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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>E. R. (2011). A holistic framework to improve the uptake and impact of
eHealth technologies. Journal of Medical Internet Research</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1136/bmj.n2061</article-id>
      <title-group>
        <article-title>A Persuasive Systems Education Program within an Information Systems Curriculum</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Harri Oinas-Kukkonen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pasi Karppinen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Piiastiina Tikka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Oulu</institution>
          ,
          <addr-line>Oulu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>30</volume>
      <issue>3</issue>
      <fpage>1</fpage>
      <lpage>12</lpage>
      <abstract>
        <p>There are very few places where persuasive technology can be studied as the main subject but many more where it can be studied within an educational program. In this paper, we describe persuasive technology education which has been embedded in an information systems curriculum to the extent that a full study program can be provided without it being administratively called a master's program. The structure and idea behind of this will be explained. This is important as education of persuasive technology has been neglected largely by the persuasive technology research field.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Persuasive technology</kwd>
        <kwd>computer science</kwd>
        <kwd>information systems science</kwd>
        <kwd>master's degree</kwd>
        <kwd>teaching</kwd>
        <kwd>study program</kwd>
        <kwd>curriculum</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>2. Competency-based approach in computer science and information systems curricula</title>
      <p>
        In modern societies, nearly everyone uses different digital devices as part of their everyday lives,
and this computing landscape offers many career opportunities for students. Calitz et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] suggests
that universities should link computing programs with specific career tracks that indicate needed
specialisation and knowledge. A recent master’s level curriculum recommendation for Information
Systems [2] uses profiles introduced in the CEN Workshop Agreement on European ICT (information
and communication technology) Professional Profiles [3]. Topi et al. [2] underline that these profiles
are merely examples, not intended to be exhaustive, and they expect that programs will adapt target
profiles that fit their specific needs.
      </p>
      <p>The computing curricula report CC2020 by the Joint ACM/AIS IS2020 Task Force [4] is using
competency-based approach, which portraits a level of professional excellence that goes beyond having
only knowledge in a field. Competencies include technical skills and human attributes to function in
the workplace, and they provide a basis to the graduates’ ability to perform appropriate tasks as
professionals in computing. The overall aim for competency-based approach is to be able to compare
computing disciplines and facilitate detailed comparisons. One of the seven disciplines for which
computing curricula exist or are in the development process is information systems.</p>
      <p>The discipline of information systems (IS) focuses on information, which can include numerous
subthemes such as information capturing, storage, processing, and analysis. Common goal of
information systems is that it helps data interpretation that supports decision making. As a field it relies
on other computing disciplines, but it has much bigger emphasis on human, organisational and business
aspects. Information processing can often turn into new organisational procedures, making an impact
beyond technical solutions. On a broader picture the IS discipline studies, how computing can enable
transformative change within domains of human activity [4].</p>
      <p>Information systems degree programs usually include education in computing and information
technology, but they also have vast interest to cover application areas such as business. IS professionals
have often the role of being the bridge between customer and ICT developers, thus leadership skills and
communication is emphasized more than in other disciplines in computing [4].</p>
      <p>According to the Joint ACM/AIS IS2020 Task Force [4], there should be conscious and proactive
effort to include ethics in every computing program. Also, global diversity is essential to address in
every discipline since the computing field is diverse by definition. Interaction between computing
professionals is highly international, and graduates of computing programs can benefit significantly by
studying global customs and cultural differences of the people.</p>
      <p>Criticism has also been directed towards ‘curriculum thinking’. de Salas et al. [5] claim that it is
often unclear whether degrees’ career outcomes have been created for advertising purposes rather than
via thorough curriculum development process. Changes in curriculum are often driven by budgetary
constraints, outspoken individuals, or student demands rather than external curricula or academic merit
[6]. Lack of an existing methodology to guide the process, time constrains, and poor commitment of
senior management are important factors to challenge successful curriculum change [5].</p>
    </sec>
    <sec id="sec-3">
      <title>3. Persuasive systems and education</title>
      <p>The art of persuasion in itself is not a new field in practice nor in research, and it has been only
natural that persuasion has become a natural part of interaction with and mediated by technology. A
pivotal step in formalizing the core concepts and in documenting the ways in which technology can be
used in persuasion was the seminal book by Fogg [7]. A key observation there was the increasing and
the almost all-encompassing role computers have taken in everyday life from work to personal life (e.g.
[8]).</p>
      <p>Since Fogg’s 2003 book, the field has progressed in leaps and bounds both in research as in practice.
In research, there are process models (e.g. [9-11]), validated tools available such as the PSD model for
analysis and design of persuasive systems [12], and various research instruments (e.g. [13, 14]).
Application domains for persuasive technology cover a broad spectrum, comprising health and
wellbeing (e.g. [15]), eco-behaviors and sustainability (e.g. [16, 17]), security and safety (e.g. [18]),
education (e.g. [19]), and commerce (e.g. [20]), among others.</p>
      <p>As so much of the field of information systems, also the research on persuasive technology is, by
nature, heavily applied. The core theories and methods involve not only information systems and
human-computer interaction, but the role of theories of behavior is central. Such theories of behavior
hail largely from social and cognitive psychology. Prominent theories that have been applied in the
development of persuasive technology include (but are not limited to) theory of planned behavior [21,
e.g. [22, 23]), self-determination theory [24-26], and transtheoretical model [27-29], and theories on
social influence [30-33]. In addition, elaboration likelihood model of persuasion [34-37] has often been
applied also to persuasive technology research.</p>
      <p>The theories build the base for constructing the technology elements, the delivery. As an example,
the PSD model [12] present four categories of possible system features that can be used when analyzing
and selecting feasible means of influence in a system. These categories, primary task support, dialogue
support, credibility support, and social support, all build on theories of behavior and behavior change.
As such, the individual features in the categories, such as social learning or normative influence in
social influence support category, have a recognisable theoretical base that allows researchers and
developers to identify the grounds first of all for selecting these features, and secondly to know what to
expect as an outcome of using them. A key element of using the PSD model is the context analysis to
identify – before any selection of system features – who the persuader and persuade are, what is the
context of use, and what would be the delivery strategy (central or peripheral) [12].</p>
      <p>Certain key characteristics that prevail when considering how ICT can be used in persuasion include
interactivity, persistence, ability to tailor content and interaction, availability of anonymity, ability to
handle large volumes of data, making use of many modalities, scalability of systems, and ubiquitous
computing [7]. Further perspective on the overall picture of what persuasive systems involve as basic
characteristics were formulated as persuasive system postulates by Oinas-Kukkonen and Harjumaa [12]
Where Fogg’s list points out advantages computerized persuasion can have over a human agent,
OinasKukkonen and Harjumaa list key assumptions regarding the nature of information systems in
persuasion, and also some expectations and goals for such systems, such as the call for openness and
usability.</p>
      <p>What distinguishes persuasive technology as a field of its own from “any” influence technology
yields is the application of intent: a persuasive system is persuasive because it was designed to be so
[7, 38]. Influence and outcomes of technology use can also be unintentional. An outcome of intentional
influence is change, as persuasion supports or guides a person to do something differently from the
usual patterns. In persuasive technology this intent is built into the system, meaning that it is
endogenous, as Fogg [7] defines it. As regards behavior change, what change and what type of change
has been described by Oinas-Kukkonen [38] as an outcome/change matrix (O/C matrix), where one
axis indicates what the change is, i.e. is it the formation of a new behavior, reinforcement of an existing
one, or alteration of a behavior. The other axis of the matrix describes the type of change, i.e., is it
compliance to a request, change in behavior, or change in attitude.</p>
      <p>In addition to intentional persuasion of the voluntary and open kind, and to unintended outcomes,
there can also be persuasion where a system user is led to actions and decision-making with more covert
and even deceptive methods. Such technology features can be referred to as dark patterns, and these
can be found for example in some online sales and marketing [39]. Using dark patterns in sales can
mean balancing between user satisfaction and increased sales [40, 411. Another area where such
patterns have been used is gaming, where in-game purchasing, lootboxes, and engagement in itself are
at times achieved using addictive features. In such cases, the result can be, for example, unsustainable
spending through in-game purchases [42]. However, the definition applied already by Fogg in 2003 [7]
for persuasive technology, and later by Oinas-Kukkonen [38] to what he defined as Behavior Change
Support Systems (BCSS), persuasive technology involves building systems to support people in their
efforts to change their behavior and doing so in an open manner, without deception or coercion.</p>
      <p>As regards creation of persuasive technology, its availability in the information systems education
curriculum is justified because of the need to learn and understand the applied fields as well as how to
operationalize processes and models as ICT design. On top of this, any developed system should
achieve an adequate outcome in terms of user experience and engagement. In other words, designing
and implementing persuasive technology should involve understanding what persuasive content to use
and how [38, 43]. Oinas-Kukkonen [38] referred to the so-called black box phenomenon in persuasive
system development, where it is not possible to see on what basis a system is expected to be persuasive.
More recently, an extensive review by Aldenaini, Oyebode and Orji [44] on mobile phone-based
applications for physical activity and sedentary behaviour shows how a vast majority of applications
are not identifiably based on any particular theoretical base. Such observations highlight the need for
educating potential persuasive technology designers and developers in all aspects of applied research
in this field.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Structure of the persuasive systems education program</title>
      <p>The persuasive technology program in the University of Oulu is composed of the following
components, totalling 120 credit points equalling 2 years of studies:</p>
      <p>a) Persuasive technology specialisation courses, including research and development (R&amp;D)
project, master’s thesis project, project seminar and thesis seminar – 70 credit points
b) General courses – 10 credit points
c) Information systems orientation courses – 15 credit points
d) Elective courses – 25 credit points</p>
    </sec>
    <sec id="sec-5">
      <title>Persuasive technology courses</title>
      <p>There are 70 credit points of directly persuasive technology related coursework, comprising 25 credit
points of specialization courses, and 45 credit points of R&amp;D project, master’s thesis, and corresponding
seminars. These span over two years of time.</p>
      <p>Persuasive technology specialization. Persuasive technology specialisation composes of five
courses:
• PT1. Digitalisation and innovation [5 cp]
• PT2. Societal and individual impacts of information systems [5 cp]
• PT3. Persuasive systems design [5 cp]
• PT4. ICT and behavior change [5 cp]
• PT5. Creating domain value with data [5 cp]</p>
      <p>Courses PT1 to PT4 are taught in four consecutive periods in year 1. Course PT1 is of intermediate
studies type, whereas PT2 to PT5 are of advanced studies type. Course PT5 is taught in period 3 of year
2, but it can be taken (and is suggested to be taken) as an elective course during year 1. For the contents
of the persuasive technology specialisation courses, see Table 1.</p>
      <p>
        Some key selected materials of these key courses (possibly of interest to persuasive technology
researchers) are listed in the list of references [
        <xref ref-type="bibr" rid="ref1">1-10</xref>
        ].
      </p>
      <p>Content
1. What is digitalisation? Why
digitalisation? What is digital
transformation?
2. Information systems and digitalisation.
3. Organisational information systems.
[b] describe how information 4. The role of emerging technologies.
systems and digitalisation are 5. The quest for disruptive Zero-to-One
connected, innovation.
[c] build an overview of 6. Core business values.
organisational/enterprise 7. Innovation strategies and innovation
information systems, ecosystems.
[d] describe the role of emerging 8. Opportunities and challenges of future
technologies in the society, technology. [E.g., 52, chapters 7-9. 11].
[e] form an overview and describe
how innovation takes place,
particularly in IT, as well as
[f] identify opportunities and
challenges of future technologies.</p>
      <p>After completing the course, the 1. Introduction to the course.
student will be able to: 2. How ICT has changed the world
[a] understand and discuss the (Example: the WWW).
impact of the ICT in the society and 3. The promise.
changes that take place, 4. Information systems as a transformer.
[b] understand how information 5. The paradoxes of change.
systems transform ways of 6. Behaviour analysis and behaviour
communication and interaction, change.
[c] form an overview of how 7. Digital intervention design. 8. Ethical
human and societal traits and ICT considerations. [E.g., 52, chapters 1-6. 10,
co-exist, for example, through a 12].
series of paradoxes, as well as
[d] gain basic understanding of
behaviour change, behaviour
analysis and digital intervention
design as regards ICT.</p>
      <p>After passing the course a student A growing number of information
will be able to: technology systems and services are being
[a] analyze methods and developed that aim at attitude or
techniques employed by behaviour change. This course will address
persuasive systems, the process of designing and evaluating
[b] apply such methods in an persuasive systems, the types of content
ethical manner as design guidelines and software functionality in such systems,
for developing persuasive ICT the underlying assumptions behind these,
solutions, as well as methods for analysing the persuasion
[c] apply gamification as persuasive context, and principles for persuasive
design principles for serious games system design. The course also looks into
and other similar solutions. the methods and techniques of
gamification. The course is geared towards
analysis and design tasks using the
Persuasive Systems Design model as the
main approach. [12, 38, 45-49]
After completing the course, the The focus of the course is role of ICT in
student will be able to: supporting people with their endeavours
[a] grasp the core theories of to change their habits or lifestyles. The
behaviour change and how they course introduces the main theories and
are/can be applied in goal-oriented models regarding behaviour change in
behaviour change, order to provide students with a solid base
[b] identify and discuss ethical
concerns inherent in behaviour
change and persuasive systems,
and
[c] identify and discuss the possible
negative effects of ICT use not only
as regards persuasive systems, but
also with social media and other
use.</p>
      <p>After the course the student will be
able to:
[a] select appropriate data
management technologies based
on the needs of the domain,
[b] develop and implement
organisational information
management policies and
processes,
[c] create an information
architecture for an organization,
[d] integrate and prepare data
captured from various sources for
analytical use,
[e] identify appropriate data
sources in a heterogeneous
environment with multiple data
types,
[f] select and use appropriate
analytics methods,
[g] identify appropriate analytics
methods for given tasks,
[h] use an analytics platform to
perform basic analytics tasks,
[i] analyze data using advanced
contemporary methods,
[j] select and apply advanced
computational approaches to
identify meaningful patterns and
trends,
[k] build models to support
decision-making activities, as well
as
[l] design and implement
architectures for organizational
content management systems.</p>
      <p>for understanding how behaviour change
can also work through ICT. The course also
introduces some of the more problematic
topics in ICT and behaviour, such as the
dark side of ICT use and ethics of
persuasion. The course aims at providing
existing knowledge and theoretical starting
points to the development and use of
persuasive systems. With such base, the
student will be able to review the field
from a broad perspective with the view to
applying appropriate theories and
approaches when analysing or developing
persuasive systems. [12, 38, 50, 51]
1. Data management technologies based
on the needs of the domain.
2. Organizational information management
policies and processes. 3. Information
architecture for an organization.
4. Heterogeneous environments with
multiple data types.
5. Different analytics methods.
6. Analytics platforms.
7. Different computational approaches to
identify meaningful patterns and trends.
8. Decision support models.
9. Architectures for organizational content
management systems.</p>
      <p>R&amp;D project, master’s thesis, and seminars. The courses in this module include:
• PT6. Research and Development Project [10 cp, year 2]
• PT7. Project Seminar [3 cp, year 2]
• PT8. Master's Thesis [30 cp, year 2]
• PT9. Master's Thesis Seminar [2 cp, year 2]
The R&amp;D project applies to persuasive technology. It is 10 credit points and spans over two periods.
The master’s thesis is carried on a topic related to persuasive technology. It is a big major part of the
studies composing of 30 credit points and spanning over three periods. At the end of R&amp;D project and
master’s thesis project, there are seminars in which students present their work and evaluate other
students’ or projects’ work.
4.2.</p>
    </sec>
    <sec id="sec-6">
      <title>Other required courses [50 cp]</title>
      <sec id="sec-6-1">
        <title>General courses [10 cp]</title>
        <p>These courses are compulsory courses related to skills to carry out the studies in the program:
• GE1. Preparatory Course for MSc Studies [5 cp]
• GE2. Research Methods [5 cp]</p>
      </sec>
      <sec id="sec-6-2">
        <title>Information systems orientation [15 cp]</title>
        <p>These courses are compulsory courses related to more general IS and HCI topics.
• IS1. Servitisation, Co-Creation and Business Development [5 cp]
• IS2. User Experience Design and Management [5 cp]
• IS3. Information Systems Strategy and Leadership [5 cp]</p>
      </sec>
      <sec id="sec-6-3">
        <title>Elective courses [25 cp]</title>
        <p>These courses can be freely chosen from the information processing curriculum, which means they
are either information systems (IS) or software engineering (SE) courses. Key special facets within
those two include, for instance, human-computer interaction (HCI) information security or digital
health. Other than information processing courses can also be elected when well argued for. These have
been marked as EC1-EC5 in Figure 1.</p>
        <p>The overall result analysis has shown a neutral comment from the participants. Students may have
felt a sense of connectedness with the supervisors (more competency and relatedness level) than the
working colleagues. This may be due to the knowledge and expertise of the supervisors in the same
field students are researching. While on the other hand, working colleagues do not have similar tasks
(as students work on their own research topics separate from others).</p>
        <p>This paper described one persuasive technology education program within an information system
curriculum in a research university. The aim was to discuss the underestimated role of persuasive tech
in education curricula with the hope that it would stir interest to look at the question also in other
universities. Indeed, few such programs exist. The coursework organization and curriculum presented
may perhaps help develop educational programs also at other universities.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>5. Final remarks</title>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusions</title>
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