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.