Scope BCSS 2016

BCSSs are an object of study within the Persuasive Technology research field. A BCSS can be defined as “a socio-technical information system with psychological and behavioral outcomes designed to form, alter or reinforce attitudes, behaviors or an act of complying without using coercion or deception.” [1]

All BCSSs have a persuasive component. What distinguishes research into BCSSs from other persuasive systems is that BCSSs are full-fledged systems, which emphasize user’s voluntariness in the persuasion process; personal goal-setting; quality and content of information provided; computer-mediated communication; software platforms and architectures; requirement for 24/7; methods and processes to develop the requested systems; organizational, social, and end-user impacts; feasible business models; among other issues.

Persuasive technology reveals an interdisciplinary research and education area transcending the traditional use of technology as helpful to merely improve the accessibility, affordability and efficiency of services within the institutional contexts. Smart environments collect and analyze sensor data on self-tracking behaviors, emotions, and thoughts enabling psycho-physiological feedback for personal change by strengthening emotional, social, and physical presence. Quantified holistic self-concept will give insights into how technology integrates in our lives, and how people engage each other and their environments using unobtrusive and pervasive technologies.

Workshop Focus and Objective

This workshop aims at connecting multidisciplinary researchers, practitioners and experts from a variety of scientific domains, such as information sciences, psychology, human-computer interaction, industrial design and medicine. This interactive workshop will act as a forum where experts from multiple disciplines can present their work, discuss and debate the pillars for persuasive technology and we like to introduce a holistic concept: EPIC for Change.

EPIC refers here to:
Engagement: creating experience, flow using persuasive strategies and triggers in development, using positive psychology concepts.
Personalization: how to personalize technologies to personalities and to differences in cultures?
Integration: how to create technologies that are implementable in practice, environments and that are adaptable to people (humanizing environments, geo-informatics)?
Connectivity: e.g., how to develop social networks for self-organizing communities?
Change: refers to individuals, communities and society, creating smart environments with persuasive technology for solving societal challenges.

Topics workshop. Topics for submissions include, but are not limited to the following areas:
Design & Development

  • Engagement, Personalization, Integration, Connectivity and Changes in Persuasive Technology
  • Smart communication and information systems
  • Interactive visualizations for personalization and social support
  • High tech, human touch / humanizing technology
  • Persuasive prompts to create engagement and involvement: virtual environments, ambient visualizations, etc.
  • Developing just-in-time persuasive feedback to support activities real-time and offline (e.g., triggers and alerts), using data generated by smart sensors, self-tracking devices, wearable’s, etc.
  • Connectivity designs for social support, e.g. for lifestyle change & wellbeing
  • Persuasive profiling to personalize interventions
  • Ethical issues of persuasive technology, big data and BCSSs
  • Value proposition design to create BCSSs that have value in practice for all stakeholders, implementation issues
  • Persuasive strategies that are related to different outcomes in change (engagement, resilience, attitudes, compliance behaviors at different levels; individual, community, society)


  • Measuring the impact of BCSSs and smart persuasive environments on individuals, community and society
  • Evaluation methods for measuring various aspects of BCSSs; process and products measurements
  • Advanced big data analytics for measuring and interpreting self-tracking data from wearables, multi- sensor data, etc.
  • Adequate design for measuring the effect of persuasive strategies on task adherence during usage and long-term effects (fractional factorial designs)
  • Frameworks and methodologies to measure A/B/C-Changes (attitude, behavior or compliance)
  • Profiling personalities and matching them with persuasive strategies
  • Multimodal cues and the effects on adherence and outcomes
  • Advanced analytics to predict adherence, to identify usage patterns and the effects on adherence
  • Evaluation of persuasiveness of different BCSSs (mobile, ubiquitous, ambient technologies, virtual environments, sensor-based, etc.)
  • Design guidelines for practice, based on evaluation studies

[1] Oinas-Kukkonen H. (2013) A Foundation for the Study of Behavior Change Support Systems, Personal and Ubiquitous computing, 17 (6), 1223-1235.