<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Animating Embedded Behavior Change Support Systems in Physical Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kenny K. N. Chow</string-name>
          <email>sdknchow@polyu.edu.hk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benny D. Leong</string-name>
          <email>sdbenny@polyu.edu.hk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brian Y. H. Lee</string-name>
          <email>brian.yh.lee@polyu.edu.hk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kin Wai Michael Siu</string-name>
          <email>m.siu@polyu.edu.hk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Design, The Hong Kong Polytechnic University</institution>
          ,
          <addr-line>Hung Hom</addr-line>
          ,
          <country country="HK">Hong Kong</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Behavior change support systems (BCSS) are computing systems intended to form, alter, or reinforce attitudes or behaviors without using coercion or deception. Grounded in substantial theories and models, there are principles and frameworks for designing and evaluating BCSS in the forms of general information systems. With increasingly prevalent integration of technologies, like sensors, networks, and displays, into physical objects and environments, embedded persuasive systems can motivate people at relevant time and context to perform or change a behavior for personal, social, or environmental wellness. This paper first argues that embedded persuasive systems should show “animated” features (cues) to break habitual routines and create affective sensorimotor experiences of indirect or contingent outcomes to prompt alternative actions. It then proposes a matrix that maps major persuasive design principles with framework of tangible and embodied interaction. The matrix informs design considerations for animating embedded persuasive systems. To illustrate the approach, two design cases are discussed. One is in a public environment, and the other is in a home setting.</p>
      </abstract>
      <kwd-group>
        <kwd>Persuasive design</kwd>
        <kwd>animation</kwd>
        <kwd>liveliness</kwd>
        <kwd>tangible and embodied interaction</kwd>
        <kwd>blending</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Persuasive systems, or behavior change support systems (BCSS) to be more specific,
are computing systems intended to form, alter, or reinforce attitudes or behaviors
without using coercion or deception [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Grounded in substantial theories and models,
there are principles and frameworks for designing and evaluating persuasive systems
in the forms of general information systems. Persuasive systems of these forms work
well in task-specific situations, yet they may not be applicable in occasions when users’
attention is directed to other daily routines (e.g., picking up a coffee to go, washing
hands in restrooms, or browsing a smartphone while sitting comfortably in a couch).
Insights from social psychology indicate that an individual’s behavior depends on two
intertwined threads of thinking, namely conscious and automatic. While conscious
intention plays a key role in goal-directed behaviors [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], many of our everyday behaviors
are interfered by the automatic environment-perception-behavior link [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] developed
after repeated practice (e.g., we may thoughtlessly dry our hands using tissue paper
after wash in restrooms; one may automatically fetch the phone from the pocket while
sitting down in a couch). Habit is a learned functional act initially goal-directed and
later turned into automatic. People can become less attentive to new information or
alternatives in case of strong habits [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>With increasingly prevalent integration of technologies, like sensors, cameras,
networks, and displays, into physical objects and environments, persuasive systems
embedded in varied daily environments can stimulate users at relevant time and context,
and draw their attention toward latent motivation for changing or performing a behavior
for personal, social, or environmental wellness. Informed by social psychology theories
and advances in tangible and embedded interaction, this paper argues that embedded
persuasive systems should (1) blend in the specific locations, (2) show “animated”
features, or cues in psychological terms, to break habitual routines, (3) create affective
sensorimotor experiences of indirect or contingent behavioral outcomes, and (4) make
interactions with animated cues visible to facilitate social learning. It proposes a matrix
that maps major persuasive design principles and social psychology insights with
framework of tangible and embedded interaction. The matrix informs important design
considerations for animating behavior change support systems embedded in daily
physical environments. Two design cases are discussed to show how the matrix assists
uncovering design possibilities.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Theoretical Background</title>
      <sec id="sec-2-1">
        <title>Two threads of thinking (blend in &amp; light up)</title>
        <p>
          Research in social psychology indicates that human behavior depends on both
conscious intention and non-conscious automaticity. Theory of Planned Behavior (TPB)
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] focuses on the conscious thinking behind a performed behavior. An individual’s
intention to perform or change a behavior depends on one’s beliefs about the
consequences (e.g., immediate pleasure vs. pain, foreseeable hope vs. fear, etc.), about
subjective references from others (e.g., family members, authorities, etc.), and about the
likelihood of success. With intention, however, the road to action is still interfered by
automatic thinking (e.g., after washing hands in restrooms one may thoughtlessly dry
the hands using tissue paper ready to hand, even though knowing that shaking off water
first would save some paper). Supported by empirical evidence from experiments,
behavior is found to be sometimes automatic via an environment-perception-behavior link
[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], which is developed through frequent and consistent pairing of environmental cues
(e.g., wet hands, a paper towel within reach, etc.) and mental processes (e.g., impulsive
desire to dry hands). The act can be unintentional (e.g., actually intending to use less
paper for environmental conservation), but just performed for efficiency. Habit is a
product of these two intertwined threads of thinking. It typically starts from an initial
intention toward an act, which later turns automatic in response to specific cues, even
though it may become unintentional on occasions [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. To break an automatic routine or
form a new habit, provoking one into conscious thinking in particular context is
necessary. Hence, persuasive systems should “blend in” relevant daily environments
(e.g., the hand-washing basin and the paper towel container in restrooms), meanwhile
showing animated cues (e.g., an animation showing fast-growing plants on the
container or next to the basin if one shaking off water before grasping tissue paper) that
“light up” (among other regular cues) in the environments.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Persuasive design principles</title>
        <p>
          Fogg’s Behavior Model (FBM) [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] considers both immediate outcomes (e.g., pleasure
vs. pain) and foreseeable consequences (e.g., hope vs. fear), in addition to social
influence, as major motivators for performing a behavior. A type of trigger, called spark,
draws one’s attention toward motivators (e.g., hope or fear) at timely moments and
relevant contexts. Sparks also can highlight new motivators that are alternatives to
routines. Another type of trigger, called facilitator, enables certain actions and hinders
others, which in our view here seems to create physical affordances (i.e., action
possibilities). Oinas-Kukkonen and Harjumaa [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] extend the model and develop a framework
comprising a comprehensive list of principles for designing persuasive information
systems. Those relevant to embedded persuasive systems include simulating the
causeeffect link of a behavior, visual appeals, enabling social learning and social facilitation.
Midden et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] discuss the roles of technology in behavioral intervention and
particularly point out that virtual environments can create sensory and affective experiences
of distant or indirect cause-effect relationships regarding a behavior. Studies that follow
include investigating how mobile technology can augment a daily environment (e.g., a
supermarket) to create location-based triggers [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. To sum up, embedded BCSS should
provide affective sensorimotor experiences of indirect behavioral outcomes, which
highlight the motivators for users. They should also tap into spatial or environmental
features of the locations to create affordances for preferred actions, which also enable
social learning and facilitation in the public environment.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Tangible and embedded interaction</title>
        <p>
          Hornecker and Buur [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] review major approaches to tangible and embedded interaction
design, including physical representation and manipulation of digital data (mainly from
computer science), bodily interaction with physical objects (mainly from product
design), and digitally augmented spaces (mainly from the arts and architecture), resulting
in a framework of four interrelated themes, each of which comes with a set of
terminology. Tangible Manipulation (TM) highlights physical aspects of representation of
the digital, including tactile contact and haptic or sensory feedback, constant feedback,
and direct mapping between data and representation. Spatial Interaction (SI) covers the
meaningful place that people inhabit, non-fragmented visibility among them, and
possibilities of full-body interaction. While tangible manipulation is like a close-up view
to us, spatial interaction is like a wide shot. Embodied Facilitation (EF) is directly
relevant to intervention. It refers to structures of the physical representation that offer
action possibilities or limit them. These affordances or constraints (actual or perceived)
are embodied because they are built on users’ motor skills or social experiences.
Expressive Representation (ER) finally looks at the balance between the physical and the
digital. They should blend into each other, wherein actions and effects demonstrate
perceived causality, or we say a co-occurrence that “makes believe”. Hornecker and
Buur’s framework has a few concepts pertaining to behavioral intervention. They (in
italic in the paragraph) are tactile contact and haptic or sensory feedback, meaningful
place and non-fragmented visibility, embodied affordances or constraints, as well as
perceived causality in physical-digital hybrid.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The Matrix</title>
      <p>Both existing persuasive design principles and tangible interaction framework lack
direct guidelines for breaking routines and stimulating thinking of alternatives. This gap
can be filled by the idea of animation as a kind of sensorimotor experience that
stimulates imagination and emotion [10]. In the tangible interaction framework, TM refers
to the physical aspects, including the concepts tactile contact and sensorimotor
feedback. We call it “Physicality”. SI oversees the overall interaction stage, which we call
“Spatiality”, consisting of the concepts meaningful place and non-fragmented visibility.
EF singles out the physical structures to examine the basis from our bodily structure,
which is technically the concept embodied affordances. It is named “Structure”. Finally
ER looks at the mappings between the physical and the digital, particularly perceived
causality. It is “Representation”. These four inclusive aspects are cross-divided by the
two levels of thinking behind the performance of a behavior, as suggested by insights
from social psychology. The resulting matrix (Figure 1) has the four aspects of tangible
and embedded interaction along its horizontal dimension and two levels of thinking on
its vertical. It is populated by the relevant concepts from both dimensions, together with
the idea of animation.</p>
      <p>Automatic
Conscious</p>
      <p>Physicality</p>
      <p>Tactile contact
Sensorimotor
feedback</p>
      <p>|
Animated cues</p>
      <p>Spatiality
Meaningful place for
a behavior</p>
      <p>|</p>
      <p>Social facilitation</p>
      <p>Tactile contact Non-fragmented
visSensorimotor feed- ibility of animated
back cues and interactions</p>
      <p>| |
Animated cues Social learning</p>
      <p>Structure
Embodied
affordances</p>
      <p>|
Facilitators
Embodied
affordances</p>
      <p>|
Sparks</p>
      <p>Representation</p>
      <p>NIL
Perceived causality
in physical-digital
blends</p>
      <p>|
Experiences of
indirect behavioral
outcomes
Each concept in each aspect of tangible and embedded interaction (i.e., in each column)
is identified with a concept in one or two levels of thinking (i.e., one or two rows),
based on the former’s potentials in or likelihood of leading to the latter. Hence, an
interaction concept might be able to elicit automatic, conscious, or even both kinds of
thinking. For example in the Physicality column, sensorimotor feedback can be an
animated cue intervening the automatic environment-perception-behavior link (e.g.,
hands are wet after wash yet animation of fast-withering plants has been seen when
hands approach the paper towel container); the animated cue can also contingently
direct one’s attention toward the preferred behavior (e.g., the animated plants becomes
flourishing if one shaking off water to the basin).</p>
      <p>In the Spatiality column, the place of interactions means something to people and
facilitates a socially assumed behavior (e.g., the hand-washing area in a restroom
gathers people who wants to wash their hands). This social assumption is largely
unconscious at most times. Meanwhile, if the place is a public environment, its physical
setting follows the social code allowing people to see the actions of each other. If one acts
in response to an animated cue, others will see and try to make sense of the interaction.
If it is sensible, people can learn to act accordingly.</p>
      <p>The Structure column has one concept, embodied affordances/constraints, which by
definition facilitate or hinder certain actions in accordance with users’ motor or social
habits. For instance, a control resembling a doorknob invites one to grasp and rotate it
clockwise rather than anti-clockwise. Sometimes embodied affordances/constraints
fairly act against one’s routine and stimulate conscious consideration of alternatives
and consequences of a behavior. Consider the squared roll of toilet paper designed by
architect Ban Shigeru [17]. Each squared corner meets the edge of the metal dispenser,
setting slight resistance and noise to the user’s automatic pull action. It acts as a spark
to highlight the consumption of every piece of paper.</p>
      <p>
        The Representation column has a concept mapping only in the conscious thinking.
User actions and technology-enabled animations take place together at the
physicaldigital hybrid. This perceptual co-occurrence enables first metaphorical mapping in the
brain [11] and then blending [
        <xref ref-type="bibr" rid="ref10">12</xref>
        ] into an experience that makes one momentarily
believe the physical-virtual cause-effect relationship. If the effects are designed to
represent indirect consequences of a behavior, the perceived causality extends to imaginative
beliefs about the behavior-consequence link, what the first author calls blended
causality [13]. This influences one’s conscious intention or attitude to perform a behavior.
Consider the interactive public installation “The Social Swipe” [14] that invites a
potential donor to swipe a credit card to cut a piece of bread on the video wall. The
animated video makes one believe that the electronic donation directly goes to become
food for the needy.
      </p>
      <p>The resulting matrix is a map showing the connections from designed components
of interaction to intended cognitive responses, which hopefully increase the probability
of a behavior to be performed. It can be used as an analytical tool to guide the design
of a work-in-progress, or to evaluate a design by checking if there are unaware design
considerations or underexplored design possibilities.</p>
    </sec>
    <sec id="sec-4">
      <title>Case Studies</title>
      <p>To demonstrate how the matrix informs design considerations and possibilities, two
case studies are presented. Each case starts with the design description, followed by the
intended intervention, the context of interactions, the digital contents, and intended
scenarios. The design is then scrutinized, according to the following guiding questions,
which are generated from the connections inside each cell of the matrix.
• Spatiality-Automatic: How the place of interactions means to people? What
actions and behaviors are socially assumed?
• Physicality-Automatic: How feedback is perceived? What surfaces or
interfaces the user touches? Do animated cues intervene automatic behavior?
• Structure-Automatic: Are the user actions enabled by physical structures of
the design? Are some actions hindered as well?
• Structure-Conscious: Do the physical structures hinder some routine or
habitual actions? Does this stimulate conscious thinking of possible alternatives
and their consequences?
• Physicality-Conscious: Do animated cues make users consciously review
indirect and contingent outcomes?
• Representation-Conscious: How do the user actions and animations co-occur
in a hybrid way? Do the effects represent indirect or imaginative consequences
of a behavior?
• Spatiality-Conscious: Can one’s interactions with the animations be seen by
others? Can others try to learn to do the same?
Through contemplating answers for the above guiding questions, corresponding
components in the design are examined, or missing parts are identified. It is not necessary
to fulfill every question in the guidelines. Overall, a design consideration is a link from
a design component of tangible and embedded interaction (e.g., sensorimotor feedback)
to an intervention instrument (e.g., animated cues). One can see how many design
considerations are identified, and how many cells are underexplored. This informs new
design possibilities. The first design case is generated from a project of the first and
fourth authors. The second design case is from another project of the first, second, and
third authors.
4.1</p>
      <sec id="sec-4-1">
        <title>Swing Compass Table</title>
        <p>Swing Compass Table is an interactive public bar table whose round tabletop allows
turning and displays relevant information of surrounding areas, for example, directions
for nearby recycling bins, trashcans, or water dispensers (Figure 2). The design
combines concepts of bar table and compass or radar.
Purpose: It aims to recommend recycling and even reuse of the container after
finishing a drink.</p>
        <p>Context: It is supposed to stand at public area near a café or convenient store.</p>
        <p>Content: The four fan-shaped screens evenly arranged on the tabletop display varied
drinks and their disposers found in the corresponding directions around the table
(Figure 3). The displayed items in each direction include, for example, a bottled drink
together with the location of a recycling bin (the PET bottle can be recycled), or a cold
drink together with the location of a trashcan (the container and straw cannot be
recycled). Turning the table shows items in different directions like radar.</p>
        <p>Scenario: Imagine a person has just bought a drink and walks to the table. The table’s
appearance and height invite one to approach. The tabletop allows turning in small
angles to reveal a similar drink and its disposer on a particular table display. One knows
a disposer can be found nearby at the corresponding direction. Turning it further by 90
degrees results in a very different set of information. Water dispensers nearby at
different directions are shown and drink containers are suggested for reuse.
The design and development of Swing Compass Table iterate at different stages of
prototyping, laboratory testing, and lately field trials and observations. Some initial
findings from the laboratory have been published earlier [15]. A field trial has been
conducted between February and March 2018 in a university campus. Based on the
observations and interviews (13 participants) in the field, together with the proposed
matrix, we interpret the details of the intervention. This shows how the proposed matrix
supports interpretive analysis that points out important links between interaction and
intervention that cannot be missed.</p>
        <p>Spatiality-Automatic: Swing Compass Table is situated with other public furniture
in an open area near a café. The area is meant for people to hang out after buying a
drink. People may stand around the table, put the drink on it, or even working on their
notebook computers.</p>
        <p>Physicality-Automatic: The standing height of Swing Compass Table invites one to
casually stand next to it with the drink. The round tabletop, the groove between the
outer ring and the inner circle, and the marking on them, implicitly suggest instrument
that can be turned [15]. When one grasps the rim of the outer ring, the shape fits the
hands and the weight allows slow turning. The animated cue comes from the displays
on the tabletop. When the outer ring is turned in one way, the displayed items (e.g., a
bottled drink) moves in reverse like sliding under the tabletop, resembling radar. This
breaks the automatic routine of trashing the finished drink.</p>
        <p>Structure-Automatic: While the inner circle is fixed, the separate outer ring can be
turned clockwise or anti-clockwise. Its weight does not assume turning too fast.</p>
        <p>Structure-Conscious: The rotating track of the outer ring is meticulously designed
and built inside the table (see Figure 4). When it is rotated toward 45 degrees clockwise
or anticlockwise, there is a spring resistance effect. One needs to give a little harder
force to get through 45 degrees to 90 degrees. One may think that it opens up new
possibilities.
Representation-Conscious: The user action of turning is perceptually blended with the
visual effect on the displays, giving an illusion that the displays are windows for
looking through the tabletop. A drink and a recycling bin (or trashcan) are seen together in
one direction, suggesting a kind of relation between them. To a user holding a drink, it
shows the ways to disposing the container after finishing the drink. If the table is turned
90 degrees, it recommends reuse rather than disposing by showing water dispensers
nearby together with the container.</p>
        <p>Physicality-Conscious: The overall sensorimotor feedback (haptic, visual, and audio
when rotating the table) becomes animated cues making one reconsider different ways
of dealing with the finished drink (trash, recycle, or even reuse).</p>
        <p>Spatiality-Conscious: Through rotating the table, the user also turns around it and
looks at different options in different directions. His or her actions can easily be seen
by others in the area. Anyone can observe what direction the user looks at and heads
toward, and can guess what the user has chosen to act. Others can follow.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Reflections on Swing Compass Table</title>
        <p>Swing Compass Table is designed to not only provide relevant location-based
information but also recommend alternatives for consideration. The intervention is relatively
subtle. In other words, providing information is users’ perceived function, yet
intervention is designers’ real goal. Based on the analysis at the automatic level across the
tangible interaction aspects, users perceive and act on the physical aspects (e.g., turn-able
ring) and then relate to the digital contents that move like under the tabletop. To accord
with this illusion, the items are visualized in top view.</p>
        <p>The 45 degrees are boundaries between two sets of information, namely the routine
and the alternative. Whether a user see this depends on (1) the perception of the
resistance effect, and (2) the contrast between digital contents across the turning
boundaries. For (1), the mechanical design of the rotating track now renders the resistance
quite obvious. For (2), the disposers are now visualized in stark contrast to the water
dispensers in both shape and color (the former in blue, purple, and brown, while the
latter in silver).
4.2</p>
      </sec>
      <sec id="sec-4-3">
        <title>Lamb Lamp</title>
        <p>Lamb Lamp is an interactive side table with a lamp. Its tabletop allows resting a preset
number (2 or 3, based on family members) of smartphones for inductive charging. With
all phones together, the lamp brightens up to recommend physical activity (Figure 5).
The design concept draws on the metaphor togetherness is full moon.
Purpose: It aims to invite all family members to put down their smartphones and act
physically.</p>
        <p>Context: It is supposed to be home furniture.</p>
        <p>Content: Each smartphone rested on the tabletop makes the lamp brighten up a little.
With all phones rested, come the full brightness, a smiley, and a random number (see
Figure 6), which points to a physical game set stored under the table.</p>
        <p>Scenario: Imagine each member rests the smartphone on the table. The lamp gradually
lights up and displays a smiley emoticon with a random number for a game. While the
whole family is playing the game together, one member’s phone notification triggers a
pickup of the phone. The lamp turns off and disrupts the atmosphere. The member feels
embarrassed and put the phone back on the table. The lamp can be turned off after
finishing the game.</p>
        <p>A minimum viable prototype of Lamb Lamp has been built and deployed to family
participants recruited through a local NGO. Initial findings from 6 families have been
published elsewhere [16]. This section focuses on the interpretive analyses of the
intervention and underexplored design directions informed by the matrix.</p>
        <p>Spatiality-Automatic: Lamb Lamp is deployed in families who live in apartments. It
is supposed to be put in the common area (e.g., sitting room), where family members
gather to have family activities, for example, watching television together, playing
games together, or having refreshing drinks together.</p>
        <p>Physicality-Automatic: The tabletop has three (determined by family members)
inductive charging positions with signs. The lamp displays an animated emoticon of
worrying when there are no phones. A family member back home perceives the inductive
charging signs and casually rests the smartphone on one empty position. The lamp
brightens up a little and starts to smile. This animated cue breaks the routine of
browsing the phone in the sitting room.</p>
        <p>Structure-Automatic: The number of charging positions is determined by the number
of participating family members. Users cannot put more phones for charging.
Meanwhile, the lamp has no switch; users can only switch it on by putting phones on the side
table.</p>
        <p>Structure-Conscious: The side table facilitates users’ typical habitual action of
casually resting a mobile device for inductive charging. When all family members have
their phones in place, the lamp fully brightens up with a random number. The number
reminds family members of physical activities other than using phones. Conversely, the
light cast on the phone hinders looking at the phone screen even when notification
messages pop up.</p>
        <p>Physicality-Conscious: To check notifications, one has to pick up the phone, which
immediately turns off the lamp. This animated cue embarrasses the member and makes
one rethink the choice between family togetherness and personal matter.</p>
        <p>Representation-Conscious: The user actions of putting down or picking up the
phones co-occur with the light brightening or diming. One may perceive this as a
lighting control. The animated emoticon adds implications of the acts to the representation.
If all family members put down the phones, there will be happiness.</p>
        <p>Spatiality-Conscious: Every member’s actions in the sitting room are definitely
visible to any other members. In fact, one can rest the phone to light up the lamp as a
gesture to invite others to follow. When two or more members rest their phones and
play physical games, remaining members can see and learn to join.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Reflections on Lamb Lamp</title>
        <p>Lamb Lamp is small-sized home furniture. The varied home settings make the
environmental cues less predictable. Fortunately, the inductive smartphone charger has become
known in urban societies and its signs can trigger the automatic user action. To prevent
the lamp from becoming unnoticed, just like common home furniture, animated
emoticons are used as cues to remind family members. The cartoon style is applicable to
families.</p>
        <p>Lamb Lamp first invites family members to put down the phone and then
discourages them from picking it up. The way it applies at the automatic level is to cast light
on the phone screen to make it visually distracted. It is an idea after embodied
constraints are considered. Picking up a phone results in a disruptive change in lighting.
This works effectively for multiple users in a communal space like home.</p>
        <p>The relation between number of phones rested and light brightness is now
perceptually formed but the link is still not strong. To further strengthen the visibility, new ideas
include adding color index. Each phone can be given a particular colored case, which
gives respective colored light onto the lamp. With all phones together, all colored lights
mix to form a white light, which represents balance.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The proposed matrix shows potential connections from aspects of tangible and
embodied interaction to strategies of intervention. Through scrutinizing a design according to
the guidelines, one can acquire a comprehensive view (from physicality to spatiality,
from structural to representational) of the user experiences across multiple levels of
cognitive responses. This analytical lens examines existing connections and reveals
underexplored links for consideration.</p>
      <p>The two design cases have different application contexts (public space vs. home
environment), different purposes of intervention (for sustainable consumption vs. for
family wellness), and slightly different strategies of intervention (via providing information
vs. via diverting). They have commonalities in design approaches, both of which
combine concepts of artifacts matching the contexts (e.g., bar table, side table, charger, etc.)
with others from another domains (e.g., compass, radar, incremental switch, etc.).
These approaches of conceptual blending allow the designed artifacts to blend in the
related environments, which function at the automatic level of thinking in users.
Meanwhile, the artifacts also stand out from the environments in terms of appearance and
animation, which stimulate users at the conscious level of thinking. From the analyses,
both artifacts feature animated cues for user actions (e.g., turning the tabletop, resting
the phone). They provide immediate sensory feedback that couples user actions with
animations in preparation for the technology-mediated causal relationship (e.g.,
directions and items, rested phones and lights). Their physical or electromechanical
structures naturally show different outcomes of different actions (e.g., turning across
boundaries results in alternatives, missing one phone disrupts the atmosphere). The digital
displays also play important roles. The visualization renders the physical and the digital
seemingly co-existing and co-occurring (e.g., digital items “under” a side of the table,
lights coming from the phones). Some aspects that can be further explored include more
visible, materialized links between behavioral acts and consequences or alternatives
(e.g., the direction to a water dispenser can be more obvious; the changes in lighting
can be traced back to the phones more easily). The following summarizes some insights
from the two case studies.</p>
      <p>• Blend-in and light-up: The designed artifact should blend in the environment
meanwhile being animated to break routines and prompt alternatives.
Conceptual blending can be applied in the design.
• Nuances in embodied experiences: Cues, feedback, affordances, and
representations all involve sensorimotor experiences resembling some habits or
practices. But the nuances actually stimulate conscious thinking.
• Rendering contingent outcomes: Different behavioral acts should be
perceptually and/or materially linked to their consequences. This lets users experience,
compare, and decide.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Research and insights from social psychology inform that human behavior is a
combined result of interrelated factors, including belief (i.e., attitude), intention,
environment, perception, and habituation, across both automatic and conscious levels of
cognitive activities. These cognitive activities are influenced by and also affect our physical
and bodily experiences in everyday life. This paper argues and demonstrates how
animation, as a kind of imaginative and affective sensorimotor experience, can be used to
first break habitual routines and second shift focus onto alternative acts. Overall,
behavioral intervention is a challenging topic. The proposed matrix and guidelines
support design and analysis, yet it needs to be coordinated with other methods such as
experience prototyping, laboratory testing, and field trials, like what have been
conducted in the presented design cases.</p>
      <p>Acknowledgements. We gratefully acknowledge the grant from The Hong Kong Polytechnic
University and the assistance from Tung Wah Group of Hospitals.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Oinas-Kukkonen</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Harjumaa</surname>
            ,
            <given-names>M.:</given-names>
          </string-name>
          <article-title>A Systematic Framework for Designing and Evaluating Persuasive Systems</article-title>
          .
          <source>In: PERSUASIVE</source>
          <year>2008</year>
          , pp.
          <fpage>164</fpage>
          -
          <lpage>176</lpage>
          . (
          <year>2008</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Oinas-Kukkonen</surname>
          </string-name>
          , H.:
          <article-title>A foundation for the study of behavior change support systems</article-title>
          .
          <source>Personal and Ubiquitous Computing</source>
          <volume>17</volume>
          ,
          <fpage>1223</fpage>
          -
          <lpage>1235</lpage>
          (
          <year>2013</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Ajzen</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          :
          <article-title>From intentions to actions: A theory of planned behavior</article-title>
          . In: Kuhl,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Beckman</surname>
          </string-name>
          ,
          <string-name>
            <surname>J</surname>
          </string-name>
          . (eds.)
          <article-title>Action-control: From cognition to behavior</article-title>
          , pp.
          <fpage>11</fpage>
          -
          <lpage>39</lpage>
          . Springer, Heidelberg, Germany (
          <year>1985</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Bargh</surname>
            ,
            <given-names>J.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chartrand</surname>
            ,
            <given-names>T.L.</given-names>
          </string-name>
          :
          <article-title>The Unbearable Automaticity of Being</article-title>
          .
          <source>American Psychologist</source>
          <volume>54</volume>
          ,
          <fpage>462</fpage>
          -
          <lpage>479</lpage>
          (
          <year>1999</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Verplanken</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Aarts</surname>
          </string-name>
          , H.: Habit, Attitude, and Planned Behaviour:
          <article-title>Is Habit an Empty Construct or an Interesting Case of Goal-directed</article-title>
          <source>Automaticity? European Review of Social Psychology</source>
          <volume>10</volume>
          ,
          <fpage>101</fpage>
          -
          <lpage>134</lpage>
          (
          <year>1999</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Fogg</surname>
            ,
            <given-names>B.J.:</given-names>
          </string-name>
          <article-title>A Behavior Model for Persuasive Design</article-title>
          . In: Persuasive'
          <fpage>09</fpage>
          . (
          <year>2009</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Midden</surname>
            ,
            <given-names>C.J.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kaiser</surname>
            ,
            <given-names>F.G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McCalley</surname>
            ,
            <given-names>L.T.</given-names>
          </string-name>
          :
          <article-title>Technology's Four Roles in Understanding Individuals' Conservation of Natural Resources</article-title>
          .
          <source>Journal of Social Issues</source>
          <volume>63</volume>
          ,
          <fpage>155</fpage>
          -
          <lpage>174</lpage>
          (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Basten</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ham</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Midden</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gamberini</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Spagnolli</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Does Trigger Location Matter? The Influence of Localization and Motivation on the Persuasiveness of Mobile Purchase Recommendations</article-title>
          . In: PERSUASIVE 2015 pp.
          <fpage>121</fpage>
          -
          <lpage>132</lpage>
          . Springer, (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Hornecker</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Buur</surname>
          </string-name>
          , J.:
          <article-title>Getting a grip on tangible interaction: a framework on physical space and social interaction</article-title>
          .
          <source>In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems</source>
          , pp.
          <fpage>437</fpage>
          -
          <lpage>446</lpage>
          . ACM, (
          <year>2006</year>
          )
          <fpage>10</fpage>
          .
          <string-name>
            <surname>Chow</surname>
            ,
            <given-names>K.K.N.</given-names>
          </string-name>
          :
          <article-title>Animation, embodiment, and digital media human experience of technological liveliness</article-title>
          .
          <source>Palgrave Macmillan</source>
          ,
          <string-name>
            <surname>Basingstoke</surname>
          </string-name>
          (
          <year>2013</year>
          )
          <fpage>11</fpage>
          .
          <string-name>
            <surname>Lakoff</surname>
          </string-name>
          , G.:
          <article-title>Explaining Embodied Cognition Results</article-title>
          .
          <source>Topics in Cognitive Science</source>
          <volume>4</volume>
          ,
          <fpage>773</fpage>
          -
          <lpage>785</lpage>
          (
          <year>2012</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          12.
          <string-name>
            <surname>Fauconnier</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Turner</surname>
            ,
            <given-names>M.:</given-names>
          </string-name>
          <article-title>The way we think : conceptual blending and the mind's hidden complexities</article-title>
          .
          <source>Basic Books</source>
          , New York (
          <year>2002</year>
          )
          <fpage>13</fpage>
          .
          <string-name>
            <surname>Chow</surname>
            ,
            <given-names>K.K.N.</given-names>
          </string-name>
          :
          <article-title>Designing Representations of Behavioral Data with Blended Causality: An Approach to Interventions for Lifestyle Habits</article-title>
          .
          <source>In: PERSUASIVE 2019</source>
          . Springer, (
          <year>2019</year>
          )
          <article-title>14</article-title>
          .https://www.kolle-rebbe.de/en/work/the-social-swipe/ 15.Chow,
          <string-name>
            <surname>K.K.N.</surname>
          </string-name>
          :
          <article-title>Designing Swing Compass with Liveliness: From Personal to Public Interactions</article-title>
          .
          <source>In: TEI '17 Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied</source>
          Interaction pp.
          <fpage>435</fpage>
          -
          <lpage>441</lpage>
          ACM Press,
          <volume>16</volume>
          .
          <string-name>
            <surname>Leong</surname>
            ,
            <given-names>B.D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lee</surname>
            ,
            <given-names>B.Y.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chow</surname>
            ,
            <given-names>K.K.N.</given-names>
          </string-name>
          :
          <article-title>Collective Play versus Excessive Use: An Insight into Family-focused Design Intervention for Mobile Phone Overuse</article-title>
          .
          <source>International Journal of Mental Health and Addiction</source>
          (
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>