Annals of Emerging Technologies in Computing (AETiC)

 
Paper #2                                                                             

A Comparative Analysis of Design Principles for Integration in Wearable Persuasive Multimedia

Umi Hanim Mazlan and Siti Mahfuzah Sarif


Abstract: Many studies, to varying degrees, have confirmed the importance of persuasive approaches in wearable technology. Meanwhile, there are also a growing number of studies in persuasive multimedia, particularly in promoting awareness. Also, many studies reported on wearable multimedia, especially in game-based and VR/AR applications. Given the increasing emergence of these technologies, there is a need to integrate existing diverse research endeavours and consolidate them for improved planned effects on human attitude and behaviour, including one's awareness. However, a similar attempt to incorporate a triad of persuasive, multimedia and wearable design principles toward improved controllability awareness lacks empirical evidence. Here, this study explores the design principles of persuasive, multimedia and wearable technologies that can be leveraged into an integrated design model, especially in promoting controllability awareness of mental health issues. Moreover, this study believes exploring the potential integration of the design principles would significantly impact the application's effectiveness. Therefore, this study conducted a comparative analysis which involved 20 relevant studies pertinent to wearable design principles, persuasive design principles, and multimedia design principles. Furthermore, all identified studies were reviewed regarding the domain, the technology used, target outcomes, and utilisation of the design principles. As a result, this study discovered that many studies were on integrating persuasive and multimedia design principles and persuasive and wearable technologies. Therefore, the outcome of this study could be leveraged to incorporate all three design principles (i.e., wearable, persuasive technology, multimedia) into a conceptual model. The conceptual model is expected to produce a more effective result, especially in enhancing controllability awareness in the mental health domain.


Keywords: Multimedia Technology; Persuasive Technology; Wearable Persuasive Multimedia; Wearable Technology.


 
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