Analysis of Driver’s Reaction Behavior Using a Persuasion-Based IT Artefact
Abstract
:1. Introduction
2. Context of the Research: The Driver Artefact System (DAS)
- (1)
- The Platform is a high-performance computer system, equipped with redundancy characteristics in all its critical elements, to allow the provision of the service without temporary interruptions. The platform also has interfaces with the information systems of the partners that provide real time services to drivers.
- (2)
- The On Board Diagnostic (OBD) device, connected to the car port of each of the vehicles, reads data from the various sensors that the car has to monitor the status of its various components and to send them to the platform for processing and exposure (ordered and managed). Generically, we can call these data the telemetry of the vehicle [20]. In addition, the device also incorporates a component to determine the geographical position in which the vehicle is using GPS technology. The most common electronic components of this type of device are a GPS module, a Global System for Mobile (GSM) communications system, an accelerometer, a gyroscope, a small microprocessor, the diagnostic process and a backup battery [21]. The data are collected from the OBD device that is part of the IT artefact, which will allow users to know what is happening in the car and its mobility in real time and, thus, approach the user to propose a maintenance solution, whenever needed. The DAS is a self-installing device, which means that no professional installers are needed to deploy the device in the vehicle. This simplifies the testing. All these data are sent to a central computer to be analyzed and processed thanks to the SIM installed inside the artefact. The device contains a SIM card which, conveniently activated in the operator’s 3G/4G network, facilitates the periodic sending of car info. The device is complemented by the creation of a communications protocol. This communications protocol is used to send DAS info to a server.
- (3)
- A mobile application allows the driver to manage the system/service himself, from its activation to its deactivation—including its configuration, the subscription of new value-added services and some data visualization. It also offers information about the saved money in real time, for car management purposes. This mobile application must be available for both Android terminals (versions equal to or greater than 4.4.x-KitKat) and iOS (versions equal to or greater than 9.0). The granularity of data collection as well as the frequency of delivery to the server can be handled manually by the operator of the artefact. According to Fogg [9], the APP, as end-user endpoint system, is a critical factor for the success of DAS.
3. Background and Literature Review
4. Methodology/Procedure
5. Results
6. Conclusions, Recommendations, and Future Work
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Acronym | Description | Notification System | Designed to | Technology | Article Reference |
---|---|---|---|---|---|
PDP | Persuasive Design Principles | Theory | Influence human behavior | General | [16] |
HCI | Computer Human Interaction | Multimodal notification interface | Driving safer, comfortable and efficient | Embedded into the car | [26] |
ADAS | Advanced Driver Assistance System | Multimodal notification interface | Safety and Efficiency Driving | Embedded into the car | [27] |
ITS | Intelligent Transportation Systems | Road panel notifications | Improve drive safety | Road panels | [28] |
MIS | Management Information System | Road panel notifications | Information (places, petrol stations, …) | Road panels | [29] |
TAM | Technological Acceptance Model | Theory | Technology use acceptance | General | [30,31] |
TAM2 | Technological Acceptance Model 2 | Theory | Technology use acceptance | General | [32] |
TAM3 | Technological Acceptance Model 3 | Theory | Technology use acceptance | General | [33] |
TRA | Theory of Reasoned Action | Theory–TAM predecessor | Technology use acceptance | General | [34] |
TRAM | Technological Readiness Acceptance Model | TAM evolution | Technology use acceptance | General | [35,36] |
DAS | Driver Artefact System | Based on OBD-II device | Real-time recommendations | OBD and APP | [37] |
Persuasion Principle | Description | Strategy | Organize |
---|---|---|---|
P1. Principle of Tunneling | It provides opportunities to persuade the user along the way. In our case, we use our IT artefact to persuade the end user to do things at every single opportunity. | The APP is available everywhere at anytime | S1 |
P2. Principle of Tailoring | The information provided by the IT artefact is more precise if it is bespoken to end users. In our case, the communication with the end user will be optimized depending on the categorization. | The APP offers me “tailor-made” services | S2 |
P3. Principle of Personalization | The system is modified to meet the user’s needs. A system that offers personalized content or services has a greater capability for persuasion. In our case, drivers will receive push notification messages (QR codes) through the IT artefact that can be presented on the suggested places (shops) to have rebates and discounts. | The APP can be customized by the user | S3 |
P4. Principle of Self-Monitoring | The goal is to allow people to monitor themselves in order to modify their behaviors, to achieve a predetermined objective or outcome. In our case, drivers will receive full information of their savings through an APP to check savings account. | The APP allows end users to monitor the behavior and allows them to better reach the goals (control, savings, etc.) | S4 |
P5. Principle of Simulation | Related with cause and effect. In our case, depending on the end user circumstances and classification taxonomy, opportunities will happen. The more information we have, the better opportunities we can suggest. | The more I use the APP, the more proposals I receive | S5 |
P6. Principle of Praise | Depending on the praise, DAS system can make users more open to persuasion | Users receive praise through the APP | S6 |
P7. Principle of Rewards | The system could reward depending on the behavior. Using our IT artefact, we suggest different reward systems focused on discounts and rebates. | The APP allows me to obtain savings | S7 |
P8. Principle of Reminders | The more you remind someone of something, the more the users will achieve their goals. To persuade the user along the way, we send some reminders to try to influence the end user. | End users appreciate that the APP reminds them of things that they can do or things that they can have | S8 |
P9. Principle of Suggestion | In an interactive computer product, it corresponds to its ability to suggest behavior at an opportune moment. Application for a driver with real-time solutions to car services with savings. | Proposals and suggestions come to me at the right time | S9 |
P10. Principle of Liking | Depending on the IT artefact’s visual attractiveness, we can be more persuasive. We are using digital marketing tools to persuade the end user. | The way in which the proposals come to me condition my response | S10 |
P11. Principle of Expertise | A system that is viewed as incorporating some level of expertise will have more persuasive power. In our case, we will use some artificial intelligence to describe the end user ontology to try to be more precise in suggesting product and services. | End users watch the APP as a sophisticated system and that encourages them to use it more | S11 |
P12. Principle of Authority | System should refer to end user with some level of authority. In our scenario, we can suggest driving scores to try to influence on their driving risk. | The APP suggests to me comments or actions that I take very seriously | S12 |
P13. Principle of Social Learning | The end user would be more motivated to perform our target behavior if the system will provide info about others performing the behavior. In our case, thanks to the gamification options, the end user will be compared over their peers in some mobility and driving aspects. | The APP allows me to compare myself with other users | S13 |
P14. Principle of Recognition | Offering private, public, individual or group recognition can increase the probability of targeting a behavior. In our case, the targeting behavior is a critical part of the IT artefact solution. | The APP shows me a recognition or scoring system | S14 |
P15. Principle of Kairos | The mobile systems of the future will be able to identify opportune moments and have more effective influences than they do today. The artefact will show drivers products and services, depending on the needs and circumstances at the right moment. | The APP helps me to identify opportunities and services at the right moment | S15 |
Strategy | Definition/Question | Persuasion Principle | Question |
---|---|---|---|
S1 | The APP is suitable anytime in the day | P1 | 1 |
S2, S3, S15 | The APP offers me “tailor-made” services and can be customized by the user | P2, P3, P15 | 2 |
S4 | The APP allows end users to monitor the behaviour and allows end users to better reach the goals (control, savings, ...) | P4 | 3 |
S5, S6, S7 | The more I use the APP, the more proposals I receive where I like to receive praises for getting savings | P5, P6, P7 | 4 |
S8, S9 | I appreciate that the APP reminds me things I can do or things that I have to do in real time | P8, P9 | 5 |
S10, S11, S12 | The way in which the proposals, as a sophisticated system, come to me, conditions my response | P10, P11, P12 | 6 |
S13, S14 | The APP shows me a recognition and allows me to compare with other users | P13, P14 | 7 |
Nº | Question | Short Statement | Screen Shot |
---|---|---|---|
1 | The APP is suitable for all times of the day | Time suitable | 4 |
2 | The APP offers me “tailor-made” services and can be customized by the user | Tailor-made services | 2, 3 |
3 | The APP allows the end user to monitor the behaviour and to better reach the goals | Reach goals | 4, 1 |
4 | The more I use the APP, the more proposals I receive where I like to receive praises for getting savings | Receive praises | 5 |
5 | I appreciate that the APP reminds me things I can do or things that I have to do in real time | Remind things | 1 |
6 | The way in which the proposals, as a sophisticated system, come to me, conditions my response | Response conditioned | 4, 6 |
7 | The APP shows me a recognition and allows me to compare with other users | Users comparison | 5 |
Ranking | Question | Strategy | Principle | Principle Description |
---|---|---|---|---|
1 | Question 3 | S4 | 4 | Self-Monitoring |
2 | Question 2 | S2, S3, S15 | 2, 3, 15 | Tailoring, Personalization, Kairos |
3 | Question 5 | S8, S9 | 8, 9 | Reminders, Suggestion |
Ranking | Question | Strategy | Principle | Principle Description |
---|---|---|---|---|
1 | Question 7 | S13, S14 | 13, 14 | Social Learning, Recognition |
2 | Question 6 | S10, S11, S12 | 10, 11, 12 | Liking, Expertise, Authority |
3 | Question 4 | S5, S6, S7 | 5, 6, 7 | Simulation, Praise, Rewards |
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Goikoetxea Gonzalez, J.; Casado-Mansilla, D.; López-de-Ipiña, D. Analysis of Driver’s Reaction Behavior Using a Persuasion-Based IT Artefact. Sustainability 2020, 12, 6857. https://doi.org/10.3390/su12176857
Goikoetxea Gonzalez J, Casado-Mansilla D, López-de-Ipiña D. Analysis of Driver’s Reaction Behavior Using a Persuasion-Based IT Artefact. Sustainability. 2020; 12(17):6857. https://doi.org/10.3390/su12176857
Chicago/Turabian StyleGoikoetxea Gonzalez, Javier, Diego Casado-Mansilla, and Diego López-de-Ipiña. 2020. "Analysis of Driver’s Reaction Behavior Using a Persuasion-Based IT Artefact" Sustainability 12, no. 17: 6857. https://doi.org/10.3390/su12176857
APA StyleGoikoetxea Gonzalez, J., Casado-Mansilla, D., & López-de-Ipiña, D. (2020). Analysis of Driver’s Reaction Behavior Using a Persuasion-Based IT Artefact. Sustainability, 12(17), 6857. https://doi.org/10.3390/su12176857