<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>International Workshop on Behavior Change Support Systems, April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Cost to develop persuasion in health behavior change support systems: A weight management app scenario⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sharon Nabwire</string-name>
          <email>Sharon.nabwire@oulu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Harri Oinas-Kukkonen</string-name>
          <email>harri.oinas-kukkonen@oulu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Oulu</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <volume>10</volume>
      <issue>2024</issue>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Health Behavior Change Support Systems (HBCSS) have garnered popularity due to their intentional design to influence lifestyles and foster lasting behavioral changes. The Persuasive Systems Design (PSD) model highlights the capacity of persuasive software features to enhance the systems' ability to influence people's behavior, which holds significant promise, for instance, in reducing the prevalence of non-communicable diseases. In the medical field, HBCSS have been recognized as efficient, cost-effective, and scalable with minimal costs compared to traditional face-to-face interventions for preventing such diseases. However, every new technology comes with significant development and maintenance costs, which can either facilitate or hinder its wider adoption. The development cost may even be neglected altogether. Even if the cost was addressed somehow, evaluation methods often focus on the overall cost rather than carefully addressing the development cost of specific software functionalities and features. It is critical to make well-informed design choices rather than develop all the features that come into the designers' minds. This study conducted semi-structured expert interviews and applied the Weight Sum Model (WSM) to investigate the perceived cost implications for developing persuasive features in a weight management app. The results highlight that social and primary support features may require more financial resources to be developed than dialogue and credibility support features. Personalization and tailoring were perceived as the most expensive features due to their complex development nature. Furthermore, the results provide insights for developing HBCSS and cost-saving strategies that are important for healthcare providers, policymakers, and stakeholders in making informed decisions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;cost estimate</kwd>
        <kwd>resource evaluation</kwd>
        <kwd>health behavior change support systems</kwd>
        <kwd>persuasive systems 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Health Behavior Change Support Systems (HBCSS) are practical tools for altering lifestyles and
encouraging sustained behavioral changes [17]. These systems leverage user experience design
and behavioral psychology strategies to increase user engagement, adherence, and intervention
success [8]. Using mobile apps and web-based systems, HBCSS can disseminate information,
provide guidance, and help establish healthier habits [31]. At the forefront of HBCSS efficacy
lies Persuasive Systems Design (PSD) [20], a framework that highlights the influential potential
of persuasive features. It is used to develop, design, and evaluate these features and their impact
on user attitudes and behaviors [33]. The application of this model, particularly in health,
establishes that persuasive features can enhance the capability of persuasive technology to
influence people's behavior. This holds considerable promise for reducing the prevalence of
non-communicable diseases such as obesity and metabolic syndrome [29] [32], for instance.</p>
      <p>With healthcare budgets facing increasing pressure, economic evaluation is becoming
increasingly prevalent among organizations seeking to make informed decisions regarding
developing competing health technologies. Research shows that web and mobile behavioral
applications are cost-effective and more efficient than alternative traditional face-to-face
interventions for preventing non-communicable diseases. For example, a systematic review
determined that mobile health interventions for type 2 diabetes are cost-effective in reducing
the annual patient medical costs [28]. Additionally, a study found that web-based
cognitivebehavioral therapy for depression is more cost-effective than traditional treatments per
qualityadjusted life year [6].</p>
      <p>Although HBCSS are recognized for their efficiency, cost-effectiveness, and rapid scalability
at small costs, it is crucial to realize that every new technology comes with significant
development, implementation, adoption, and maintenance costs. These costs can potentially
facilitate or hinder their wider application [27]. Technology costs are often overshadowed by
the excitement encompassing technological advancements, and development costs may even be
overlooked or treated as secondary concerns. Moreover, existing cost evaluation methods focus
on the overall cost, and the granular evaluation of digital development costs is still lacking. A
thorough economic assessment of development costs must be fully included in the economic
calculations to make informed decisions [16]. Therefore, it is necessary to acquire additional
evidence regarding the costs incurred in developing various features and characteristics of
HBCSS.</p>
      <p>This study explored the perceived costs of creating persuasive elements for Health Behavior
Change Support Systems. Through expert interviews, we analyzed the financial implications
associated with these persuasive features and identified strategies to reduce costs. The findings
provide valuable information for healthcare providers, policymakers, and other stakeholders to
make well-informed decisions when developing HBCSS.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <sec id="sec-2-1">
        <title>2.1. Persuasive System Design (PSD) model</title>
        <p>The PSD model is an advanced framework for designing, implementing, and assessing
persuasive technology [17, 20] Behavior Change Support Systems [17]. It defines seven key
postulates that are essential for any HBCSS. These postulates include two (IT is never neutral,
and people like organized and consistent information) related to user interaction and
technology, and the remaining five highlight key persuasion approaches [20]. The model
categorizes software features of the HBCSS into four categories: primary task support (PRIM),
computer-human dialogue support (DIAL), system credibility (CRED), and social influence
(SOCI). The PRIM features are designed to assist users in completing core tasks. DIAL features
enhance the interaction between users and the system. CRED features make the system more
believable and trustworthy, while SOCI features leverage social factors, such as comparison and
competition with others, to influence user behavior. The PSD model also offers a thorough
understanding of persuasive systems by examining the context of persuasion, strategies, and
tactics used, as well as technical issues that must be considered [20].</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Health Behavior Change Support Systems</title>
        <p>
          According to Oinas-Kukkonen [17], Health Behavior Change Support Systems are designed to
help people change their behavioral patterns without coercion or deceit. Using digital tools,
these systems assist users in altering, forming, and maintaining healthy habits [31].
Additionally, HBCSS often use validated techniques such as cognitive-behavioral therapy to
enhance behavioral outcomes [29]. Persuasive systems design plays a central role in
understanding the effectiveness of HBCSS in various contexts, such as obesity [13], smoking
cessation [10], type 2 diabetes [28] and coronary heart disease [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. According to the PSD model,
persuasive features can increase the system's effectiveness. Studies have tested how these
components are used and aid in successfully altering an individual's behavior [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          A systematic review [14] found that some features from the PRIM, DIAL, and SOCI
categories in physical training mobile apps were utilized, whereas few features from the CRED
category were used. Lehto et al. [10] found that PRIM features were more commonly used in
studies that focused on alcohol and smoking interventions. A recent study that evaluated 80
mobile apps across four health domains found that personalization was the most frequently
used feature (n=77), followed by surface credibility (n=69), trust (n=66), and self-monitoring
(n=64) [22]. Self-monitoring is a prevalent feature of the HBCSS, as demonstrated in previous
studies [
          <xref ref-type="bibr" rid="ref1">1,9,10</xref>
          ]. Research suggests that other features, such as tailoring, tunneling, reminders,
trustworthiness, and expertise, are commonly used when persuading people to engage in
physical activity [36].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Estimating the cost of developing persuasive features</title>
        <p>Developing the HBCSS often involves finding cost-effective ways to integrate persuasive
elements and estimating development costs [30]. Traditionally, software development costs can
be estimated using expert judgment or algorithmic model estimations [23], such as the
Constructive Cost Model (COCOMO) [5] or Function Point Analysis [11]. These estimation
models act as a guide in software estimation of actual projects and can be used to understand
the cost of developing HBCSS. COCOMO uses parameters such as code size, experience of the
developing team, and project difficulty to estimate the development effort, schedule, and costs
[15]. To estimate the overall cost of developing persuasive elements three parameters (cost,
expertise, and effort) are used: Cost is described as the financial resources needed for app
development; expertise is the skill level and experience needed to develop the app; and effort is
the amount of time (working hours) required to develop the app. In general, these parameters
offer a good understanding of the development of persuasion in the HBCSS. Naturally, to
accurately assess the actual cost of persuasion, it would be crucial to consider the broader
context and the potential cost synergies associated with various persuasive elements [4]. This,
however, is beyond the scope of this paper.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Study setting</title>
      <p>In this study, we conducted semi-structured interviews to seek to assess the perceived cost of
developing persuasive features in a weight management app. This interview style allowed us to
explore all relevant topics thoroughly [12]. In addition, we used the Weight Sum Model (WSM)
to evaluate the cost of developing persuasive features. WSM is a multi-criteria decision-making
technique that allows using multiple weighted factors in the evaluation process [34]. To
estimate the perceived cost, we assigned equal weights to each evaluating parameter, namely,
expertise, effort, and cost. Using the WSM helps to recognize the perceived cost of each feature
systematically.</p>
      <sec id="sec-3-1">
        <title>3.1. Recruitment of interview participants</title>
        <p>A convenience sampling technique was applied to select the study's experts, which involved
identifying individuals with extensive knowledge and experience in persuasive systems design
and digital health interventions. This selection method was used because it is time-efficient and
cost-effective. The selection process concentrated on experts involved in designing, developing,
implementing, and evaluating persuasive systems for behavior changes in weight management.
Seven experts were chosen, including two manager-level persons, three system designers, and
two software programmers, all with more than four years of experience in digital health
interventions and persuasive design. These experts were knowledgeable about PSD features
and had prior experience in creating web and mobile weight management applications of a
similar nature. This information was crucial in establishing the number of participants for this
study.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Application scenario</title>
        <p>An application management scenario, “HealthHabor,” targeting people aged 18 and above, was
presented to the interviewees at the beginning of the interview. HealthHabor is a hypothetical
mobile app that demonstrates how technology can provide personalized support to users as
they navigate their weight management journey. It offers a comprehensive and customized
experience tailored to users' unique needs. By using HealthHabor, individuals can transform
their approach to weight loss, making it an exciting and enjoyable journey. Although
HealthHabor is not an actual app, it shows the potential of combining Persuasive Systems
Design (PSD) and Cognitive Behavioral Therapy principles to motivate users towards healthy
behaviors.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Interviews and analysis</title>
        <p>Following the informed consent process through email correspondence, selected participants
had one-on-one online interviews with the first author, allowing for an in-depth assessment of
participants' perspectives. At the beginning of each Zoom session, verbal consent was obtained
to record the meeting. The interviews lasted between 58 and 80 minutes and comprised
questions derived from the three stages of the PSD model, as shown in Table 1. The first five
questions pertained to the functional (PSD features), non-functional (user interface and user
experience design), and system (backend development, testing, and maintenance) requirements,
while questions 6 to 10 addressed the PSD model’s postulates. The remaining questions, 11 to
14, focused on the context of persuasion. This questioning style enabled a targeted approach to
the relevant cost of developing persuasive elements in the HealthHabor application scenario.</p>
        <p>For this study, we focused on rating questions related to expertise, effort, and development
cost (questions 1-3). As shown in Figure 1, a scoring sheet was used during the interview for
questions 1-3 to assess the expertise, effort, and cost requirements for development. Before the
interviews, the first author conducted two pilot interviews to test the questions and the scoring
sheet. The recorded interviews were transcribed for analysis.
1. Based on your experience, what level of expertise (low, medium,
high) would be required when developing each of the features below
in the app?
2. Based on your experience, how would you rate the overall effort
(Low, medium, high) of developing each of the features below into
the app?
3. How would you rate the cost (Low, medium, high) of developing
each of the features below in the app?
4. Are there any budget constraints or limitations that should be
considered when estimating the cost of these features?
5. Are there any specific resources, whether in terms of personnel,
technology, or tools, that would be crucial for successfully
developing these features?
6. Many devices and apps are competing for the user’s attention to
influence behaviors. Can you share your insights on how it might
impact the cost of software/ application development?
7. How does the incremental nature of persuasion affect the cost of
developing systems/ applications?
8. How much does adding nudges and cues influence overall system
development cost?
9. In your opinion, to what extent does the requirement for
unobtrusiveness increase initial development cost?
10. Are there any additional costs in ensuring the system is open and
transparent for users?
11. a) To what extent does the application domain influence systems
development costs?
11. b) b) How does it influence systems development
12. a) In your opinion, how much does personalization impact the
development cost?
12. b) How does it influence systems development
13. To what extent does the technology platform affect the
development cost? (e.g., IOS vs. Android; if both IOS and Android are
offered if both mobile app and web app are offered)
14. What other technological aspects would affect the development
cost</p>
        <p>In the interviews, experts were asked to rate expertise, effort, and cost required to develop
functional, non-functional, and system requirements in the HealthHabor app. For each
requirement, the experts rated low, low-medium, medium, medium-high, and high (cost,
expertise, and effort), which were then represented in increasing order from 1 to 5 (1=low,
2=low-medium, 3=medium, 4=medium-high, and 5=high). The ratings were then described
using descriptive statistics. Specifically, the minimum, maximum, and median values. The sum
ratings for the evaluators were also calculated and the median for each category was calculated
using this information. The next step was to compare the expertise, effort, and cost ratings of
each feature. The Weighted Sum Model (WSM) was applied to evaluate the overall estimates
for expertise, effort, and cost. Using the direct rating method, equal importance was assigned to
all the factors and allocated an equal weight (w) of 0.33, considering that skilled labor and effort
are important factors that can translate into financial implications. The weighted score for the
persuasive elements was determined using the following formula:</p>
        <p>Weight Score = weffort × Effort + wexpertise × Expertise + wcost × Cost
Dollar signs were used to describe the qualitative values based on the weighted score of each
persuasive feature.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Findings</title>
      <p>Overall, the grouping of experts into system designers, software programmers, and managers
showed variations in their estimates. System designers displayed higher estimates of the
required expertise, effort, and cost in all categories. Typically, the forecasts provided by
programmers were lower than those of system designers, while estimates from experts in
managerial roles generally fell between these two.</p>
      <sec id="sec-4-1">
        <title>4.1. Expertise required to develop persuasive elements</title>
        <p>The level of expertise was denoted as 1= beginner, 2 = advanced beginner, 3 = competent, 4=
proficient, or 5 = expert. Under the PRIM category in Table 2, Personalization requires the
highest level of proficiency to develop because of its complexity. On the contrary,
Selfmonitoring is perceived as the least complex feature, hence the low estimates. Depending on
the context, Reduction, Tailoring, and Simulation estimates ranged from advanced beginner to
expert skill level, while Rehearsal estimates varied from beginner to expert level.</p>
        <p>In the DIAL category, significant importance is placed on Suggestion, Liking, and Social role,
indicating a need for special competence. Developing these features requires consideration of
both content and context complexity. Features such as Praise, Rewards, Reminders, and
Similarity are perceived to require less skills than the abovementioned. In the CRED category,
making a system believable requires proficient skills for effective development. The participants
perceived expertise varied from beginner to expert for Real-world feel, Expertise, and Authority.
Real-world feel requires the least software skills to develop in this category. The SOCI category
requires a high-level competence to develop all features except Recognition, which can be
accomplished with advanced beginner skill levels. Effective development of these features
requires careful planning and design to achieve the desired impact.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Effort required to develop persuasive elements</title>
        <p>Traditionally, software development efforts have been measured in individual working hours.
Effort estimates for developing persuasive features differ based on complexity, as shown in
Table 2. Primary task support features demand significant effort, followed by social and
credibility support features. Personalization and Tailoring (for PRIM) had the highest total effort
estimates, requiring extensive data collection and analysis for a customized experience.
Meanwhile, Praise, Reward, Reminders, Similarity (DIAL), Real-world feel and Authority
(CRED), and Recognition (SOCI) require the slightest effort to develop. These features are often
relatively easy to develop and may be achieved with standard ready-made components. The
remaining features across categories require a medium effort to develop them effectively. The
perceived effort necessary for Expertise, Surface credibility, Authority and Third-party
endorsements, Normative influence, Social facilitation, and Cooperation varies greatly as it
ranges from a minimum of 1 to a maximum of 5.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Direct cost to develop persuasive features</title>
        <p>Developing PRIM features such as Personalization and Tailoring is regarded as the most
expensive among experts, as highlighted in Table 2. However, the cost can vary depending on
the level of Personalization or Tailoring [19]. Providing more advanced Personalization would
necessitate a lot of data collection and analysis. The cost would also differ based on whether it
is done on an individual or group level; the need for individual customization will often increase
costs compared to group-based tailoring. In contrast, perceived low-cost features include Praise,
Reward, Reminders, Suggestion, Similarity (DIAL), Verifiability, Third-party endorsements,
Authority, Real-world feel (CRED), and Normative influence and Recognition (SOCI). These
features are considered simpler to develop. Although most of the features in the PRIM category
were rated as having medium to high development costs, Self-monitoring required the least
developmental cost within this category. The cost of development varied from 1 to 5 for
Reduction and Self-monitoring (PRIM), Praise (DIAL), Third-party endorsements, Expertise and
Authority (CRED), Social learning, Social comparison, Normative influence, and Cooperation
(SOCI).</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Overall cost assessment (expertise, effort, and cost)</title>
        <p>The Weighted Sum Model (WSM) was used to compare the cost of persuasive features across
categories. We found that the PRIM category consistently remains at the top, followed by SOCI,
CRED, and DIAL categories according to the weighted scores presented in Table 3. The
development cost of primary task support features is substantially higher than that of dialogue
support features. In the PRIM category, Personalization holds the highest total weighted score
(30.7), followed by Tailoring (27.4). Social learning (23.8) and Social comparison (23.1) acquired
the highest weighted scores in the SOCI category, and Expertise (21.8), Trustworthiness (21.1),
and Surface credibility (21.1) weighed the most in the CRED category. In the DIAL category,
the Social role (21.8) weighed the most. Rehearsal, Praise, Real-world feel, and Recognition have
the lowest weighted total scores in their respective categories.</p>
        <p>PRIM
DIAL
CRED
SOCI</p>
        <p>Using the total weighted scores, features were grouped with a range from below 17 to above
29. Features with a score between 21 and 24.9 include Reduction, Tunneling, Simulation, Social
role, Trustworthiness, Expertise, Surface credibility, Social learning, Social comparison,
Cooperation, and Competition. These features are perceived to require a moderate financial
commitment compared to the features above. Features with a total weighted score between 17
and 20.9, such as Self-monitoring, Rehearsal, Suggestion, Liking, Normative influence, and
Social facilitation, are relatively more affordable. Lastly, Reminders, Similarity, Rewards, Praise,
Verifiability, Authority, Third-party endorsements, Real-world feel, and Recognition have a
score below 17. Development of these features may be achieved at a lower cost than the others.</p>
        <p>For illustration purposes, these groupings were later described using dollar signs, as seen in
Figure 2. These represent the perceived monetary value necessary to develop each feature
successfully, which thus also reflects the perceived economic impact of each feature in
ultimately guiding the decision-making on resource allocation. The financial commitment
required for developing features in the lower category is considerably less than that required
for Personalization or Tailoring.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Non-functional and system requirements</title>
        <p>When developing HBCSS, a strong understanding of user interface and user experience (UI/UX)
design is essential as it directly affects general user appeal and persuasion indirectly. While
proficient developers are needed for backend development and testing, UI/UX design is
perceived as challenging and requires expert-level skills. Backend development can be
timeconsuming, but the effort required depends on the system's complexity. Testing and
maintenance are perceived to require less effort, which, however, is crucial for software quality.
Back-end development and UI/UX design are generally perceived as costly features. However,
perceptions of the level of expertise required for varied widely, with some experts rating it as
low as one and as high as five.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>This study conducted expert interviews to explore the costs of creating persuasive elements in
health behavior change support systems. The results suggest that further research is needed to
fully understand the costs of developing these features. The study also provides novel insights
into prioritizing components across different categories. Results highlight that dialogue and
credibility support features may require fewer financial resources than social and primary
support features. Primary support features were found to be the most costly, indicating their
significant development costs.</p>
      <p>PRIM's Personalization and Tailoring features were viewed as the most expensive due to the
complex nature of their development. Personalization involves providing individualized content
to a user, while Tailoring requires the system to provide information targeted to specific user
group needs [20]. However, the findings highlight that developing these features is
contextdependent and depends on the level of Personalization or Tailoring required. According to
Oinas-Kukkonen, the intensity of personalization development in systems varies between
lowlevel (weak) and high (strong) personalization. Sometimes, systems might be perceived as
personalized when they are not [19]. Conversely, strong personalization demands extensive
data collection and analysis, in addition to the use of advanced technologies. High
personalization in HBCSS helps to realize sustainable behavior, requiring more complex
algorithms to understand users’ needs and preferences[18]. This would require high costs
compared with low personalization. Additionally, personalizing software functionality
increases the difficulty level more than personalizing content through Praise or Simulation [14],
ultimately increasing development costs. Overall, the scope, level of automation, and personal
versus general and contextual support are important in estimating the development cost.</p>
      <p>Low-cost dialogue, credibility, and social support components are perceived as reasonably
easy to develop. In addition, some features, such as virtual Rewards and Social comparison [37],
are prevalent in persuasive systems, lowering the cost owing to the reusability of components.
The application of reusable components not only reduces overall costs but can also improve
efficiency. Features under credibility support are perceived as straightforward, suggesting that
these persuasive elements can be efficiently developed within the HBCSS without such a
significant financial burden. It is important to note that while developing credibility support
features may be less costly than primary or social support features, enhancing trust might still
require considerable effort over a long period and increase costs.</p>
      <p>As each feature has been rated for the perceived expertise, effort, and cost required to
develop it, coupling certain features may reduce the overall development cost. Research by [26]
showed that various PSD elements operate synergistically rather than in isolation. For instance,
Personalization might be developed together with other features such as Suggestion and
Rewards, Self-monitoring and Reminders [26]. Pairing resource-intensive features with
lowcost features or combining features in primary task support, such as Simulation and Rehearsal,
may reduce the overall development costs. In addition, Self-monitoring may act as a foundation
feature by providing essential data that serves as the basis for developing other features, such
as Personalization, Tailoring, Social comparison, and in more generally, social support. Utilizing
the data acquired through Self-monitoring to customize content may reduce initial costs and
enhance a system's effectiveness. However, it is important to remember that the number of
persuasive features doesn’t determine their effectiveness [17]. Adding too many features can,
in fact, make the system less convincing [25]. Instead, designers should focus on the most
important features and evaluate them against the resources (expertise, effort, and cost) needed
to develop.</p>
      <p>The findings also provide some insights into the high costs related to UI/UX design as well
as backend development. Given that more resources are needed to maintain the system’s
usability, security, and appeal, the high costs are justified. Additionally, the cost of developing
HBCSS by regulatory measures such as the General Data Protection Regulation (GDPR) [3] or
Medical Device Regulation (MDR) [2] applies to digital health technologies. Although these
non-functional requirements do not directly contribute to a system's core functionality, they
are critical in making a successful system [21], which highlights their impact on the
effectiveness of HBCSS.</p>
      <p>This study provides insight for decision-makers, system designers, and software developers
who apply persuasive systems design. Understanding the resource dynamics of each persuasive
software feature can help healthcare providers, policymakers, and other stakeholders optimize
resources to create effective HBCSS. While this study used weight management as a scenario,
the results can help develop other HBCSS closely related to weight, like metabolic syndrome
[24], cardiovascular disease, and type 2 diabetes [7, 35] or even beyond the health application
domain.</p>
      <p>The small sample size is a limitation of this study. Additionally, the subjective nature of
experts' evaluations may affect the results' generalizability. Furthermore, the interviewees were
provided with the application scenario at the start of the interview, which may have potentially
influenced the interview scores. Notwithstanding these limitations, we believe that the method
of evaluating the cost is valuable and can be replicated to determine the cost of developing
persuasive features and inform decision-making.</p>
      <p>This study examined the cost of developing persuasive features in a weight management
application scenario. Interview ratings of expertise, effort, and cost were utilized. A more
indepth analysis of qualitative responses would be useful for eliciting more nuanced insights and
emergent themes, thus enhancing our understanding of the complex nature of costing
persuasive features. Future research could investigate the PSD model in its entirety by including
persuasion context and postulates. In addition, it could explore the feasibility of reusing
persuasive components in diverse contexts.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>This study utilized semi-structured interviews to gain valuable insights into estimating the
expertise, effort, and cost of developing persuasive elements in Health Behavior Change
Support Systems. Based on expert interviews, we investigated the perceived cost implications
of persuasive elements to identify the cost impact of different PSD elements and provide
insights for developing HBCSS and cost-saving design strategies. These findings invite us to
examine the costs of developing persuasive elements in more detail. They provide insights into
how different components should be prioritized across categories. The findings also reveal that
dialogue and credibility support features may usually require fewer resources than social and
primary support features. Our approach to evaluating the cost can be adopted by also others to
determine the cost of developing persuasive features and inform decision-making.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>We would like to acknowledge the interviewees for participating in this study and providing us
with their highly valuable insight.
Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in
Bioinformatics). pp. 1–15 Springer Science and Business Media Deutschland GmbH
(2022). https://doi.org/10.1007/978-3-030-98438-0_1.
[3] E.E.Y.F. Agyei, H. Oinas-Kukkonen, GDPR and Systems for Health Behavior Change: A
Systematic Review. In: Lecture Notes in Computer Science (including subseries Lecture
Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). pp. 234–246
Springer (2020). https://doi.org/10.1007/978-3-030-45712-9_18.
[4] R.D. Banker, H. Chang, C.F. Kemerer, Evidence on economies of scale in software
development. Inf Softw Technol. 36, 5, 275–282 (1994).
https://doi.org/https://doi.org/10.1016/0950-5849(94)90083-3.
[5] B.W. Boehm, Software Engineering Economics. IEEE Transactions on Software</p>
      <p>Engineering. SE-10, 1, 4–21 (1984). https://doi.org/10.1109/TSE.1984.5010193.
[6] S. Hollinghurst, T.J Peters, S. Kaur, N, Wiles, G. Lewis, D. Kessler, Cost-effectiveness of
therapist-delivered online cognitive-behavioural therapy for depression: Randomised
controlled trial. British Journal of Psychiatry. 197, 4, 297–304 (2010).
https://doi.org/10.1192/bjp.bp.109.073080.
[7] C. Koliaki, S. Liatis, A. Kokkinos, Obesity and cardiovascular disease: revisiting an old
relationship, (2019). https://doi.org/10.1016/j.metabol.2018.10.011.
[8] E.G. Lattie, E.C. Adkins, N. Winquist, C. Stiles-Shields, Q.E. Wafford, A.K. Graham,
Digital mental health interventions for depression, anxiety and enhancement of
psychological well-being among college students: Systematic review. J Med Internet Res.
21, 7, (2019). https://doi.org/10.2196/12869.
[9] T. Lehto, H. Oinas-Kukkonen, Examining the Persuasive Potential of Web-based Health
Behavior Change Support Systems. AIS Transactions on Human-Computer Interaction.
7, 3, 126–140 (2015). https://doi.org/10.17705/1thci.00069.
[10] T. Lehto, H. Oinas-Kukkonen, Persuasive features in web-based alcohol and smoking
interventions: A systematic review of the literature, (2011).
https://doi.org/10.2196/jmir.1559.
[11] G.C. Low, D.R. Jeffery, Function points in the estimation and evaluation of the software
process. IEEE Transactions on Software Engineering. 16, 1, 64–71 (1990).
https://doi.org/10.1109/32.44364.
[12] M.C. Harrell, M.A. Bradley, Data Collection Methods. Semi-Structured Interviews and</p>
      <p>Focus Groups. (2009).
[13] J.O. Markkanen, N. Oikarinen, M.J. Savolainen, V. Nyman, V. Salminen et al., Mobile
health behaviour change support system as independent treatment tool for obesity: a
randomized controlled trial. Int J Obes. (2023).
https://doi.org/10.1038/s41366-023-01426x.
[14] J. Matthews, K.T. Win, H. Oinas-Kukkonen, M. Freeman, Persuasive Technology in
Mobile Applications Promoting Physical Activity: a Systematic Review. J Med Syst. 40,
3, 1–13 (2016). https://doi.org/10.1007/s10916-015-0425-x.
[15] T. Menzies, Z. Chen, J. Hihn, K. Lum, Selecting Best Practices for Effort Estimation
(2006). https://doi.org/10.1109/TSE.2006.114
[16] S. Michie, L. Yardley, R. West, K. Patrick, F. Greaves, Developing and evaluating digital
interventions to promote behavior change in health and health care: Recommendations
resulting from an international workshop, (2017). https://doi.org/10.2196/jmir.7126.
[17] H. Oinas-Kukkonen, A foundation for the study of behavior change support systems.</p>
      <p>Pers Ubiquitous Comput. 17, 6, 1223–1235 (2013).
https://doi.org/10.1007/s00779-0120591-5.
[18] H. Oinas-Kukkonen, S. Pohjolainen, E. Agyei, Mitigating Issues With/of/for True</p>
      <p>Personalization. Front Artif Intell. 5, (2022). https://doi.org/10.3389/frai.2022.844817.
[19] H. Oinas-Kukkonen, Personalization myopia: A viewpoint to true personalization of
information systems. In: ACM International Conference Proceeding Series. pp. 88–91
Association for Computing Machinery (2018). https://doi.org/10.1145/3275116.3275121.
[20] H. Oinas-Kukkonen, M. Harjumaa, Persuasive systems design: Key issues, process
model, and system features. Communications of the Association for Information
Systems. 24, 1, 485–500 (2009). https://doi.org/10.17705/1cais.02428.
[21] H. Oinas-Kukkonen, M. Harjumaa, A Systematic Framework for Designing and
Evaluating Persuasive Systems. In: Oinas-Kukkonen Harri and Hasle, P. and H.M. and
S.K. and Ø.P. (ed.) Persuasive Technology. pp. 164–176 Springer Berlin Heidelberg,
Berlin, Heidelberg (2008).
[22] O. Oyebode, C. Ndulue, M. Alhasani, R. Orji, Persuasive Mobile Apps for Health and
Wellness: A Comparative Systematic Review. In: Lecture Notes in Computer Science
(including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in
Bioinformatics). pp. 163–181 Springer (2020).
https://doi.org/10.1007/978-3-030-457129_13.
[23] P. Pandey, Analysis of the techniques for software cost estimation. In: International
Conference on Advanced Computing and Communication Technologies, ACCT. pp. 16–
19 (2013). https://doi.org/10.1109/ACCT.2013.13.
[24] H. Park, S. Jun, H.A. Lee, H.S. Kim, Y.S. Hong, H. Park, The Effect of Childhood Obesity
or Sarcopenic Obesity on Metabolic Syndrome Risk in Adolescence: The Ewha Birth and
Growth Study. Metabolites. 13, 1, (2023). https://doi.org/10.3390/metabo13010133.
[25] R.E. Petty, J.T Cacioppo, Communication and persuasion: Central and peripheral routes
to attitude change. (2012).
[26] T. Ploug, P. Hasle, Practical Findings from Applying the PSD Model for Evaluating</p>
      <p>Software Design Specifications. (2010).
[27] K.M. Rabarison, C.L. Bish, M.S. Massoudi, W.H. Giles, Economic evaluation enhances
public health decision making. Front Public Health. 3, JUN, (2015).
https://doi.org/10.3389/fpubh.2015.00164.
[28] G. Rinaldi, A. Hijazi, H. Haghparast-Bidgoli, Cost and cost-effectiveness of mHealth
interventions for the prevention and control of type 2 diabetes mellitus: A systematic
review, (2020). https://doi.org/10.1016/j.diabres.2020.108084.
[29] Y.G. Seo, T. Salonurmi, T. Jokelainen, P. Karppinen, A.M. Teeriniemi, J. Han, Lifestyle
counselling by persuasive information and communications technology reduces
prevalence of metabolic syndrome in a dose–response manner: a randomized clinical
trial (PrevMetSyn). Ann Med. 52, 6, 321–330 (2020).
https://doi.org/10.1080/07853890.2020.1783455.
[30] X. Shao, H. Oinas-Kukkonen, Thinking about persuasive technology from the strategic
business perspective: A call for research on cost-based competitive advantage. (2018).
[31] E.G. Spanakis, S. Santana, M. Tsiknakis, K. Marias, V. Sakkalis, A. Teixeira,
Technologybased innovations to foster personalized healthy lifestyles and well-being:a targeted
review. J Med Internet Res. 18, 6, (2016). https://doi.org/10.2196/jmir.4863.
[32] A.M, Teeriniemi, T. Salonurmi, T. Jokelainen, H. Vähänikkilä, T. Alahäivälä, P.</p>
      <p>Karppinen et al., A randomized clinical trial of the effectiveness of a Web-based health
behaviour change support system and group lifestyle counselling on body weight loss
in overweight and obese subjects: 2-year outcomes. J Intern Med. 284, 5, 534–545 (2018).
https://doi.org/10.1111/joim.12802.
[33] K. Torning, H. Oinas-Kukkonen, Persuasive system design : State of the art and future
directions. ACM International Conference Proceeding Series. 350, (2009).
https://doi.org/10.1145/1541948.1541989.
[34] E. Triantaphyllou, Multi-Criteria Decision Making Methods. In: Multi-criteria Decision
Making Methods: A Comparative Study. pp. 5–21 Springer US, Boston, MA (2000).
https://doi.org/10.1007/978-1-4757-3157-6_2.
[35] J. Upadhyay, O. Farr, N. Perakakis, W. Ghaly, C. Mantzoros, Obesity as a Disease, (2018).</p>
      <p>https://doi.org/10.1016/j.mcna.2017.08.004.
[36] K.T. Win, M.R.H. Roberts, H. Oinas-Kukkonen, Persuasive system features in
computermediated lifestyle modification interventions for physical activity, (2019).
https://doi.org/10.1080/17538157.2018.1511565.
[37] O. Zuckerman, A. Gal-Oz, Deconstructing gamification: evaluating the effectiveness of
continuous measurement, virtual rewards, and social comparison for promoting physical
activity. Pers Ubiquitous Comput. 18, 7, 1705–1719 (2014).
https://doi.org/10.1007/s00779-014-0783-2.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1] [2]
          <string-name>
            <given-names>E.</given-names>
            <surname>Agyei</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Miettunen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Oinas-Kukkonen</surname>
          </string-name>
          ,
          <article-title>Effective interventions and features for coronary heart disease: a meta-analysis</article-title>
          .
          <source>Behaviour and Information Technology</source>
          . (
          <year>2023</year>
          ). https://doi.org/10.1080/0144929X.
          <year>2023</year>
          .
          <volume>2213342</volume>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>