TU Delft
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2013/2014 Industrial Design Engineering IO Electives
Experiencing Persuasive Environments
Responsible Instructor
Name E-mail
Dr.ir. A.P.O.S. Vermeeren    A.P.O.S.Vermeeren@tudelft.nl
Education Period
Start Education
Exam Period
Course Language
Course Contents
Persuasion in general is a social influence mechanism, or a form of interaction that aims at changing the way people think or behave. Inspired by Fogg’s definition of persuasive technology, we interpret design for persuasive environments as:
(1) an attempt to change attitudes or behaviour or both without coercion or deception,
(2) a focus on humans interacting with and in (social, physical and virtual) environments
(3) a focus on planned persuasive effects,
(4) a focus on endogenous or ‘built-in’ persuasive intent, which means that an environment is intentionally designed to persuade, and
(5) persuasion that may take place at either the macro or the micro level.

The course will deal with issues like:
Designing for behavioural change, mechanisms and conditions for persuasion, play and games as motivators, ethics of persuasive design, the role of user experience in design for behavioural change, persuasion in technical networked environments as well as physical and social environments.
Study Goals
- Theoretical and practical knowledge about the concepts persuasiveness, experience and environments; and how these can influence each other
- Knowledge about and applying knowledge about mechanisms of persuasion in design, as well as their effectiveness and how people may experience those
- Make students reflect on, be aware of and deal with the ethical issues of persuasiveness
- Basic knowledge about and some initial experience with the implications of various technical network environments (e.g., agent-networks and wireless distributed networks) for experience and persuasive design
- Basic knowledge about and some initial experience with the implications of social network and virtual environments, people in crowds, etc. for experience and persuasive design.
Education Method
- Lectures
- Reading scientific papers
- An introductory assignment in which students are asked to analyse existing persuasive designs based on papers and lectures.
- An assignment in which students analyze existing persuasive designs for its ethical issues, based on papers and lectures.
- An integrative design assignment in which students are challenged to apply insights and knowledge gained in the individual assignments to a given case, and which is based on ongoing research at the faculty.
Assessment is based on the results of the assignments.