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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Eindhoven, The Netherlands
*Corresponding author.
ana.caraban@m-iti.org (A. Caraban)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>The 2nd International Workshop on Digital Nudging and Digital Persuasion (DNDP 2023)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ana Caraban</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fanny Vainionpää</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ashok Tripath</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Md Sanaul Haque</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>INTERACT Research Unit, University of Oulu</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>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Nudge Theory is a groundbreaking concept which proposes that subtle changes in the way
choices are presented can intuitively guide individuals towards desired behaviors [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Fourteen
years after Peter Thaler brought this theory, there has been substantial research into its
application in research and practice. For example, Maiden and his colleagues [2] were able to
significantly encourage employees to take the stairs over the elevator by incorporating footprints
and posters that reveal the “desired path”. Lee and his colleagues [3] redesigned a snack-ordering
website to encourage healthy choices by locating healthy snacks on the first two pages of the
website and unhealthy ones on the last two. Another example was provided by Haque and his
colleagues [3] who designed a simple zero-cost nudged intervention with a personal normative
message installed in users’ smartphones as a screensaver to dissuade physical inactivity. This
simple modification of the environment, where individuals make decisions, was able to nudge
53% of the participants to opt for a healthy snack [4]. One limitation of present technology-based
nudges is the limited understanding of their long-term effects and whether nudging effects
sustain once the nudges are removed [5].
      </p>
      <p>Persuasive and gamification techniques also hold great potential for motivating desired
behaviors, for instance promoting physical activity [6]. Design principles such as selftracking,
tailoring and personalization are well-known and deeply studied in the HCI (Human-Computer
Interaction) field. For instance, self-tracking is one of the most prominent theoretically informed
techniques used in personal informatics tools to support an individual’s regulation of their own
behaviors (e.g., achieving walking goals) [6]. 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 behaviors and decisions (i.e., decision-based) while persuasive design focuses on
changing an individual’s attitudes and behaviors (i.e., attitude-based).</p>
      <p>In the 21st century, technology has become a primary tool to change citizens’ behaviors and
attitudes. Also, technology is the new key to guiding behaviors and decisions in systems such as
the metaverse, which consists of persistent, shared, 3D virtual spaces linked into a shared
interactive virtual universe. Technology can affect sustainability through persuasive systems
design [7], and information systems in organizations can influence behavior to reach
sustainability goals [8]. It further allows interventions to reach users who might otherwise not
seek assistance (e.g., due to fear of being stigmatized). As a result, the use of digital persuasive
technology in research and industry domains has attracted a lot of attention. In our present study,
we focus 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 of using digital nudging and persuasion is to achieve a more sustainable behavioral
change for individuals.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Workshop Objectives</title>
      <p>The workshop is intended to support individuals participating in the workgroup session on
the utilization of digital nudging and persuasion techniques to increase goalachievement (e.g.,
pre-defined or self-chosen goals). This may include, but is not limited to, interventions that
support 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), boost patients' intrinsic motivation to adhere to doctors recommendations
(e.g., medication adherence), help individuals increase their physical activity levels to achieve
daily walking goals, boosting healthy eating and dietary activities, 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 such as carbon emission
awareness). 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-based tasks. All papers will be reviewed
by at least two reviewers. Accepted papers will be published in CEUR Workshop Proceedings. In
addition to the paper presentation session, there will be a dedicated simulation-based session in
which the participants will be asked for some real-life scenarios as a way of recreating their ideas
and gathering feedback from prospective participants towards building a more persuasive
atmosphere, to nudge the participant towards the desired behavior. We will use theoretical
concepts such as nudge deck and normative message etc., alongside other behavioral models such
as the PSD model [9], so that participants of the tutorial can find the session logically designed
and enjoyable to participate in. This workshop is an excellent link-up to Persuasive Technology
(PT) 2023 as this will promote technology such as nudging, gamification and persuasion to
influence citizens’ behavior towards reaching their goals and milestones. This workshop will
allow researchers who are registered in the PT 2023 conference to do real simulation tasks which
will assist them to do teamwork and improve their nudging skills.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Proposed Approach of the Workshop</title>
      <p>The structure of the workshop is twofold. In the first session, we will present the work
submitted by the participants in response to the workshop call. In the second session, we will
have simulation-based activities. We have already run two International Workshops. These
include
•
an International Workshop on Wellbeing-aware Digital Design 2021 organized by the
University of Oulu and LUT University, Finland and
• the first International Workshop on Digital Nudging and Digital Persuasion (DNDP 2022),
organized by LUT University, Finland, which was held in Doha, Qatar, hosted by HBKU,
Qatar.</p>
      <p>The workshop proposed here will be built on top of that. Our goal is to provide an opportunity
for scholars and researchers to submit their original contributions on the design,
implementation and evaluation of new nudging and persuasive technologies aiding key areas
including
We are interested in theoretically, empirically, and/or methodologically focused
contributions focused on supporting social sustainability through education, green health and
environmental awareness activities, novel designs/co-designs and evaluations of mobile
applications and services, AR/VR/MR, games, and social media applications and services.
Systematic review articles are considered for review as well. The authors of accepted papers
will be asked to give a presentation in person and in exceptional cases via Zoom. The online
and physical registration links will be provided well before the workshop. The key dates of
the workshop are as follows:
•
•
•
•</p>
      <sec id="sec-3-1">
        <title>Submission: 7th March 2023 Notification: 25th March 2023 Camera-Ready Version: 8 April 2023 Submission: LNCS format, 5+ pages</title>
        <p>•
•
•</p>
      </sec>
      <sec id="sec-3-2">
        <title>Stage 1: simulation (building scenarios) Stage 2: short exercise e.g., abstract Stage 3: bigger deliverable of any tasks</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Format</title>
      <p>The half-day workshop is to last for up to four hours, divided as follows:</p>
      <p>For the simulation-based session, we will run each stage with and without nudging and
measure self-efficacy/competence at different points (e.g., just after getting feedback).
05 min: Opening keywords and description of the workshop
40 min: Paper presentations ● 05 min: Break
40 min: Paper presentations
30 min: Break
30 min: Simulative group tasks (case 1: Engagement in education to increase
competency)
05 min: Break
30 min: Simulative group tasks (case 2: TBD)
05 min: Break
30 min: Simulative group tasks (case 3: Engaging people in Smart services) ● 05 min:
Best paper award, Q&amp;A and closing remarks</p>
      <p>Registered participants and authors/co-authors will be expected to present their research
work as a part of the workshop proceedings. They will discuss their ideas and how they are
implemented into their research. The workshops include activities running case scenarios, a
combination of applying theoretical concepts, engaging, and empathizing with participants’ ideas
and drawing conclusions to culminate sustainable solutions, showcasing project work outputs,
and joining with participants’ feedback. Finally, a CEUR proceedings open-access publication will
be available which can be used in future as a toolkit for academic and industry stakeholders in
future education and research innovation on digital nudging and persuasion.</p>
    </sec>
    <sec id="sec-5">
      <title>6. Audiences References</title>
      <p>Since PT 2023 is going to be physical, therefore it can be expected that more participants will
be willing to take part. There will be some participants from Finland, Portugal, India, and
Bangladesh as the organizers are associated with these countries. In addition, participants will
also be joining from the Netherlands (Eindhoven University of Technology) as PT 23 will be
hosted here.</p>
    </sec>
  </body>
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