while making sure persuasion is done
in an open manner (postulate 5).
PSD guidelines, as seen in Table 2, o ers four main categories of system qualities:
1. Primary task support, 2. Dialogue support, 3. System credibility and 4. Social
support, each including seven sub-principles for reference. These o er design
improvements and basics that focus on di erent parts of a system and the user,
so that the end product is assisting in the main tasks of the user, encourages
use with di erent dialogues, is presented in a credible format and also focuses
on social aspects for the user. The end goal is to make use of the sub-principles
to create more e ective persuasive system features.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Research method</title>
      <sec id="sec-3-1">
        <title>Introduction of Smartpass coupon service</title>
        <p>Smartpass is a subscription-based coupon service. Fig 1 illustrates the ow of
starting and using of this service. First, a user subscribes to the service for a
monthly fee and gets the right to use any coupons distributed in the Smartpass
application (Smartpass App.) separately installed in a smartphone. With the
coupons, they receive discounts and items for free at grocery stores, restaurants,
movie theaters, and other locations. Smartpass is o ered in two types of
subscriptions: Smartpass-premium and Smartpass, where the only di erence is that
users can get more discounts and items when using the former.</p>
        <p>In our survey, most users joined the service when they purchased a new
phone or when they upgraded their old smartphones. In Japan, users often do
Qualities Principles
Primary task Reduction. Reduce complex behaviour into simple tasks
support Tunneling. Guiding a user creates changes to do persuasion
Tailoring. Tailoring to needs, usage context and others to a group
Personalisation. Personalised content/services is good for persuasion
Self-monitoring. Keeping track supports user achieving their goals
Simulation. Simulating provides cause and e ect linking behaviour</p>
        <p>Rehearsal. Practicing enables change in behaviour/attitude
Dialogue support Praise. Using praise can make users open to persuasion
Rewards. Rewarding target behaviour is great for persuasion
Reminders. Reminding target behaviour a ects achieving goals
Suggestion. Fitting suggestions is good for persuading
Similarity. A system that remind users themselves are persuasive
Liking. Visually attractive system is more likely persuasive</p>
        <p>Social role. A system in a social role is more likely persuasive
System credibility Trustworthiness. Creates increase in persuasion
support Expertise. A system viewed as competent a ects persuasion
Surface credibility. Initial impressions a ect credibility
Real-world feel. System highlighting creators has more credibility
Authority. System's roles of authority enhance persuasion
Third-party endorsements. Well-known sources boosts credibility</p>
        <p>Veri ability. Content accuracy should be veri able
Social support Social learning. Target behaviour motivation by observing others
Social comparison. Motivation by comparing to others performances
Normative in uence. Peer pressure increases adopting behaviour
Social facilitation. Performing with others increases change
Cooperation. Motivation to change from natural cooperation drive
Competition. Motivation from natural competition drive</p>
        <p>Recognition. Public recognition increases target behaviour change
this exchange in yearly or biyearly intervals, while often forgetting about the
subscription service later on even though they pay a monthly fee. This is a
challenge for the service. In order to correct this, KDDI has held campaigns like
\Santaro-no-hi" three times a month, where customers were able to get special
foods or items at stores, while also advertising the campaign on TV and in print.
However, the e ects were only temporary and limited in encouraging customers
to make full use of Smartpass coupons.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Research ow</title>
        <p>Fig 2 illustrates the ow of our research. In \In-depth interview", we conducted
a questionnaire survey to extract reasons why customers do or do not utilize
their Smartpass coupons. In \Plan persuasive techniques", we will develop
techniques to encourage customers to take advantage of the coupons using Persuasive
Technology and behaviour change approaches. In \System deployment", we will
develop a smartphone application system that takes advantage of the techniques</p>
        <p>KDDI customer signs up
to purchase Smartpass
service, when he/she
buys phone.</p>
        <p>Select the coupon
in Smartpass App.</p>
        <p>Exchange the coupon
to items at store</p>
        <p>Customers
make use of coupons.</p>
        <sec id="sec-3-2-1">
          <title>In-depth interview</title>
        </sec>
        <sec id="sec-3-2-2">
          <title>Plan</title>
          <p>persuasive
technique</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>Pilot test</title>
        </sec>
        <sec id="sec-3-2-4">
          <title>System</title>
        </sec>
        <sec id="sec-3-2-5">
          <title>Deployment</title>
        </sec>
        <sec id="sec-3-2-6">
          <title>Evaluation</title>
          <p>One bottle of Coke</p>
          <p>FREE of CHARGE!!
developed in the previous phase. Lastly, we will evaluate the persuasive
techniques and the systems in \Evaluation". In this paper, we focus only on the
\Indepth interview" parts of the ow where the interviews were done as follows.
First, we conducted a screening questionnaire to exclude unsuitable subjects,
and second we gathered the subjects for in-depth interviews.
3.3</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>Screening questionnaire</title>
        <p>Method We had a questionnaire to extract individuals whose frequency of using
Smartpass service was low. It consisted of the following items:
{ Demographic information: gender, age, occupation, marital status, children,
income, etc.
{ Information on subject's phone model, hours of use, used functions, and their
service provider
{ The use of au services: term, uses Smartpass (yes/no), frequency of
Smartpass application use, and the use of Smartpass services
{ Lifestyle: the use of coupons besides Smartpass, frequency of eating out and
the names of the restaurants, frequency of using leisure and other services
Data collection We conducted a web-based questionnaire between 02.10.2018 {
05.10.2018 for users registered to Rakuten Insight11. The subjects were asked to
answer the questionnaire via email or by pushing noti cations from the Rakuten
App. Users answering the questions, earned Rakuten super points, which they
could use as money in Rakuten services and an in an Electric Commerce website.
8,000 subjects answered the questionnaire ranging from 18 to 69 years of age.
Screening results From the 8,000 we screened users suitable for in-depth
interviews with the following steps. Empirically, chose subjects who ful lled:
{ Frequently-used phone type: smartphone
{ Frequently-used service provider: KDDI(au)
{ Smartpass application status in the user's phone: installed
{ Median frequency of coupon use other than Smartpass was more than 2.0
{ Subjects who have used any point or discount cards.
{ The use hours of their smartphone in a day was more than an hour.
{ The number of used smartphone functions, such as calling, internet, and
email was more than three.</p>
        <p>In the end we arrived at 12 subjects by choosing them by their individual
scores, using au service, loyalty scores, and frequency of using Smartpass apps,
so that they would all be di erent with each other. Average age was 41.25. Table
3 shows the pro les of the 12 subjects for the in-depth interviews.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4 In-depth interview</title>
        <p>We conducted semi-structured interviews between 17.10.2018 { 22.10.2018 for
the 12 subjects extracted from the screening process. The objective was to
nd out the di culties and barriers for the customers to using their
Smartpass coupons. The interviews lasted on average for 90 minutes and the questions
focused on the following topics:
{ How often they used the Smartpass App., how they launch it, in which
situation and activities they used it, and if there has been changes in how
often they use it, and if they use the Premium service or not
{ How often or rarely they used the coupons
{ How often they use other coupons besides Smartpass either electronic or
paper ones, and what are the di erences from Smartpass coupons
{ Frequency of using restaurants and other food related services, and if they
took advantage of Smartpass coupons in these services, and if not, to explain
reasons why.
{ Discussion on barriers and limitation when using the Smartpass application,
improvement ideas, and discussion on what they thought about privacy
issues our suggested new features
4
4.1</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Result</title>
      <sec id="sec-4-1">
        <title>Smartpass App. use style</title>
        <p>From the answers, we found out that users do not always launch the Smartpass
App. from the main icon. Four subjects did it from within \au Service Top". A
11 https://member.insight.rakuten.co.jp/
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        <p>M
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au service top App.</p>
        <p>Notification view</p>
        <p>Smartpass App.
separate application, even though they also had the Smartpass App installed.
\au Service Top" is a portal application for au customers, where they can check
their current telecommunication fee, apply for changing their contract and for
example read news online.</p>
        <p>The portal application also has in-app noti cations, that show the availability
of Smartpass coupons, which leads users to launch the application from within,
instead of launching the app separately.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Di culties in nding suitable target coupons</title>
        <p>Ten subjects answered that they had trouble nding information on their target
coupons when discussing their coupon frequency. They had trouble looking up
suitable coupons from the application, while one commented having trouble
getting information on the prices or items from the coupon banners. As a summary
from the answers, we found out that the user interface design of the application
is poor, as it was hard to nd or access preferred target coupons. The design of
an easy to use interface for the user is a fundamental postulate of PSD and HCI,
so before conducting a new evaluation, we need to improve the application.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Barriers for using target coupons</title>
        <p>From discussions on the di erences of coupon use between Smartpass and others,
eight subjects answered they had trouble using coupons, because they could only
be used during speci c times and they had a habit of forgetting to use them
on time. These comments imply that persuasion with for example a reminder
noti cation or using others like a 'nudge' style behaviour change features from
the PSD model would help inform the user of an impending expiration date or
otherwise encourage the use.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>5.1</p>
      <sec id="sec-5-1">
        <title>Implications for Persuasive Technology use</title>
        <p>In this section we discuss some examples and improvements which we can create
derived from the guidelines of persuasive system design.</p>
        <p>
          Persuasion context We looked into using the PSD model from its persuasion
context of "Intent - Event - Strategy" for the current coupon system. The
intent, is about recognizing the persuader and the type of change we are looking
to achieve (attitude, behaviour change or both). In the case of Smartpass, the
persuader is the developer of the software, and the related parties o ering
services for it. The intended change is to have customer's behaviour towards the
use of the application changed. We can also argue that we are trying to change
the indi erent attitudes towards an unused application in some cases. The event,
is the use-context, where the system has a problem where customers forget to
use it, have trouble nding the correct information, or can not e ectively use
when needed. Mostly these use-context events are the characteristics of a
persuasive system, as the coupon application events enable change in behaviour. Most
important factor is to understand the user's goals, which would be to increase
coupon use to save money, or as an example, to use the application to exercising
via visiting coupon locations far away. According to Oinas-Kukkonen[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] a
persuasive system should o er ways for user's to reach their goals, and encourage it
in a systematic way. O ering these goals is also essential to achieve persuasion.
The strategy, is to nd ways to reach the previous steps by analysing what needs
to doing; emotional and logical persuasion using direct or indirect routes, be it
messages or other features. For Smartpass, a direct strategy could be reminding
users of coupons that are often used, but are about to expire. However, the PSD
does not go into a lot of detail on how these routes can be implemented, so we
need to look more into how direct and indirect routes can be done e ectively.
System qualities use As presented in the section 2.3, the PSD model o ers
design support in the form of four system qualities, with seven sub-principles
each. For Smartpass application use, we can detect several principles that apply
for the current version, or could be used in future designs, based on a Persuasive
Technology approach. From the current and distinct problems of Smarpass, we
looked into how the principles could t into our design, while presenting them
each with examples and suggestions. Each system quality is analysed below.
1. Primary task support: From the interview results is shows we should
reduce clutter on screen and organize information while reducing the e ort to
nd things the users want. Next, when a user is interacting with the au portal app
or the Smarpass app, tunneling them towards their intended goal and persuading
them along the way is possible. These include possible sub-goals like exercising,
o ering healthier coupon choices for weight loss, or assisting to meet friends
outdoors. It is also essential the application adjusts to group needs, interests,
personality, usage context or other factors. For Smartpass this could be done
by gathering data about the users, their location, and other agreed and shared
information. This would also lead towards sub-principle, personalisation, where
information is o ered to speci c traits of a single user and should o er an increase
in the chances of persuasion. Self-monitoring is often a choice in many sports
applications where users can see their overall progress history and is a good way
to increase persuasion e ectiveness via user own motivation. The principle of
simulation, where simulating a behaviour in Smartpass, could be about showing
a user what are the calorie bene ts of a chosen routes when using coupons at
stores and how choosing a store a bit far away is healthier. Users could see
the cause and e ect link of doing something. Rehearsal principle, is when one
can practice a target behaviour, leading to change. The last principle might not
be needed in our coupon application as the goal is intended for other kinds of
persuasive systems. Using indirect routes of persuasion might make it di cult
to have rehearsal function.
2. Dialogue support: Praise, virtual rewards, reminders and tailored
suggestions are sub-principles for dialogue support, and each can make user's more
open to persuasion. These are all suitable for use in the Smartpass App, as an
example, the system could issue awards when lots of coupons are used in a single
store, e.g. "You have bought 10 items from this store with discount! Here is a
silver stamp! Get three more stamps for an extra discount!" or public recognition
"You are crowned the king of this store with most visits!", would likely entice
others to do the same, or increase the likelihood. In the interview when asked
for improvement ideas, the subject gave similar ideas to the above-mentioned
ones. Principle of similarity, creates persuasiveness if a system reminds the user
of themselves. This refers to for example using slang or customizing features to
more closely remind the end users behaviour or manners. Liking the system or
it's visual attractiveness, appeals to users and thus creates persuasion, which can
be also considered to be one of the usability features, also for Smartpass. Last,
the principle of using the system in a social role, suggest using it as a mediator
between the user and the other targets. For example having a virtual coupon
mascot for the Smartpass application might achieve more use.
3. System credibility: An application should have features like
trustworthiness, where the information is always accurate, fair and unbiased. Expertise, to
keep the software always up to date and professional. Surface credibility, is
crucial as the initial impressions of a system is often the most critical point for future
use, so the application needs to be complete and competent. The real-world feel,
is when the people behind the software are highlighted in some ways to make an
application more credible. Authority is when a software is quoting authoritative
gures e.g. a doctor, will have a bigger chance of persuasion, thus a ecting for
example people to trust the app more. Third-party endorsements, are also used
to create credibility for a software if they are well-known and respected. Veri
ability, is when information provided within the application should be veri able
from other sources. For Smartpass, not all of the features are totally tting for a
coupon application. As such they should be considered general suggestions to be
implemented if it has good correlation for the user needs. A casual user might
not treat the development team behind an application as essential.
4. Social support: The most interesting system quality principles are through
social support, as it provides clear connectivity to the features of the Smartpass
application. Social learning, is when a user looks at others and learn from them
to change their own behaviour, while Social comparison, is when a user shares
their data and compares it to others. Normative in uence, is what users feel as
commonly know peer pressure, i.e. how others in uence you. Social facilitation,
on the other hand, is about seeing others doing the same behaviour, which leads
to the user doing the exact same behaviour. Cooperation, for example, is about
having a common goal with others to lose weight, while Competition principle
is about competing for those same goals against each other. Last, recognition
principle is about rewarding the user in some ways, that others can also see.
These all suggest that social interaction between the users Smartpass could
provide more persuasion from competitiveness, peer pressure, shared goals, or from
just following what others do. Smartpass could implement shared coupons
between friends, comparison of walking distances as a common goal-driven event,
or competing to get recognition from virtual rewards for the winner. In the
privacy answers, agreeing to share location data was ne by many but not all.
If the users would get something back from location sharing then maybe these
users, who initially declined, can be persuaded to share. In addition to increasing
coupon use, it might be good to connect persuasion to features that o er other
clear bene ts to customers. These can be personal needs, hopes and goals, or
interests such as weight loss, exercising, personal improvement. Targeting these
goals for positive e ects when using the system, would most likely a ect how
e ectively persuasion for coupon use would work.
5.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Discussion on ethics towards the use of persuasion</title>
        <p>In this section, we present our views on some ethical concerns when using
persuasive techniques for our system. Smartpass customers want to use coupon
services, so at rst glance encouraging its use via Persuasive technology would
not be unethical. However, conditioning and surveillance would not be
acceptable, while also being open about the persuasion and o ering users a change to
opt-out if needed, are essential.</p>
        <p>In the interviews we also inquired privacy issue concerns with the subjects
and from the answers almost all of the subjects did not care about their privacy
related to gathering personal data. Some answered that they would agree,
because they would be able to utilize their coupons better from the more accurate
and tailored information.</p>
        <p>
          In [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], Oinas-Kukkonen et al. discuss that in a persuasive system
\(P7) persuasion through BCSS should always be transparent to the user. "
and in Berdichevsky and Neuenschwander's statement[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], they give a baseline
for the transparency: \The creators of a persuasive technology should disclose
their motivations, methods, and intended outcomes, except when such disclosure
would signi cantly undermine an otherwise ethical goal. ". Considering the above
advice, we need to explain our motivations, and other necessary information to
the customers and request for their consent before an evaluation is performed.
        </p>
        <p>
          In addition, Karppinen et al. [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], propose three methods for discussing ethics.
First, is the guideline-based approach. The second one is a
stakeholder-analysisbased approach. The last one is a user-involvement-based approach. Before
evaluation, we need to analyze our system whether it has the required transparency
with any of the above-mentioned approaches.
In this paper, we presented in-depth interview results to nding out clues for
encouraging customers to use their Smartpass coupons. Our in-depth interview
focused on the reasons why customers do or do not utilize these coupons and
how the system could be improved. From the interviews, we got several
implications such as a reminder noti cation, and usability improvements suggestions
which would encourage the customers to use the coupons. Based on the
ndings, we plan to develop persuasive techniques towards these goals. In addition,
we discussed the ethics based on the articles reported in Persuasive Technology.
While the PSD model o ers a good starting point for persuasive work, the model
should add parts that clearly expand on how to implement direct and indirect
routes for various types of user goals. Our future work includes planning the
persuasive techniques, creating a pilot test and deploying a full system, and lastly
analyzing the system within an open and ethical framework.
        </p>
      </sec>
    </sec>
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