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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Preface to the First International Workshop on Digital Nudging and Digital Persuasion (DNDP 2022)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Md Sanaul Haque</string-name>
          <email>md.haque@lut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ana Caraban</string-name>
          <email>ana.caraban@m-iti.org</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ashok Tripathi</string-name>
          <email>ashok.tripathi@lut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daire O'Broin</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joseph Kehoe</string-name>
          <email>joseph.kehoe@itcarlow.ie</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jari Porras</string-name>
          <email>jari.porras@lut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Software Engineering, LUT University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Instituto Superior Técnico</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Interactive Technology Institute</institution>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>gameCORE Research Centre, Institute of Technology Carlow</institution>
          ,
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Thirteen years after Peter Thaler brought Nudge Theory [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] into prominence, a concept
which proposes that subtle changes in the way choices are presented can intuitively
guide individuals towards desired behaviors. Since 2008 there has been substantial
research into its application in research and practice. For instance, Maiden and his
colleagues [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] were able to significantly encourage employees taking the stairs over the
elevator by incorporating footprints and posters that reveal the “desired path”. Another
example is provided by Lee and his colleagues [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] who redesigned a snack ordering
website to encourage healthy choices by locating healthy snacks in the first two pages
of the website and unhealthy ones in the last two. This simple modification of the
environment, where individual’s make decisions, was able to nudge 53% of the
participants to opt for a healthy snack [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. One limitation of current technology-mediated
nudges is the limited understanding of their long-term effects and whether nudging
effects sustain after the removal of the nudge [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Persuasive techniques also hold great potential for motivating desired behaviours,
for instance, promoting physical activity [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Design principles such as self-monitoring,
tailoring and personalization are well-known and deeply studied in the
human-computer interaction (HCI) field. For instance, self-monitoring is one of the most prominent
theoretically informed techniques used in personal informatics tools to support an
individual’s regulating own behaviours (e.g., walking goals). One should notice that both
nudging, and persuasion have the same end goals but rely on different principles to
encourage change. Nudges focus on guiding behaviours and decisions (i.e.,
decisionoriented) while persuasive design focuses on changing individual’s attitudes and
behaviours (i.e., attitude oriented).
      </p>
      <p>Technology holds great potential offering new interventions and reaching a wide
range of individuals in a faster and cheap way. It further allows interventions to reach
users who might otherwise not seek assistance before (e.g., due to fear of being
stigmatised). As a result, the use of persuasive digital technology in the research and industry
domains has attracted a lot of attention. In DNDP workshop, we focused on applying
digital nudging strategies and persuasive techniques in engaging people to increase
their level of competency and self-efficacy i.e., achieving their goals. Thus, the
expected outcome in using digital nudging and persuasion is to achieve a more sustainable
behavioural change for individuals.</p>
    </sec>
    <sec id="sec-2">
      <title>2 The First International Workshop on DNDP</title>
      <p>The DNDP workshop was intended to support individuals participating in the
workgroup session on the utilization of digital nudging and persuasion techniques to
increase goal achievement (e.g., self-chosen or predefined goals). This may include,
but is not limited to, interventions that help students increase their academic
performance, aid software engineers and researchers improve their day to day tasks’
performance (e.g., setting goals for daily writing output, reducing social media usage),
boosting patients' intrinsic motivation to adhere to doctors recommendations (e.g.,
medication adherence), help individuals increase their physical activity levels to achieve daily
walking goals, motivate green transportation habits to reduce environmental impact and
lessen climate change or improve people’s consumption choices (thus aiding in climate
change mitigation efforts). The application area for nudging is thus potentially
unlimited. We would also like to receive contributions on the use of nudging, persuasive, and
gamification technologies for addressing an individual’s competency and self-efficacy
related tasks.</p>
      <p>On March 29, 2022, we had the pleasure to organize the 1st edition of the Digital
Nudging, and Digital Persuasion (DNDP) Workshop in Doha, Qatar (virtually). The
workshop offered researchers, practitioners, and other relevant stakeholders from
multidisciplinary backgrounds a platform to present their research work and discuss their
ideas on the opportunities and challenges facing the digital nudging and persuasive
technologies research community.</p>
      <p>The structure of the workshop was two folded. In the first session, we presented the
paper submitted by the participants in response to the workshop call. In the second
session, we had simulation-based live study activities. The workshop also witnessed a
keynote presentation from Dr Mary Barreto, an invited Professor from Madeira
University, Portugal. A total of 4 papers were accepted and will be presented at the
workshop. Each paper submission went through a thorough peer-review process and was
assessed by at least two reviewers using the single-blind peer-review method. The
research paper submissions were evaluated based on their scientific quality and
significance to the DNDPs workshop. All research papers had been reviewed by at least two
reviewers. Accepted research papers was published on CEUR Workshop Proceedings
open access publication which can be used as a guidebook for both industry and
academic stakeholders in future research on digital nudging and persuasion. Authors and
co-authors were expected to present their research work as a part of the workshop.</p>
      <p>In addition to the paper presentation session, there was a dedicated simulation-based
live study session in which the participants were asked for some real-life scenarios as a
way of recreating their ideas and gathering feedback from prospective participants
towards building a more persuasive environment, to nudge the participant towards the
desired behaviour. As an example, Dr Reem Saleh Al Mansoori from Hamad Bin
Khalifa University (HBKU), Qatar, conducted a live experiment on inclusivity and digital
wellbeing, which is part of a research study called “Changing Designers First: A
Nudge-based Design Framework for Inclusiveness and Wellbeing”. This live study was
designed with the purpose of broadening the concept of inclusivity to consider users'
diversity beyond the commonly recognized abilities, whether permanent or contextual,
to include socio-emotional characteristics such as susceptibility to online pressure
(technical and social), self-awareness, resilience, personality, self-esteem, and
self-efficacy, and to reduce potential harm experienced by users when they interact with
technology-mediated solutions.</p>
    </sec>
    <sec id="sec-3">
      <title>3 Workshop Organisers</title>
      <p>The organisation for the online DNDP 2022 Workshop included Sanaul Haque (LUT
University, Finland) and Ana Caraban (Instituto Superior Técnico + Interactive
Technology Institute, Portugal) as program co-chairs, Jari Porras (LUT University, Finland)
and Joseph Kehoe (Institute of Technology Carlow, Ireland) as general co-chairs, Daire
O’Broin (Institute of Technology Carlow, Ireland) and Ashok Tripathi (LUT
University, Finland) as organising co-chairs. We wish to thank the Programme Committee for
their immense work and support:
•
•
•
•
•</p>
      <p>Fanny Vainionpää (University of Oulu, Finland)
Larry Abdullai (LUT University, Finland)
Laura Nauha (University of Oulu, Finland)
Micael Sousa (University of Coimbra, Portugal)</p>
      <p>Rohit Mishra (TU Delft, The Netherlands)</p>
    </sec>
    <sec id="sec-4">
      <title>4 Presented Work</title>
      <p>The accepted paper contributions covered broad areas of Digital Nudging and Digital
Persuasion. In this areas, current research issues of interest include how to engage
individuals, increase self-competency and efficacy level theory-driven game/gamified
design for solutions, and novel visualizations of behavioral data, Sustainable
behavioural change towards education outcomes and health outcomes:</p>
      <p>
        Sousa et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], in their paper “Transforming Google Drawings into a game-based
nudging tool for collaboration”, proposed a game-based methods where participants in
a meeting and a lecture played a simple collaborative game to engage in a nudging
activity. This process can be easy replicated and added to online meetings and classes.
      </p>
      <p>
        Mayumi et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], in their paper “Aroma Nudges: Exploring the Effects on Shopping
Behavior in a Supermarket”, investigated how the disposal of unsold vegetables could
be solved. This study focuses on the “aroma” generated during product sampling and
explores the effect of aroma nudges on purchasing behavior towards sustainability. The
results suggest that the inclusion of aroma nudges has a positive potential to attract
consumer interest and positively influence their purchasing decisions.
      </p>
      <p>
        Alam et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], in their work titled “Prototyping a gamified system to persuade
school-age children in developing countries: using Kahoot in online environments”,
explored how the socio-economically disadvantaged school-age children in developing
countries, used a Kahoot based online gamified platform (reward-based tasks) for
solving primary level math quizzes and puzzles. This study also highlighted on using CSLT
theory to design and develop the system.
      </p>
      <p>
        Haque et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], in their paper “Do nudges work? Using personal normative message
in mHealth intervention to dissuade from physical inactivity”, designed and developed
a zero-cost nudging mHealth intervention to stimulate physical activity. The result of
the pilot study has shown that participants highlighted personal normative message
installed as screensaver in a smartphone to dissuade their physical inactivity.
      </p>
      <p>The DNDP workshop was an excellent match to Persuasive Technology (PT) 2022
as this promoted technology such as nudging, gamification and persuasion to influence
citizen’s behaviour towards reaching their goals and milestones. This workshop
allowed researchers as well as relevant stakeholders who are registered and engaged in
the PT 22 conference to present their work and to do real simulation tasks which
assisted them to do teamwork and improve their nudging skills.</p>
    </sec>
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