=Paper= {{Paper |id=Vol-2629/6_ppt_suruliraj.pdf |storemode=property |title=Bota: A Personalized Persuasive Mobile App for Sustainable Waste Management |pdfUrl=https://ceur-ws.org/Vol-2629/6_ppt_suruliraj.pdf |volume=Vol-2629 |authors=Banuchitra Suruliraj,Tolulope Olagunju,Makuochi Nkwo,Rita Orji |dblpUrl=https://dblp.org/rec/conf/persuasive/SurulirajONO20 }} ==Bota: A Personalized Persuasive Mobile App for Sustainable Waste Management== https://ceur-ws.org/Vol-2629/6_ppt_suruliraj.pdf
        Bota: A Personalized Persuasive Mobile App for
                Sustainable Waste Management

            Banuchitra Suruliraj1 Tolulope Olagunju1 Makuochi Nkwo2 Rita Orji1

             1
          Faculty of Computer Science, Dalhousie University, Halifax NS, Canada
        2
        Department of Computer Science, Ebonyi State University, Abakaliki, Nigeria
    {Banuchitra.suruliraj; Tolulope.Olagunju; Rita.Orji}@dal.ca, makuonkwo@gmail.com

Abstract. This paper presents a personalized persuasive mobile app for promoting sustainable
waste management behavior called Bota. The app design follows an iterative design process
beginning with a review of existing apps in the area of waste management, the results of the
review is then used to inform a medium-fidelity prototype design. Finally, we used the results
from the evaluation of the medium-fidelity prototype to design the high-fidelity prototype.
Specifically, first, we evaluated 148 mobile applications for sustainable waste management and
deconstructed the strategies employed in their design. Personalization emerged as one of the
frequently employed strategies. Based on the findings from the review, we designed the initial
medium-fidelity, and subsequently, the high-fidelity prototype of Bota. A preliminary evalua-
tion of the Bota app shows that our participants liked it; would use it if available; and found the
app to be highly persuasive and capable of motivating desired behavior change towards sus-
tainable waste management. In addition, 75% of the participants liked the game feature provid-
ed in the app.

Keywords: Persuasive Technology, Behavior Change, Waste Management, Sustaina-
bility, Persuasive Strategies, Mobile Apps, Sustainable Development Goals (SDG)


1       Introduction
People often think it’s only the manufacturing industry that has contributed to climate change;
improper disposal waste is one of the leading causes of environmental pollution. In reality, to
live in an eco-friendly and sustainable world, everyone has a role to play. When recyclable and
non-recyclable items are disposed of together it destroys the earth. Studies have shown that lack
of awareness and negative attitudes are some of the hindrances to efficient waste disposal,
sorting, and management in most developing communities [11]. Although various stakeholders
have developed a number of strategies and approaches to curbing the high incidences of im-
proper waste disposal and motivating and/or compelling people to embrace positive waste
management behaviors, however, there have been little or no improvements in the waste man-
agement processes of most individuals and communities. Therefore, there is a need for a new
approach to motivate sustainable waste management behaviors which can be achieved via the
integration of mobile technology and persuasive strategies.



Persuasive 2020, Adjunct proceedings of the 15th Int. conference on Persuasive Technology.
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons Li-
cense Attribution 4.0 International (CC BY 4.0).
    Persuasive strategies are the building block of persuasive technologies (PTs) that enable us
to motivate, influence, and assist users in adapting the desired behaviors [13, 15, 19, 21]. As a
result, they are progressively being implemented in a variety of systems or apps to engage users
and support them to achieve desired outcomes [12]. Also, smartphones are becoming more
popular as people conduct all kinds of activities such as banking, shopping, gaming in their
smart phones [16]. This provides the avenue for mobile apps to drive changes that can positive-
ly impact our environment.
    Therefore, the goal of this research is to design a personalized persuasive mobile app for
promoting sustainable waste management behavior called Bota. The app follows an iterative
design process beginning with a review of existing apps in the area of waste management, the
results of the review is then used to inform a medium-fidelity prototype design. Finally, we
used the results from the evaluation of the medium-fidelity prototype to design the high-fidelity
prototype. Specifically, we reviewed 148 mobile applications to deconstruct all the persuasive
strategies implemented in the apps. The findings from our study uncover that the apps cumula-
tively employed 837 persuasive strategies spread across the four categories of the PSD frame-
work as follows: Primary Task Support (PTS) (n= 327), Dialogue Support (DS) (n=193), Sys-
tem Credibility Support (SCS) (n=245), and Social Support (SS) (n=72).Reduction, Personali-
zation, Real-world feel, Surface credibility, Reminder, and Self-monitoring, (listed in de-
creasing) emerged as the most frequently employed strategies in available apps for sus-
tainable waste management.
    Based on the design recommendations from this study, we developed an initial medium-
fidelity, and subsequently, a high-fidelity prototype of Bota; a personalized persuasive mobile
app for promoting sustainable waste management behaviors. A preliminary evaluation of the
Bota app shows that all the participants liked the Bota app; would use it if available; and found
the app to be highly persuasive and capable of motivating desired behavior change towards
sustainable waste management. In addition, 75% of the participants liked the game feature
provided in the app.


2      Background and Related Work
Wastes are real and waste management is a big business and sustainability challenge! But the
bigger problem is the peoples’ negative attitude and behaviors towards waste disposal and
management across the communities [9, 11]. Behavior-change technologies also known as
persuasive technologies are interactive systems (mobile, desktops and games) that are devel-
oped to inspire attitudinal and behavioral change from potential users without coercion or de-
ception [4][5]. They are integrated with persuasive strategies, which are implemented on those
technologies to inspire and support users to perform target behaviors [8][14].In the past, many
researchers developed various design steps [4], and strategies [17]which could be employed to
design and evaluate persuasive systems. Specifically, Oinas-kukkunen and Harjumaa (2009)
came up with twenty-eight persuasive strategies (persuasive system design (PSD) framework)
which are categorized into four groups based on the type of support that they provide to users
of a system: the primary task, dialogue, system credibility, and social support [15][17].
   The results from recent studies show that the PSD framework has been used to design and
deconstruct the persuasive strategies implemented in various kind of systems in different do-
mains of human endeavors [11][5,13][14][18]. Fewer works have been done in developing
persuasive technologies (PTs) to support sustainable waste management behaviors [2, 3, 10,
11][22]. However, we advance research in this domain by reviewing 148 mobile applications to
highlight relevant persuasive strategies that are effective at promoting sustainable waste behav-
iors. The findings from this review informed the iterative development and subsequent evalua-
tion of the different phases of our mobile app, which could be employed to encourage behav-
ioral and attitudinal changes of individuals to waste management.


3         The Study
This research seeks to uncover the finest persuasive strategies which have been successfully
used to promote sustainable waste management behaviors. In addition, we want to use these
strategies to design and evaluate a prototype mobile app for this purpose. To achieve these
objectives, we addressed the following research questions: 1) What persuasive strategies were
implemented in typical mobile apps for waste management online? 2) How can we adapt and
implement these strategies in a new mobile app to promote sustainable waste management and
sorting behaviors to improve its effectiveness?

          Total number of apps retrievedn=244                 Duplicates removed n=17
                   iOS App store n=81                   Same app in iOS App store and Google
                 Google Play storen=163                             play store




               After duplicates removed                    Apps excluded with reasons n=79
         Total number of apps retrieved n=227                 App not functioning n=17
                  iOS App store n=64                              Cannot login n=28
                Google Play store n=163                     Target behavior not inline n=14
                                                                App not in English n=2
                                                              Removed form store n=18


         App description assessed for eligibility




    Apps focused on waste management n=148


                           Fig. 1. Mobile applications filtering criteria
3.1         Evaluation of Mobile Apps for Sustainable Waste Management
To answer research question one, we searched for apps on the App Store and Google Play that
is related to the subject matter, using various search terms including “waste management”,
“waste disposal”, “sustainable waste”, “waste tracker” and “waste recycling”. In addition, we
searched using various combinations of search terms using ‘OR’ and ‘AND’. We applied a
number of criteria to extract the apps that align with our study objectives; we accepted only
those apps that are designed to support waste management activities and are in English (accord-
ing to the app’s description, demo and checking language options in app settings). In contrast,
we left out those apps that failed to satisfy the aforementioned criteria. We ensured that apps
that appeared in both the App Store and Google Play were counted as one.
    In addition, we downloaded and coded the mobile apps for sustainable waste management
to uncover the persuasive strategies implemented on them and how they were implemented,
based on the Persuasive System Design (PSD) framework described by research [15]. We chose
this framework because it is a widely used model for deconstructing persuasive systems to
identify strategies that are effective at abetting users to accomplish desired tasks and target
behaviors. We agreed on initial codes and ensured a mutual understanding of the coding deci-
sions at every point. We organized and analyzed our data as follows:
      1. Categorized apps based on their purpose and target behaviors.
      2. Carried out a descriptive analysis of the collected data to get the persuasive strategies
         employed in the apps.

The evaluation uncovered that the apps cumulatively employed 837 persuasive strategies
spread across the four categories of the PSD framework as follows: Primary Task Support
(PTS) (n= 327), Dialogue Support (DS) (n=193), System Credibility Support (SCS) (n=245),
and Social Support (SS) (n=72). In addition, we identified the persuasive strategies implement-
ed on mobile apps, how they were implemented to promote particular target behaviors and
respective behaviors targeted by the apps.
   These findings are discussed in detail in a separate research paper [7][21].

3.2         Initial Prototype Design
To answer research question two (2), we proposed a number of design recommendations for
developing sustainable waste management apps, which will potentially enhance the apps’ effec-
tiveness at encouraging sustainable waste management behaviors. These recommendations for
design were based on the most commonly applied persuasive strategies including: Reduction
(n=97), Personalization (n=90), Real-world feel (n=83), Surface credibility (n=83), Reminders
(n=73), Self-monitoring (n=50), Tailoring (n=45), Social facilitation (n=40), Rewards (n=36),
Suggestion (n=33), Verifiability (n=32), Praise (n=29), Liking (n=18) and Rehearsal (n=17)
                                                                                             Persuasive Strategies occurences
                                             Reduction                                                                                                                97
                                       Personalization                                                                                                           90
                                       Real-world feel                                                                                                      83
                                    Surface credibility                                                                                                     83
                                             Reminders                                                                                            73
                                       Self-monitoring                                                                      50
                                              Tailoring                                                               45
                                     Social facilitation                                                         40
                                               Rewards                                                     36
                                            Suggestion                                                33
     Persuasive strategies




                                           Verifiability                                             32
                                                 Praise                                         29
                                                  Liking                                18
                                             Rehearsal                                 17
                                        Trustworthiness                               16
                                              Tunneling                              15
                                             Simulation                            13
                                              Expertise                           12
                                              Authority                          11
                                          Cooperation                           10
                                    Social comparison                       8
                             Third-party endorsements                       8
                                   Normative influence                  6
                                           Recognition              4
                                        Social learning             4
                                              Similarity           3
                                            Social role        1
                                                           0                           20                   40                     60                  80             100   120
                                                                                                                           Number of occurences



                                                           Fig.1.Persuasive strategies and number of occurrences

Some of the recommendations for design include:
1. Reduction of efforts expended by users in performing target behaviors using Simple and
   Easy-to-Use Routines
2. Opportunity for Users to Customize Contents and Displays suing personalized support
   features.
3. Provision information about the owners of the app using genuine and responsive design
4. The offering of competent and credible interfaces to support various categories of users
5. Notification Management by employing Reminder strategy to remind users to perform
   target behaviors
6. Helping users track their performances using self-monitoring strategy
7. Adapting information to different user groups using tailored contents and services
8. Facilitating interaction and collaboration among potential users by using social media
   tools and platforms to share information.
The details of the recommendations for design and how they may be implemented in typical
persuasive technologies for waste management are discussed on a separate research paper [7].
    Subsequently, we used the recommendations to design a medium-fidelity and subsequently,
a high-fidelity prototype of Bota; a mobile persuasive app that will potentially motivate people
to practice pro waste management behaviors. Figure 2 (a – d) shows the screenshot description
of the medium-fidelity prototype of Bota.
    Figure 3a is a map view window that shows nearby recycling centers based on the user’s
current location. It lists the names of nearby recycling centers and distance in kilometers. This
screen implements a reduction strategy showing a visual picture of nearby centers, reducing the
time spent in finding the closest one. The real-world feel is implemented by showing names of
nearby centers and addresses upon selecting each center. Surface credibility is employed by
embedding a Google map view to have a competent look and feel. Tailoring is employed by
showing centers tailored to the user’s current location not a generic list. Verifiability is em-
ployed as the names of recycling centers and contact information can be provided in more
information pages.




a)                      b)                      c)                       d)
            Fig. 2.Medium-fidelity prototype implementing 12 persuasive strategies

Figure 3b is a Self-tracking feature. Personalization is employed by providing an option to
add/modify goals and tracking items to reflect their personal preference. This is one of the
common implementations of personalization in persuasive apps [1]. Rewards are implemented
by providing awards for consistent performance, and self-monitoring is employed by showing a
graph of statistical data, and calendar view. Reminders strategy is employed by push notifica-
tion and News that frequently reminds the user to use the app and track progress.
   Figure 3c shows a personalized sorting game. Here, a waste item is shown, and the player
has to choose how to dispose of it based on its types like organic, recyclable, paper or hazard-
ous type. Rehearsal strategy is employed to help a user to rehearse waste sorting activities
which could support them in day to day life waste sorting. Praise and Reward strategy are
employed via congratulations to the user on completing a level and award of badges/trophies
for obtaining a high score. Social facilitation is employed to allow users to share their high
scores on social platforms like Facebook, Twitter or others, thus motivating users to perform
target behaviors [20].
    Fig 3d shows a get a social window which helps to bring people with similar goals together,
by providing information about local initiatives like beach cleanup or virtual events happening
across the globe. It also shows friends who are taking part in those events. Social facilitation
strategy is implemented by showing events and friends taking part in those events. The tailor-
ing strategy is employed by showing events relevant to goals or saved filter options. Reminder
strategy is implemented by sending push notification about interesting events, and new events.

3.3       Evaluation of the Medium-Fidelity Prototype
We assessed the effectiveness of the persuasive strategies implemented on the mobile app pro-
totype at promoting intended waste management behaviors. This will enable us to identify and
select the most effective strategies. In all, eight (8) participants took part in this medium-fidelity
prototype evaluation. The researchers gave a brief introduction to the study. The questionnaire
took about 20 min to complete. The questionnaire consisted of 6 sections namely:
   Participant Information: In the last section, participants are requested to enter information
about education and country of origin. The questionnaire is formatted in Google forms1 and
shared with participants; participants answered the questionnaire from their personal laptop.
The participants consist of 50% females and 50% males; all were above 20 years of age and
had a minimum of an undergraduate degree.
   Waste Sorting Quiz: The waste sorting quiz section had four questions examining partici-
pants’ knowledge of the different types of wastes and how to appropriately dispose of the incor-
rect bin them in line with the best waste management practices.
   Play Rethink Waste Game2: The participants were requested to complete at least one level
of Rethink waste game. The game is a waste sorting game that teaches participants how to sort
different types to the appropriate waste bin provided by a Canadian municipality.
   Share Their Experience of Playing the Game: In the third section of the questionnaire,
participants were requested to share their experiences about playing the Rethink Waste game
and answer two questions on how playing a waste sorting game can educate people on waste
sorting in real life.
   Waste Management Practices: This section had five questions about current waste man-
agement practices that participants follow in their day-to-day life.
   Rating Proposed App Features: Participants were requested to rate and provide feedback
on the medium-fidelity prototype of the Bota app we designed.
We evaluated the prototypes using an online survey (created using Google forms1), download-
ed in .csv format and analyzed using Microsoft excel for both studies described in this paper.
Quantitative analysis was conducted on close-ended question responses and qualitative analysis
was conducted on open-ended question responses.
3.4          Findings and Discussion
The results were analyzed in 5 categories: “Quiz on waste sorting knowledge”, “feedback on
game”, “current waste management practices”, “app features” and “participant information”.




                          Fig. 3.Participants’ knowledge of waste categories

As can be seen from Figure 4, the analysis of the Quiz on waste sorting knowledge shows that
75% of participants showed strong knowledge on organic and electronic waste disposal, but the

1
    https://www.google.ca/forms/about/
2 https://www.surrey.ca/city-services/18153.aspx
numbers dropped to 38% on recyclable plastics and only one participant gave the right answer
on single-use plastics disposal. This implies that there is a need to improve knowledge of sin-
gle-use plastics, which can be implemented using effective persuasive strategies.




                   Fig. 4.Sorting game improve knowledge on waste disposal

As can be seen from Figure 5, 75% of the participants agreed that playing a waste sorting game
will improve their knowledge of waste management. Out of the negative response, one partici-
pant chose “No” because the information in the game was inaccurate which is out of scope for
our study as the game is provided by the government of Surrey city, Vancouver, Canada.




                           Fig. 5. Cumulative ratings on app features

When participants were asked to rate the four app features, we found that “providing infor-
mation about nearby recycling depots” and “waste sorting game” scored highest; both scored
32 out of 40 each, among the participants. Based on the responses to open questions, we found
that 50% of participants believe that sustainable waste management is about waste sorting and
disposal, and only one (1) participant said it is about changing daily habits. All the participants
agreed that earth is getting polluted by humans and changes in daily habits will bring a change
to the environment. We received responses of participants with Pakistan, Saudi Arabia and
Nigeria as their country of origin and all of them had a minimum of bachelor’s level degree.

3.5       High-Fidelity Prototype Design
Based on the results from the evaluation of the high-fidelity prototype, we iteratively developed
the high-fidelity prototype of the app to target users in the pre-contemplation, contemplation
and action stages of the trans-theoretical behavioral model. Also, we took into consideration, a
few of the state-of-art features existing in sustainable mobile apps for waste management on the
online marketplace in designing the high-fidelity prototype of the app. Specifically, we wanted
to include those interactive and motivational features that will potentially promote a change in
attitude and behavior of users from disposing of waste in one trash/bin to sorting waste into
major 4 categories – Organic, Recycle, Garbage and others. The target audience for this app
were adults as they are in the best position to dictate what goes on in a household and pass
down knowledge to their kids (if any). The prototype was designed using the Proto.io3 website.
The figures7(a- g) is a pictorial description of what we have been able to come up with so far.




a)                      b)                  c)                    d)




e)                      f)                   g)
                             Fig. 6.High-fidelity Prototype Designs

Figure 7ais the Login screen that is personalized to allow users to login using their individual
Facebook account or email addresses or phone number. In addition, new users can sign up
using email, phone number or Facebook accounts.
    Figure 7b is the home screen of the application and it contains four primary features: Activi-
ty, Recycling depots, Game and News and Events. A user can view the demo to understand
how the app works. Users are expected to turn on Location Services for the app to know the
current location of the user.


3
    https://proto.io/
   Figure 7c displays the map that shows nearby recycling depots where the users can drop-off
wastes. The locations are color-coded into the red for organic or food waste, yellow for paper or
glass waste, blue for plastic waste and black for multiple types. This helps the user to know the
nearby centers and drop off recyclable wastes.
    Figure 7d is the Daily tracker feature of the app. Users can track their daily behavior in three
categories food waste, plastics and glass or paper. The user can choose what type of action they
followed such as reduce, reuse or recycle on the three waste types provided. Also, the user will
earn a golden star for not using a single-use plastic-like bag in a day. Upon consistently logging
these actions, users will gain badges and cups. The golden stars can be compared with friends.
    Figure 7e is the newsletter feature that allows users to send push information on tips, events,
communities and campaigns related to waste management. This helps the user to stay up to date
when it comes to waste management.
    Figure 7f displays golden stars earned. This is a social comparison strategy that uses a graph
to compare the activities of friends who use plastic-like bad daily and those who don’t. It also
shows the achievement of their friends. This allows users to stay motivated and compete with
friends.
    Figure 7g is a waste sorting game. The game is similar to commonly found waste sorting
games that use features like rewards and praise inform of words and virtual trophies to motivate
gamers to perform target behaviors.

3.6        Preliminary Evaluation of Bota App
We conducted a preliminary evaluation to understand the usability of the high-fidelity proto-
type design in the context of effectiveness in achieving sustainable waste management and
gather feedback on usability issues and potential improvements. Four (4) participants from the
same set of people who evaluated the first study were chosen to evaluate the prototype.
   Study design: The study was conducted using a combination of open-ended and close-
ended questions. The study consisted of 2 parts: Prototype testing and answering questionnaire.
The prototype is designed using the Proto.io3 website and a link to the high-fidelity prototype is
shared with the participants. After browsing through the prototype screens, the participants
were requested to answer a questionnaire to rate the app on the Likert scale. Feedback is
requested in four categories according to feedback capture grid4: Liking, Criticism, Questions
and Suggestion. Finally, participants asked to provide general comments. The questions were
designed using a Google survey1.Before beginning the study, the researchers demoed the
prototype; participants were requested to use the app on their mobile phone. After which they
responded to the questionnaire. The task took an average of 15 minutes to complete.
    Study participants: For this preliminary evaluation four participants from the same set of
participants who evaluated the medium-fidelity prototype were randomly chosen to participate
in the high-fidelity prototype evaluation. Participants consist of two females and two males, age
ranging from 20 to 40 years old, and possess a minimum of bachelor’s degree.



4
 https://www.interaction-design.org/literature/article/test-your-prototypes-how-to-
gather-feedback-and-maximize-learning
3.7       Results
The results show that all the participants (100%) liked the Bota app; would use it if available;
and agreed that the app is highly persuasive and capable of motivating desired behavior change
towards sustainable waste management. Again 75% of the participants liked the game feature
provided in the app. However, participants also requested for some features and more im-
provements on the app’s usability. Specifically, participants highlighted the need to separate the
daily tracker from the calendar view. One participant requested a demo or tutorial feature that
works users through how to use the app. One participant commented “I suggest you make the
dates on the calendar clickable so that the user would have a larger screen for the particular
date he is interacting with. An example of what each waste is would be necessary.”
   To address the comments or issues highlighted by participants in the evaluation, we added
three new pages to the app design. These include: to separate daily trackers from a calendar, we
added a new page for self-tracking daily waste management activity, see Figure 8a. Again, we
created a demo page that shows how to use the app, see Figure 8b. To improve the overall app
usability and usefulness we implemented picker for selecting options, added recycling guide
from a local municipality and a sorting guide using camera and object recognition library, see
Figure 8c. The feature is added to the navigation bar as it helps the user to sort waste in day to
day life.




               a)                    b)                     c)
                    Fig. 7. Additional features based on participant feedback

4         Future Work
Currently, the high-fidelity prototype of the app is at the final stages of development. As soon
as we complete the iterative design, we plan to conduct another evaluation study to understand
the usability of the prototype in the context of its effectiveness in achieving sustainable waste
management and gather feedback on usability issues and potential improvements. Specifically,
we will request feedback from a number of participants; a select number of people from the
group of participants who evaluated the first version of the high-fidelity app and a new set of
participants, to assess this new version. This mixture will afford us the opportunity to measure
and compare performance from both the participants who are already conversant with what we
are doing and those who are new to this study. After the evaluation of the new version of the
high-fidelity prototype, we hope to measure the expected changes and compare them with the
results we had after the evaluation of the high-fidelity prototype. In addition, we hope to under-
stand the level of effectiveness of the persuasive strategies implemented on the high-fidelity
prototype and how they could be better operationalized to motivate attitudinal and behavioral
changes in the manner people manage their wastes.

5         Conclusion
Persuasive technologies are valuable tools of influence and motivation. They may come in form
of mobile apps, desktop systems, games, and hardware which are operationalized with persua-
sive strategies to motivate, influence, and assist potential users to embrace new and desired
behaviors that will benefit them and their society. They have been applied in various domains
such as in eCommerce, eLearning, health and wellness, workplace, and environmental sustain-
ability. This paper describes an early, middle, and advanced stages of work on the design of a
mobile app for waste management. Through an initial evaluation of 148 mobile applications,
we extracted some of the finest persuasive strategies which are currently being used to develop
sustainable waste management systems. Based on the design recommendations from this study,
we developed an initial medium-fidelity, and subsequently, a high-fidelity prototype of Bota; a
mobile persuasive app that will potentially motivate people to practice pro waste management
behaviors. Using an online survey, we invited users to evaluate the effectiveness and usefulness
of our high-fidelity design in changing/improving people’s behaviors to waste management.
We iteratively used the feedback from our survey to develop a high-fidelity prototype of the
app. A preliminary usability evaluation of the initial design of the high-fidelity prototype shows
that 100% of the participants liked the Bota app; would use it if available; and agreed that the
app is highly persuasive and capable of motivating desired behavior change towards sustainable
waste management. In addition, 75% of the participants liked the game feature provided in the
app. We are iteratively using the feedback from our evaluation to refine and improve the app’s
usability. We plan to evaluate the persuasiveness of the new version of our app in promoting
pro-environmental behaviors among a mixed group of users.


References
1.       Aldenaini et al.: How Effective is Personalization in Persuasive Interventions for
         Reducing Sedentary Behavior and Promoting Physical Activity: A Systematic Review.
         1–33 (2020).
2.       Bremer, C.: Not ( B ) interested ? Using Persuasive Technology to Promote
         Sustainable Household Recycling Behaviour An Identification and Implementation of
         Key Elements with Focus on Young Adults in Sweden. (2018).
3.       Comber, R. et al.: BinCam : Designing for Engagement with Facebook for Behavior
         Change. 99–115 (2013).
4.       Fogg, B.: A behavior model for persuasive design. In: ACM International Conference
         Proceeding Series. (2009). https://doi.org/10.1145/1541948.1541999.
5.       Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and
         Do. (2003). https://doi.org/10.1016/B978-1-55860-643-2.X5000-8.
6.       Kelders, S.M. et al.: Persuasive system design does matter: A systematic review of
         adherence to web-based interventions, (2012). https://doi.org/10.2196/jmir.2104.
7.       Nkwo, M. et al.: Apps to Promote Sustainable Waste Management: Evaluation of
      Behavior Change strategies and State-of-the-art.
8.    Nkwo, M.: Designing culturally-appropriate persuasive technology to promote
      positive work attitudes among workers in public workplaces. In: ACM UMAP 2019 -
      Proceedings of the 27th ACM Conference on User Modeling, Adaptation and
      Personalization. (2019). https://doi.org/10.1145/3320435.3323465.
9.    Nkwo, M.: Mobile persuasive technology: Promoting positive waste management
      behaviors in developing African nations. Conf. Hum. Factors Comput. Syst. - Proc.
      CHI’19 Ext. Abstr. (2019). https://doi.org/10.1145/3290607.3299071.
10.   Nkwo, M.: Mobile persuasive technology: Promoting positive waste management
      behaviors in developing African nations. In: Conference on Human Factors in
      Computing Systems - Proceedings. Association for Computing Machinery (2019).
      https://doi.org/10.1145/3290607.3299071.
11.   Nkwo, M. et al.: Persuasion for Promoting clean and sustainable environment. In:
      ACM International Conference Proceeding Series. pp. 259–262 Association for
      Computing Machinery (2018). https://doi.org/10.1145/3283458.3283515.
12.   Nkwo, M. et al.: Public Perception of Mental Illness : Opportunity for Community-
      based Collaborative Intervention. 1–7 (2020).
13.   Nkwo, M. et al.: Socially-oriented Persuasive Strategies and Sustainable Behavior
      Change : Implications for Designing for Environmental Sustainability. 1–5.
14.   Nkwo, M., Orji, R.: Personalized persuasion to promote positive work attitudes in
      public workplaces. In: ACM UMAP 2019 Adjunct - Adjunct Publication of the 27th
      Conference on User Modeling, Adaptation and Personalization. pp. 185–190
      Association          for         Computing        Machinery,        Inc        (2019).
      https://doi.org/10.1145/3314183.3323858.
15.   Nkwo, M., Orji, R.: Persuasive technology in African context deconstructing
      persuasive techniques in an African online marketplace. In: ACM International
      Conference Proceeding Series. pp. 89–98 Association for Computing Machinery
      (2018). https://doi.org/10.1145/3283458.3283479.
16.   Nkwo, M., Orji, R.: Socially responsive ecommerce platforms: Design implications for
      online marketplaces in developing African nation. In: ACM UMAP 2019 Adjunct -
      Adjunct Publication of the 27th Conference on User Modeling, Adaptation and
      Personalization. (2019). https://doi.org/10.1145/3314183.3324984.
17.   Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: Key issues, process
      model, and system features. Commun. Assoc. Inf. Syst. 24, 1, 485–500 (2009).
      https://doi.org/https://doi.org/10.17705/1cais.02428.
18.   Orji, F. et al.: ClassApp : A Motivational Course-level App. November, (2018).
      https://doi.org/10.1109/IEMCON.2018.8615053.
19.   Orji, R.: Why Are Persuasive Strategies Effective ? Exploring the Strengths and
      Weaknesses of Socially-Oriented Persuasive Strategies Why Are Persuasive Strategies
      Effective ? Exploring the Strengths and Weaknesses of Socially-Oriented Persuasive
      Strategies. In: In International Conference on Persuasive Technology. pp. 253–266
      Springer, Cham. (2017). https://doi.org/10.1007/978-3-319-55134-0.
20.   Oyibo, K., Orji, R., Vassileva, J.: The influence of culture in the effect of age and
      gender on social influence in persuasive technology. In: In Adjunct publication of the
      25th conference on user modeling, adaptation and personalization. pp. 47–52 (2017).
21.   Suruliraj, B. et al.: Persuasive Mobile Apps for Sustainable Waste Management : A
      Systematic Review. 1–12.
22.   Thieme A. et al.: We ’ ve Bin Watching You : Designing for Reflection and Social
      Persuasion to Promote Sustainable Lifestyles. Presented at the .
      https://doi.org/https://doi.org/10.1145/2207676.2208394.