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. 2016 Oct 13;4(4):e118. doi: 10.2196/mhealth.6286

Table 2.

Persuasive design principles and number of apps (N=28) that used the principle.

Design principles Apps, n Ƙappa (percentage of agreement)
Task support

General informationa 16 .786 (89.3)

Self-monitoring 12 .926 (96.4)

Reduction 9 .836 (92.9)

Logginga 9 .92 (96.4)

Instructiona 7 .909 (96.4)

Goal setting 3 1.0 (100)

Micro tailoringa 3 .781 (96.4)

Macro tailoringa 1 1.0 (100)

Simulation 1 1.0 (100)

Contextual cuesa 1 1.0 (100)

Tunneling 0 1.0 (100)

Trackinga 0 1.0 (100)

Rehearsal 0 1.0 (100)

Behavioral contracta 0 1.0 (100)
Dialogue support

Reminders 10 1.0 (100)

Suggestion 2 1.0 (100)

Rewards 1 1.0 (100)

Praise 0 1.0 (100)

Similarity 0 1.0 (100)

Personalization 0 1.0 (100)

Social role 0 1.0 (100)

Prompt self-talka 0 1.0 (100)
System credibility

Surface credibility 26 .65 (96.4)

Expertise 25 .837 (71.4)

Verifiability 8 1.0 (89.3)

Real-world feel 7 .884 (85.7)

Authority 7 .837 (96.4)

Third-party endorsements 0 1.0 (100)
Social support

Social interactiona 1 1.0 (100)

Social learning 0 1.0 (100)

Social identificationa 0 1.0 (100)

Social comparison 0 1.0 (100)

Normative influence 0 1.0 (100)

Social facilitation 0 1.0 (100)

Cooperation 0 1.0 (100)

Competition 0 1.0 (100)

Recognition 0 1.0 (100)

aPrinciples added from behavior change techniques.