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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A modeling method for strategic design of semantic digital nudging</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ștefan Uifălean</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robert A. Buchmann</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Babeș-Bolyai University, Faculty of Economics and Business Administration</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>3</fpage>
      <lpage>15</lpage>
      <abstract>
        <p>There's a growing interest in optimizing User Interface (UI) design to better align with organizational strategies and facilitate improved guidance of users towards specific options in a choice architecture, a kind of user behavior influencing known as "digital nudging". The paper reports on a Design Science Research project introducing a domain-specific modeling method to integrate digital nudging strategies with User Experience (UX) and feature portfolio design. This paper proposes Semantic Digital Nudging as a modeling method that semantically enriches Digital Nudges implemented in UX workflows by linking to target product features. This is deployed as a visual tool that embeds properties which can be queried to assess the friction certain nudges cause on User Experience and to maintain an inventory of by-design nudges. Linking the procedural knowledge in UI usage flows with product features and the nudging patterns makes this a multi-perspective domain-specific modeling approach that can help businesses to plan the layout of user choices, or help the user make more sustainable choices by increasing salience of healthier alternatives.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Human-Computer Interaction</kwd>
        <kwd>Digital Nudging</kwd>
        <kwd>User Experience</kwd>
        <kwd>Agile Modeling Method Engineering1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        objectives targeted by them. The portfolio takes the form of feature decomposition graphs, which
can later represent stakeholders goals by analogy. To treat this, our research proposes as artifact
a modeling method expanding from pre-existing modeling languages. Firstly, we add modeling of
Digital Nudging associated to UX flow modeling we developed in previous work; secondly we link
this to an Extended Feature Model. They are interlinked by hyper-references in a demonstrator
that is a modeling tool built inside the ADOxx [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] ecosystem. As a running example we model an
existing online booking service.
      </p>
      <p>
        A controversial nudge for UX is friction, which is temporarily delaying acting upon a decision.
This barrier adds steps in-between user actions giving more time to reconsider their choice.
Proposed modeling language abstracts the friction nudge dichotomously in respect to the
definition given in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]: as either adding or removing friction to the User Experience. We also
consider the negative impact of added friction on User Experience. This is useful for analyzing the
situations in which the goal and thus feature selection in the mind of a user does not align with
what the company tries to persuade. Annoying Level and Avoiding Effort Level attributes on
friction nudges enable embedding user feedback from future interviews. Hence, Semantic Digital
Nudging models can be continuously redesigned to adjust for better nudging while accounting
for user feedback in terms of UX. This is because the effect of some friction implementations may
not be the “increase in ease and convenience” as per [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], quite the contrary. The demonstrative
scenario shows how friction can delay users from achieving their goals – to book fastest with most
basic service choice (and thus minimal cost indicated by dynamical notation).
      </p>
      <p>The remainder of the article is organized as follows: Section 2 presents an overview of the
research methodology. Section 3 discusses related research. Section 4 formulates the problem
tackled and puts it into context. Section 5 presents the objectives of the problem treatment and
specific requirements. Section 6 exposes design and development decisions for the treatment
and Section 7 shows demonstration scenarios. Conclusions end the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>
        For carrying out present research we have aligned our process to the Design Science Research
methodology [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Previous DSR iterations focused on designing a UI process automation solution
for mundane tasks. An RPA/UX modeling method resulted for representing UX processes
connected to contextual enterprise resources and UI transitions [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The DSR iteration at the core
of this paper customizes it for the domain specificities of modeling Semantic Digital Nudging.
Peffers DSR Process model in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] has been used as a reference workflow and current section
summarizes its implementation.
      </p>
      <p>Problem identification and motivation commenced this iteration and is reported in Section 4.
A literature review condensed in Section 3 aided in problem and objective definition. We tackle
lack of a centralized method for UX designers to represent in a linked fashion diagrammatic
designs of UX workflow, Digital Nudging strategies and Feature portfolios. A modeling
methodbased treatment enables semantically linking of HCI steps to specific descriptions of digital
nudges that reference particular features/objectives. Choice architecture is the design of how
options are presented. Proposed treatment can also raise awareness of healthier alternatives
since online choice architecture can be cumbersome.</p>
      <p>Next, Objectives of a solution were formulated and synthesized in Section 5. UX designers with
managers will put the vision into knowledge form: to strategically design User Experiences that
realize Digital Nudging policies. Simulations based on quantitative queries should be enabled –
i.e., totalize extra time the user takes based on friction nudges and UX design.</p>
      <p>
        Design and development were concerned with defining and implementing functionalities of the
modeling method. These are discussed in large in Section 6. We embedded inside this DSR step
the Agile Modeling Method Engineering (AMME) methodology [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] further divided in 5 cyclic
steps: create, design, formalize, develop, deploy/validate. It was applied up to now in 2 iterations,
first for the Digital Nudging UX extension, then for implementing Extended Feature Model type.
Due to the cyclic nature of AMME, we juggled steps back and forth between them.
      </p>
      <p>During Demonstration phase we used the modeling tool deployed using ADOxx to model an
online flight booking service. A walk through exemplary models and how they reflect Semantic
Digital Nudging is showcased in Section 7. At each stage of the iterative DSR process we came
back to the method and adjusted design and implementation of the method and models.</p>
      <p>As the current DSR iteration is not finalized, a thorough Evaluation has not yet been made.
Instead, the focus was on demonstrating implementation feasibility by requirements coverage of
exemplary models. The final step of Communication is instantiated in the present report.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Related work</title>
      <p>
        To define any aspect of a choice architecture that changes people’s cognition and behavior [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
the literature assigned the term nudging. The authors of [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] suggest that digital nudges respect
the interest of the targeted person, do not change the economic incentives significantly or forbid
any options. The work of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] later analyzed this concept’s adaption to the online medium. Digital
nudging employs UI design and product selection to influence buying behavior by applying
common biases in human decision making. When influencing with the goal of user satisfaction,
the work in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] reported hybrid nudges to effectively guide online users to make healthier food
choices by reducing cognitive effort. Their results are in line with related research on nudging in
health domain [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] where German public approval is high.
      </p>
      <p>
        Works such as [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ] provide taxonomies of nudging mechanisms in Information Systems.
The first refines the taxonomy of the second by studying recommender systems as applications
of nudging. The classification includes 4 categories of nudging mechanisms: decision information,
structure, assistance and social appeal. In [16] a process model for designing nudges additionally
considers besides UI design the form and content of the information as means of nudging.
      </p>
      <p>To better fit client needs, the authors of [17] designed an architecture for smart digital
nudging-based recommender systems. Gently pushing public transportation users towards
choosing greener alternatives involves collection of integrated data, processing and creation of
user profiles. This would mitigate the user annoying that added friction causes by being aware to
user choices and reducing recommendations when the nudging strategy fails, instead of feeding
them the same UX . The idea of digital nudging for guiding a more sustainable usage of work,
health and commerce apps is captured in [18]. The framework combines smart feedback and
reminders with defaulting for the good of the user.</p>
      <p>The work of [19] deploys a digital nudge enforcing tool that monitors code debt in Credit
Suisse software. It provides visual cues to address debt responsibility at its roots – in the
decisions of each developer. A method for digital nudging of recommendations in e-commerce by
the authors of [20] uses a Knowledge Graph to feed the engine business knowledge besides
traditional customer related data. This is close to the present work, by using AMME to setup a
diagrammatic tool for a business-centric view of prioritization rules. Models are exported in RDF
form to power knowledge-intensive nudging in a recommender engine.</p>
      <p>
        The authors of [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] reviewed literature on application of nudges classified by domain, including
E-Commerce. In [21] efficacy is evaluated by assessing user’s attitude towards nudging in cookie
disclaimers biasing text and prompt design. An efficacy increase of friction nudge (through
popup confirmation) over default nudge (using opt-in UI element) is showcased in [22]‘s experiment.
The authors of [23] experiment on the impact of overt (through semantic priming) and covert (by
defaulting) hybrid digital nudging in an Online Customization System for travel packages. In [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]’s
E-Commerce experiments the reinforcement digital nudge is achieved through semantic priming.
      </p>
      <p>We decompose features targeted by nudges in Feature Diagrams – first introduced in 1990 by
the Feature-Oriented Domain Analysis (FODA) method [24]. The semantics of Feature Models
have been analyzed and formalized by the authors of [25] following implementation variations in
software product lines. We also based our metamodel on their analysis of the Extended Feature
Model in [26]. Its increased flexibility stems from using UML-like cardinalities over the base FODA
model and moving optionality from feature instance to the decomposition relation.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Problem identification and motivation</title>
      <p>The field of HCI is dominated by behavior-oriented empirical studies, lacking in design theories,
methods and artifacts (except for some non-scientific practitioner recipes). We felt that reviewed
literature was too strict, with works either reviewing nudging patterns and scenarios, others
focused on behavior changing. Few tackled real data-enhanced methods of smart nudging and
enterprises could benefit from an encompassing method of strategic HCI design. A cause of this
gap is heterogenous management and representation of UX, product features and nudging
knowledge. We fill this gap by introducing a method for UX designers and marketing planners to
represent in a linked way knowledge that is typically represented disparately. In this proposal,
feature portfolios and digital nudges that strategically target the items should be attached to each
step in the UX workflow. We are repurposing workflow patterns to understand the phenomenon
of digital nudging, to systematize its design patterns, and ultimately to offer a domain-specific
modeling method for incorporating such patterns into UX workflows and for
assessing/simulating their impact on UX.</p>
      <p>
        Design Science Research addresses artifacts in context [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The social context influenced by
our treatment comprises company stakeholders that want to implement semantic nudging
mechanisms in the customer-facing applications. The business relevance of it is motivated by
facilitating companies to design and represent UXs and associated know-how for influencing
buying behavior. Because this is an integrated modelling method it should be advantageous from
a cost-profit perspective as the need for integrating disparate resources and tools is diminished.
UX designers shape the choice architecture around the user experience in alignment with the
nudging policies. They have to be informed about product features, stakeholder objectives and
collaborate with managers who do not master technical jargon. Thus, a visual model offers a
communication method comprehensible by many. The proposed method enables executives to
design diagrammatic Feature Models intuitively which can be referred by the UX designer from
within UX Workflow/Digital Nudging models.
      </p>
      <p>We formulate the problem statement in the tradition of the DSR template [27]:
Improve nudging knowledge management (problem context)
...by treating it with an integrative agile modeling method for Semantic Digital Nudging
(artifact)</p>
      <p>...to satisfy a need for aligning UX workflows with nudging mechanisms and
productservice features (requirements)</p>
      <p>...in order to facilitate the reuse, analytics and management of nudges aligning better
to organizational strategies and user satisfaction (goals)</p>
    </sec>
    <sec id="sec-5">
      <title>5. Objective</title>
      <p>The main objective is to support visual design of methods to persuade users towards specific
options as they are guided through the UX. Secondly, the resulting conceptual models should
enable analytics of Digital Nudging policies efficiency while considering impact on UX. This
requires embedding values from post-deployment interviews with users assessing their effort of
avoiding certain nudges. Thirdly, for competency-based evaluation and finer capturing of model
semantics, a sufficient amount of unpacking has to be iteratively made for concepts and relations
in the metamodels. Lastly, the resulting modeling method should be agile in response to
requirements that might arise and support an iterative process. This is covered by adhering to
the AMME methodology.</p>
      <p>From the exemplary scenario of flight booking described during problem identification the
solution addresses the following requirements:
• To model with added semantics the UX workflow – i.e., highlighting economic paths for
user and actions caused by nudges (UX designer)
• To model in the same diagram Semantic Digital Nudges linked to specific steps in UX
(Business owner decides where to put these nudges)
• To model using feature-based decomposition an Extended Feature Diagram aligned to the
ontology established by [26] (Managers)
• To set hyperlinks between nudge implementation instances in UX/Digital Nudging
diagram and targeted features in Extended Feature Diagram (UX designer)
• Clear visual notation for enhancing understanding of diagrams by people with various
technical skill levels
• To enable analytics of UX impact and nudging efficiency through concept instance
attributes – i.e., containing user feedback encoded as integers
• To allow queries at a sufficient level of detail for Knowledge Management that facilitate
better (re)design of models and propel Digital Transformation</p>
      <p>
        The requirement of assessing friction nudges impact on UX partly answers concerns of [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]’s
literature review on nudging in recommenders. The authors reported that no paper investigated
if the participants felt manipulated or coerced by proposed nudges. In respect to the original
definition of this practice, they suggest choice architects to check for user feedback in order to
avoid any unwanted manipulation. We felt this is important and transformed it into an objective
motivated by some examples of nudges we perceived as over the board in our demonstrative
booking scenario. Unnecessary services were recurrently advertised obsessively in spite of the
user keeping their status quo option. This added some delay with processing the nudge and
friction caused by scrolling and click actions to “parry” it. Authors of [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] stated that: “To count
as a mere nudge, the intervention must be easy and cheap to avoid”. We rather perceived the
overall nudging towards buying the more profit-leading services as nagging (defined in [
        <xref ref-type="bibr" rid="ref3">3,28</xref>
        ]).
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Design and development</title>
      <p>
        To integrate specificities of Digital Nudging, UX and Feature Models we conceived as artifact a
domain-specific conceptual modeling method. At this stage of the DSR cycle we covered
eponymous steps from the lifecycle of the methodology Agile Modeling Method Engineering
(AMME). AMME hybrid modeling framework enables developing the modeling language,
procedure and algorithms [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] that optimally abstract and represent real world concepts and
permit changes in requirements [29]. Our method was developed in 2 main iterations for the 2
model types with inter and intra iteration switches.
      </p>
      <p>First iteration starts with the create step by acquiring knowledge and eliciting requirements
for modeling Digital Nudging. Preliminary requirements and conceptual knowledge were drawn
in a discussion. We agreed to start by extending a modeling method that we have previously
tailored for representing RPA/UX. We filtered out concepts pertaining to automation and
preserved the hardNext relation that denotes succession between two process steps. We created
a preliminary model draft on the UX of booking a flight from a low-cost company. It included notes
as concept placeholders, arrows and legends which progressively responded to the solution
requirements. It served as an agile-proof pre-metamodel through the lifecycle.</p>
      <p>
        Additional requirements arose and we returned to the create step. We extended the modelling
method with a Digital Nudge concept and the implements relation that links a UX Action to a
Digital Nudge. We conceptualized the ten digital nudges from the taxonomy of [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Furthermore,
a digital nudge is split into a couple of abstract concepts: overt and covert. Overt digital nudges
utilize information to explicitly indicate expectations regarding user choice. Covert nudges target
the presentation format of option information, rather than its contents. The work of [23] solely
exemplifies priming (which is a part of the reinforcement digital nudge) as overt and default
nudge as covert. Deception was later denominated as covert by [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and we extrapolated the
binary classification of [23] to the ten nudging mechanisms in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>In the design step we created a metamodel for Digital Nudging in the context of UX. It is
depicted in Figure 1. Concepts under the WorkflowElement category existed in the RPA/UX
metamodel of the previous project. These can follow one another (through followedBy relation)
and are either containers (Activity) or atomic steps such as Action, Decision or Start and End States
which replicate BPMN [30] events. An Action is either See which is the user identifying a
particular UI element (substitutable by Computer Vision) or an Input. In this DSR cycle we have
integrated the BoundaryEvent concept from the BPMN standard making it a kind of State that can
be attached on the border of Activity instances or stand alone and reference a couple of them. We
added a machine-readable property to mark a “Nudge-called action” introduced by friction nudge
and semantically differentiate these in queries from regular UX Actions. We have added a new
Action subtype, Scroll, which is called upon the user by the usage of nudging.</p>
      <p>
        We have added the Digital Nudge sub-hierarchy in the right part of the figure. A Digital Nudge
can employ several patterns from the ten in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]’s taxonomy, and each pattern (further termed
simply nudge) can reference multiple mechanisms that enforce it. These nudges are:
• Social uses choice popularity, making the user feel like belonging to a community
• Commitment aims to keep the user consistent with previous choices
• Disclosure offers clear information about an upcoming choice
• Feedback provides information about a past or current behavior of the user
• Reinforcement increases salience of behaviors and choices in the mind of the user
• Scarcity assumes that an option which may become unavailable in the future is valuable
• Warning overtly points the user towards risks or consequences
• Default subtly keeps the option targeted by the choice architect unless the user intervenes
• Friction introduces “change effort” to persuade user’s choice reconsideration
• Deception usually introduces a decoy option to modify the user’s perception of variants
In the develop phase we implemented a tool for creating UX/Digital Nudging models. We used
the ADOxx environment based on the envisioned metamodel and specifications. The notation
(visual depiction) changes dynamically with labels to the right of Digital Nudge concept denoting
employed patterns, and two visual icons denoting (c)overt. Addition or subtraction of UI elements
is marked on the implements relation depiction. Iteration finished with the deploy/validate step
by remaking the preliminary flight booking model using the newest version of the tool. Model
evaluation raised the requirement of linking the Digital Nudge concept to a hinted feature.
      </p>
      <p>We started the second and last AMME iteration by extracting knowledge regarding feature
models. We based a metamodel depicted in Figure 2 on that of the Extended Feature Diagram
(EFD) [26] and deployed a modeling tool. To validate it we modeled decomposition of features in
graph form for the flight booking scenario. We then returned to propagate these changes in the
Digital Nudging model type. Ultimately, we linked features to Digital Nudge instances by means
of an INTERREF attribute which accepts an instance of type Feature from an EFD. Updates were
deployed to the exemplary models demonstrated in the upcoming section.</p>
      <p>Implementation-wise, we carefully weigh on which concept to apply unpacking and repacking.
We implied that when modeling friction nudges there is a delay for the user processing it, and
Delay will not propagate into a separate Action type. This is a case of repacking to declutter the
diagram. We unpacked the inherited Action by adding the “Nudge-caused action” attribute and
Scroll subtype to the pragmatic Input actions. A See Action that implements Nudge or its outgoing
causes relation Action target imply a nudge-induced Delay.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Demonstration</title>
      <p>A snapshot of the flight ticket booking process for a low-cost company is depicted in Figure 3.
Our goal was to book a single passenger ticket fast with minimum cost (paying just for basic
features). The options picked in previous screens were consistent with this usage strategy.
Embedded UI logic presents in response three advertisements where they try to persuade the
user in upgrading to costlier services. Semantic priming presents as stimulus the feature of
coverage for “travel uncertainties” in the top grid for the eye to catch it first. This is reinforcing the
company’s premium package. Extended features listed might be evaluated by the user’s cognitive
system as superior to their status-quo option, which is the cheapest bundle. An interaction which
couldn’t be captured in rendered mockup is dynamic addition or subtraction to/from the
interface. Appearance of the Privilege Pass grid right after completing Passenger information lures
towards exploring the option by disclosing discounts to the overall ticket price.</p>
      <p>We translated the UX workflow in the Passengers screen using the Semantic Digital Nudging
modeling method. It is depicted in Figure 4. We will demonstrate the Digital Nudges
implemented by Actions in the “Complete PASSENGERS Screen” Activity. This directed relation is
visually denoted by the implements text. It denotes intention of the choice architect to hint the
user into opting for a feature in the organization’s catalogue. The two costlier bundle alternatives,
Free flight change and Convenient Traveling, are nudged at extreme positions in the UX process.
The flight change option is the first alternative with which the user is overtly persuaded after
being dismissed in favor of the Light traveling bundle on a prior screen. The nudge pattern is
Reinforcement with the mechanism of persistent/frequent exposure. Both icons that correspond
to a hybrid overt-covert pattern are dynamically loaded at the top-left of the concept.</p>
      <p>In the case of nudging towards the Privilege Pass, Added Friction delays the user by having to
see and process the nudge’s visual presentation. Although this classifies as a nudge-called action
we agree not to depict nudge-called See Actions as seeing the nudge is implied. Digital Nudges can
cause the user to make an input, i.e., scrolling over the grid advertisement to avoid Convenient
Traveling nudge. If they close and/or open novel UI elements, then Digital Nudges morph the UI
and symbols decorate the connector accordingly.</p>
      <p>Fractionally depicted in Figure 5 is a decomposition hierarchy of features. They are partly
targeted by the Digital Nudge instances in associated model. Flight ticket is the root Feature that
gets decomposed either mandatory or optionally into sub-features. For that, it is called a Concept.
In FODA, the Concept was restricted to a single node and it was the root of the feature tree. To fit
the graph structure of model diagrams, we permitted multiple nodes of type Concept as either
root or they can exist outside of composition. Credit wallet Concept is an example of stand-alone
feature that is the target of a Nudge. It is not part of the flight ticket, though, having a
lifetime/scope of its own. Similarly, Privilege Pass subscription is a stand-alone entity, but this
time it can become a part of Flight ticket options.</p>
      <p>The Multiplicity node specifies the minimum and maximum number of required options from
a group of sub-features. Its omission equivalates to AND decomposition with the cardinality being
the total number of children. For instance, Light Traveling feature mandatorily consists of Carry
bag and Prior day check-in. A Bundle must consist of one of the three options and at most one, and
this is an example of XOR decomposition.</p>
      <p>UX Activities can have Boundary Events attached to them as seen in the left part of Figure 6.
They are exceptional events borrowed from the BPMN standard that happen conditionally or
after certain time passes. Here the designer uses one on the last screen of payment to hurry the
user up if a time threshold is reached without them advancing through the booking. Since prices
might fluctuate, this induces the idea of price and ticket scarcity based on the hypthosesis
formulated by the authors of [31]. It states that products with time-related purchase pressure cues
will be chosen more often.</p>
      <p>Exemplified Scarcity nudge can be edited to link the targeted feature from an EFD, or by adding
a policy explanation in the machine-readable description property. Editing screen appears on the
right side of Figure 6. Because this nudge requires the user to click a button it adds Friction to
the UX, which can be quantitatively assessed from end-users. The collected values can be
retrieved later by queries that assess an estimated delay in seconds added by the Digital Nudge.</p>
    </sec>
    <sec id="sec-8">
      <title>8. Conclusion</title>
      <p>
        The paper reports on a Design Science project where an artifact in the form of an agile modeling
method was engineered. It enables Semantic Digital Nudging as a strategy for integrated design
of Digital Nudges at the level of User Experience and with semantic enrichment from Extended
Feature Diagrams. The goal of the artifact is to support the process of creating smarter nudges
that better integrate with product feature strategy and are enhanced by the UI/UX design. This is
achieved by better aligning UX requirements to nudging policies, product feature portfolio and
user satisfaction since the two model types are understandable at a high level by less-technical
people. The inclusion of machine-readable attributes that asses level of friction to UX helps digital
choice architects achieve their organizational goals by understanding UX and actual nudging
effects on users. As per [32] designers must be aware of the ethical implications of nudges, but
this is a topic beyond the scope of this paper (see [33] for a discussion on nudging ethics).
Therefore, we align our goals to those of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] contributing to the state of the art with an artifact in
the form of a modeling method-based deployed tool for semantically designing and assessing
Digital Nudging.
      </p>
      <p>
        We intend to end the iteration with a competency-question based evaluation upon collected
requirements. Questions will cover post deployment analysis on UX by using attributes on
modeled instances that trace friction nudges. Cross-model Knowledge extraction will be assessed.
In future DSR iterations there remains to investigate additional nudging patterns in literature.
Mainly the set of Digital Dark Nudges in the work of [34] and the taxonomical differences of the
23 nudges classified by the authors of [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgements</title>
      <p>The presented work has received financial support through the project: Integrated system for
automating business processes using artificial intelligence, POC/163/1/3/121075 - a Project
Cofinanced by the European Regional Development Fund (ERDF) through the Competitiveness
Operational Programme 2014-2020.
CHI Conference on Human Factors in Computing Systems, Association for Computing
Machinery, New York, NY, USA, 2019: pp. 1–15.
https://doi.org/10.1145/3290605.3300733.
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