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      <title-group>
        <article-title>Towards Designing Persuasive Ambient Visualization</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Andrew Vande Moere Key Centre of Design Computing and Cognition The University of Sydney</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper discusses an alternative application area for ambient information systems, coined as 'persuasive visualization'. It investigates the recent evolution of ambient displays, from simply aiming to inform people about data patterns towards increasing awareness of themes underlying the data. Accordingly, this paper proposes the potential of ambient display techniques to encourage users to modify their behavior. First, the evolution of past ambient display applications is analyzed according to their persuasive capabilities and environmental contexts, ranging from large-scale installations towards more personalized applications of ubiquitous and wearable computing. Accordingly, ambient displays could become a useful platform for unobtrusive, aesthetic applications that can augment our awareness and encourage positive behavior modifications relating to socially relevant issues.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;persuasive technology</kwd>
        <kwd>ambient display</kwd>
        <kwd>information visualization</kwd>
        <kwd>wearable computing</kwd>
      </kwd-group>
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      <p>
        INTRODUCTION
The concept of ambient visualization or ambient display is
defined as a category of data representations that conveys
time-varying information in the periphery of human
attention. According to Mankoff’s evaluation model [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
an ideal ambient display should adhere up to eight different
heuristic principles that are founded from functional,
effectiveness and aesthetical considerations. Most ambient
displays are similar to classic data visualization techniques
in the focus on conveying meaningful visual patterns to
augment the understanding of the dataset. However,
ambient displays and data visualizations are different in
that ambient representations can be quite ambiguous and
non-intuitive to interpret. In other words, ambient
metaphors “may not be immediately understandable, but
users should be able to discover meaning through subtle
interaction.” [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Accordingly, by including aspects of
ambiguity in their designs [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], multiple, potentially
competing, interpretations are created, which can stimulate
      </p>
      <p>Copyright is held by the authors.</p>
      <p>Pervasive '07 Workshop: W9 - Ambient Information Systems</p>
      <p>
        May 13, 2007; Toronto, Ontario, Canada
This position paper is not an official publication of Pervasive '07.
user engagement and augment the user experience [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Ambient displays thus aim for more artistically inclined
and emotionally engaging ways of data representation,
going beyond simply ‘informing’ people of specific data
patterns. An ambient display tends to be calm,
nonobtrusive and opportunistic, revealing meaningful
information only for interested users who are willing to
invest time and effort. The value of interpreting an ambient
display by long-term or repeated exposure is further
enhanced by its general lack of direct user interaction, such
as the exploration, filtering or selection of information.
Because such a display is able to convey information in a
subjectively pleasant way over a relatively long period of
time, this paper claims that particular ambient display
techniques have the potential to be used for persuasive
applications. Persuasive technology uses specific
techniques to encourage behaviour, belief or attitude
change by providing personalized messages at teachable
moments, at the right time and right place, when a person is
receptive to information [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Persuasive applications are
different from normal feedback displays in that they require
active involvement of those being monitored in attaining a
desired behaviour change. Various persuasive techniques
are founded on increasing human awareness, often by
informing people explicitly of relevant aspects that sustain
or underlie specific attitudes or behaviours. An ambient
display could increase human awareness by conveying such
relevant issues within a relevant and timely environmental
context. It can make important influential factors visible
and tangible, to allow people to better understand their
personal attitudes. Furthermore, the aesthetic and
opportunistic qualities of an ambient display allow for a
long-term sustained usage, and reduces the risk to “nag” or
annoy users.
      </p>
      <p>
        This paper proposes that ambient display is currently
changing character and is becoming increasingly
persuasive. It investigates the evolution of ambient display
techniques from relatively large-scale spatial installations
towards more personalized applications in the realm of
ubiquitous and wearable computing. Accordingly, it
discusses various design and evaluation considerations for
a new visualization direction, coined as persuasive
visualization, which aims to modify human behavior by
augmenting the awareness of people within an appropriate
context and in a non-obtrusive way.
SPATIAL AMBIENT DISPLAY
Most ambient displays take form as large-scale, spatial
installations placed within public settings. Such displays
tend to represent dynamically changing, non-critical
information that is relevant to their actual environmental
context (e.g. time, location and people), such as the weather
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] or local bus schedule [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Because of their physical
context, such displays are closely integrated within the
architectural setting. They stimulate the human senses in a
direct way, including vision (e.g. projections), sound (e.g.
data sonification), touch (e.g. wind fans, temperature
changes) or smell (e.g. odor emitters) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        Figure 1 shows two typical spatial ambient displays,
developed as part of an undergraduate studio design course
at the University of Sydney [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. On the left, a collection of
flowers represents the country of origin of products as they
are purchased at a local coffee shop. On the right, an
organic-style wallpaper displays the real-time network
usage and sound levels within four computer labs, while
rhythmically alternating light bulbs convey the waiting
time of the printing and plotting devices placed below.
Although not noticeable on first sight, these ambient
displays were initially motivated by persuasive intentions.
For instance, the coffee shop installation aimed to change
unsustainable shopping behavior: by indirectly increasing
the awareness of the amount of foreign products purchases,
it was expected that customers would choose more local
products that require less transportation costs and lead to
less environmental impact. Similarly, the wallpaper concept
aspired to influence the decisions of students of which
computer lab to go to, for instance the one that is the most
quiet, least occupied, and with the fastest network.
However, these persuasive considerations have not been
clearly translated, as they were diluted by concerns about
the physical adaptation to the environmental context, the
general acceptability by users and a desire for artistic
originality. Because the display designs concealed the true
intentions and their environmental contexts were too broad
for accurate interpretation, the resulting persuasive impact
was low.
      </p>
      <p>
        AMBIENT DISPLAY ARTEFACTS
More recent ambient display applications focus on
producing small-scale physical artifacts. Although
influenced by physical computing, product design and
electronic gadgetry, the design of these data-driven objects
still largely follows traditional ambient display heuristics.
The prototyping of these displays has become possible due
to the recent appearance of community-driven physical
computing platforms (e.g. Arduino, Processing), which aim
to reduce the technical complexity of programming
microelectronic devices for the enthusiastic interaction designer.
Existing ambient display artifacts vary from elaborate
robotic plants that convey the recycling behavior of people
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], to simple color-changing objects such as the Ambient
Orb, commercialized by Ambient Devices Inc. Figure 2
shows two typical ambient artifacts developed by
postgraduate students. On the left, an egg-shaped and
colorchanging device wiggles and rocks in different motion
typologies in reaction to the human emotions depicted
during an online chat conversation. On the right, the fabric
surface of a working computer mouse changes temperature
(i.e. hot or cold) depending on the emotions detected in
textual computer documents.
      </p>
      <p>
        Both examples show how ambient display artifacts aim for
alternative, non-graphical (or non screen- or
projectionbased) ways of communicating information. They
demonstrate more explorative design approaches that are
more inspired by digital, interactive art works than
traditional data mapping algorithms. By deliberately
exploring the borders of human’s cognitive perceptive
capabilities through infotropic stimulation by way of
motion, light, or temperature, these displays deliberately
provoke unpredictable interpretations. However, because
the objects are more directly related to their environmental
context, the resulting interpretations are more narrow than
for spatial installations. Whereas typical ambient displays
focus on conveying simple but meaningful patterns within
datasets, ambient artifacts ‘utilize’ the data to communicate
a more elaborate, subjective message. In other words, the
representation of patterns within the data is overturned in
favor of interpretative meanings that underlie the data.
Instead of augmenting knowledge about a dataset, such
displays aim for changing subjective attitudes of users. The
dataset is then reduced to a medium, used as a real-world
context and justification for the existence of the artifact.
Such displays do not aim for objective observation, but
rather provoke personal interpretation, quite similar to good
works of art. As ambient artifacts convey underlying
messages related to real-time data, they are able to inform
and involve people. It is this capability to stimulate higher
level reasoning based on information that forms the
persuasive potential of ambient display applications.
WEARABLE / UBIQUITOUS AMBIENT DISPLAY
From building facades to small artifacts, from mobile
devices to electronic fashion, information access seems to
be reaching the borders of technology miniaturization. At
the same time, information becomes increasingly related to
the actual environmental context of the user, such as the
actual location, situation, activity or social status. The most
recent advances in ambient display target the ubiquitous or
pervasive paradigm, or the use of computational devices
that enhance the experience of everyday life by interfaces
that are embedded within the physical environment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Several potential benefits of ubiquitous computing have
been described that demonstrate how technology can
support activities and values that are fundamentally
different from those that are existing today [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Whereas
most ubiquitous computing research efforts focus on
improving sensor analysis and context recognition
performance, only few research projects exist that focus on
how such context-related information can be fed back to
the users. ‘Wearable visualization’, the use of wearable
computing technology to represent information, is a
recently emerging application area based on insights from
ambient display and electronic fashion. A wearable
visualization uses small computers that can be continuously
worn on the human body to communicate information,
either to the wearer herself, or to other people in the
wearer’s vicinity. It differs from more common visual
applications on mobile devices in that wearables are
specifically designed to be unobtrusively integrated within
the user’s clothing. By merging visualization with fashion,
clothing is considered as a sort of public display that is
meant to ‘signal’ an interpretable meaning [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Because of
its continuous and public setting, a wearable display can
potentially alter the experience of the wearer or of other
people present in the immediate vicinity. Ultimately, those
onlookers might even be experiencing the presence of the
wearer differently. Wearable visualization shifts the context
in which people perceive and interpret information from
space and architecture (i.e. spatial ambient display), or
object affordances and product usability (i.e. ambient
artifact), towards the presence of the user herself, who
constantly shifts her contextual setting depending on
location, activities or time of day.
      </p>
      <p>
        Dissimilar to fashion, which is ultimately decided by the
wearer, a wearable display determines its visual presence
autonomously, depending on sensor-depending
instructions. As the wearer thus looses the power to
determine her visual presence, such display can become a
useful tool for persuasive purposes: to influence the
display, the wearer will ultimately need to alter her
behavior. Figure 3 shows two wearable ambient displays.
On the left, TeamAwear, an electronically-enhanced
basketball jersey that is capable of displaying publicly
available sports data related to the wearer (e.g. fouls, score,
time clocks)[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. On the right, a fashion-neutral wearable
device that creates fabric folds depending on environmental
data related to the wearer, such as the amount of
movements, sounds and social contacts over the time span
of a day [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The designs of both displays were inspired by
the ambient display concept: they both attempt to convey
information through “subtle changes in form, movement,
sound, color, smell, temperature, or light” [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], are based
on ‘non-critical’ dynamic data streams, can be observed in
the periphery of human attention, are meant for a
nonexpert audience, and are designed with attention to visual
aesthetics to increase their general acceptance by the
public. Both displays contain subtle persuasive qualities,
aiming to alter the behavior of the wearers to some degree.
For instance, the TeamAwear’s original design hypothesis
consisted of providing additional information to the players
in a non-intrusive way. By wearing these jerseys, it was
expected that players would make better in-game decisions
and thus experience a more challenging game-play.
However, although the players felt more confident, the
highest impact was reported by the referees, coaches and
audience members. Similar to an ambient display, the
folding display was specifically designed to become
understandable over time, only by those people that had
extensive exposure to the display, or were personally
informed by the wearer about the used data mapping
algorithms. Here, the design deliberately used an
ambiguous metaphor of fabric folding to ‘encrypt’ the data
in time and effort for obvious privacy reasons. In contrast
to the large-scale context of spatial ambient displays,
wearable visualizations represent information within the
environmental context of the wearer, with the aim to alter
the experience of that context for the wearer and any
onlookers. Because of its close relationship to the context,
wearable visualization seems to be an ideal platform for
persuasive applications.
      </p>
      <p>PERSUASIVE VISUALIZATION
Sustainable living, energy conservation, water
management, health prevention trust, social integration, and
ethics are only a few examples of potential application
areas that often utilize information presentations to increase
people’s awareness and change their behavior. Imagine
being able to ambiently represent the true environmental
impact of products, the energy consumption of activities, or
the health risks of food items at the exact moment when
such decisions are made. Different from other feedback
approaches, and because of the ambient qualities, such
display should be able to not unnecessarily disturb the user
during this activity. Such displays would allow people to
make more informed decisions while buying specific
products, eating fast food, taking a shower or choosing the
stairs or the elevator, but avoid the tendency to nag or
annoy users. Such displays should be different from
traditional feedback methods, in that they personally
involve the user when he or she wishes to do so. Ambient
display could become an ideal platform for this task, in its
focus on real-time data, context dependency, aesthetics and
personal interpretation.</p>
      <p>
        Background
Several visualization projects already exist that directly or
indirectly aim to encourage human behavior modification,
and could be classified under the term “persuasive
visualization”. For instance, the original Bus Schedule
visualization was evaluated by measuring whether more
students were logging off the university computers in tact
with the bus schedule after the display was installed [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
DiMicco et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] conducted a behavioral study to examine
how a shared graphical display of individual
speakerparticipation rates impacted the behavior of a group during
a collaboration task. A visualization of the power
consumption of radiators helped people understand and
reflect upon their energy usage [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Several creative design
interventions in public space aimed to promote energy
awareness, increasing awareness and provoking responses
and discussion [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. A short evaluation study showed how
a subtle plant display positively influenced the recycling
habits of students [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The impact of this display resulted in
more than just informing people about their recycling
habits, as people effectively changed their recycling
behavior. Morris [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] recently developed a social network
visualization with sensor-generated and self-reported data,
to foster awareness and empowerment of social health.
Other researchers developed a semi-graphical mobile phone
application to encourage physical activity [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These
examples prove how socially relevant information can be
represented in persuasive ways. They shift simple
information representation towards augmenting human
awareness of underlying principles, and ultimately aim to
encourage behavioral changes. However, it is still
undefined whether the unique qualities of ambient displays
are more suitable for such purposes than direct feedback or
self-reporting methods.
      </p>
      <p>Design and Evaluation Considerations
The goals and expectations of persuasive visualization
require that the current assumptions and heuristics of
ambient display need to be reassessed. For instance, the
concerns about aesthetic quality should reach beyond
adapting the design to its environmental setting. Instead, a
persuasive visualization could be assessed on how it
‘convinces’ or ‘encourages’ behavioral change, alters
opinions and attitudes, augments human awareness or leads
to ‘reflection’ or ‘discussion’. New evaluation methods are
required to objectively measure behavioral change. As
novelty and curiosity might initially be the major factors
that drive behavioral changes, longitudinal studies are
required to assess user compliance and long-term sustained
effects. However, traditional long-term behavior and
attitude capturing methods, including self-monitoring
techniques such as diaries and retrospective reporting, have
typical low success rates. They either require physically
carrying around a diary or the retrospective completion of
reports at the end of the day. The effort of carrying around
a diary results in a low long-term user compliance.
Retrospective reporting is relatively unreliable due to recall
bias and cognitive errors. In addition, the continuous
selfmonitoring ultimately might even influence the behavior
change more than the displays, either positively or
negatively. However, alternative evaluation opportunities
exist in measuring behavioral changes over random
intervals, or by monitoring the direct effects of behavior
changes, instead of the attitudes themselves.</p>
      <p>Ethical Considerations
A persuasive visualization is different from an ambient
display in that people need to rely on and trust the
information shown, so that they are willing to alter their
behavior. Whereas all visualizations should be trustworthy,
no real danger is involved when an international weather
diagram is miscomprehended. However, an ambient local
bus schedule might immediately loose its functionality, and
probably never recover, when people stop trusting its
accurateness. Naturally, this concern shifts even further
when people should become willing to modify their
personal behavior based on what they understand from the
display, for instance when purchasing more healthy food
products, conducting a more sustainable lifestyle or making
social contacts. This issue becomes even more evident for
persuasive purposes that rely on personal data, such as
health information or physiological sensor readings, which
could potentially lead to adverse behavior changes.
CONCLUSION
This paper discussed a recent shift in ambient information
systems, which can be coined as a focus towards
‘persuasive visualization’. It identified a recent tendency of
ambient displays to become smaller, more personal and
more persuasive, and showed how ambient displays
increasingly aim beyond informing people to instead
communicate subjective phenomena that underlie the
dataset. Such displays utilize data to justify the relevance
and significance of the representation by focusing on the
meaning of the data, instead of detecting any patterns
hidden inside it. By presenting such higher-level
information in a continuous and non-obtrusive way,
ambient displays have the potential to encourage people to
alter their attitudes or behaviors while maintaining an
enjoyable user experience.</p>
      <p>Following questions remain: What are the design
considerations for a persuasive ambient display? How can
ambient characteristics augment persuasive capabilities?
And how can persuasive quality be accurately evaluated?
ACKNOWLEDGEMENTS
We would like to thank all the students and research
assistants who participated in the different data
visualization courses at the Centre of Design Computing of
the University of Sydney, and especially those that
authored the projects that are used as illustrations in this
paper.</p>
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