Communications of the Association for Information Systems


Persuasive technologies pervade much of our everyday lives today in areas from marketing to public health. In the latter case, persuasive technology represents a promising area of application. However, we know much too little about how to design effective interventions to support sustained behaviour change and improved well-being. The purpose of the present paper was to contribute in two ways. First, we want to contribute to current practice in designing such interventions. Second, we try to identify key research questions that could be a point of departure for a more detailed and comprehensive future research program. We do this by means of expressing 28 propositions. In sum, the propositions reflect that the construction of digital interventions should be seen as an iterative process which should take into account both content and design factors. However, we argue that intervention research and practical design experience is not just something that follows basic research at a polite distance, but rather is its inherent complement.