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B. J. Fogg

dblp:f/bjfogg · DBLP profile ↗
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20ranked-venue papers
15as first author
0since 2021 · last 2010
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 12 · 10 first-authorHuman-computer interaction and ubiquitous computing · 8 · 5 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
8 papers
Collaborative and social computing · 41% Human-AI interaction · 32% Usability and user experience research · 14%

Topics — the 6 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
computer-mediated communication
0.122009
Social responses in mobile messaging: influence strategies, self-disclosure, and source orientation · CHI 2009
Can computers be teammates? · Int. J. Hum. Comput. Stud. 1996
Collaborative and social computing › computer-mediated communication › messaging
mobile messaging
0.112009
Social responses in mobile messaging: influence strategies, self-disclosure, and source orientation · CHI 2009
Health and well-being technologies
persuasive technology
0.011998
Persuasive Computers: Perspectives and Research Directions · CHI 1998
User interface design and tools
web site design
0.012001
What makes Web sites credible?: a report on a large quantitative study · CHI 2001
Design research and methods
design space
0.011998
Persuasive Computers: Perspectives and Research Directions · CHI 1998
Usability and user experience research
user affect
0.011997
Silicon sycophants: the effects of computers that flatter · Int. J. Hum. Comput. Stud. 1997

Methods — techniques the papers use, named apart from their topics

influence strategies · 0.1field experiment · 0.1conceptual framework · 0.0laboratory experiment · 0.0quantitative study · 0.0factor analysis · 0.0literature synthesis · 0.0device design · 0.0group dynamics · 0.0
YearPublicationVenuePosition
2010 Behavior Wizard: A Method for Matching Target Behaviors with Solutions
B. J. Fogg, Jason Hreha
PERSUASIVE1
2009 Social responses in mobile messaging: influence strategies, self-disclosure, and source orientation
abstract
This paper reports on a direct test of social responses to communication technologies theory (SRCT) with mobile messaging. SRCT predicts that people will mindlessly respond to computers in social ways that mirror their responses to humans. A field experiment (N=71) using participants' own mobile phones compared three influence strategies (direct request, flattery, and social norms) in the context of asking intimate questions of participants. These messages came from either an ostensibly human or computer sender. Flattery significantly increased self-disclosure when ostensibly sent by a human, but not when from a computer. The interaction effect for sender and influence strategy is inconsistent with SRCT's predictions. Implications for theories of source orientation, research methods, and future research are discussed.
Dean Eckles, Doug Wightman, Claire Carlson, Attapol Thamrongrattanarit, Marcello Bastéa-Forte, B. J. Fogg
CHI6
2009 Three possible futures for persuasive technology
abstract
I will share three possible paths that persuasive technologies might take in the coming years: MixMasters, Swishers, and MegaMonkeys. These speculative futures may help us reevaluate our methods for research and design. Even if my three scenarios never happen, what seems certain is that our current practices, in both industry and academics, will inevitably change as we develop better tools for creating, distributing, and measuring persuasive technologies. I believe these changes will come sooner than most expect.
B. J. Fogg
PERSUASIVE1
2009 A behavior model for persuasive design
abstract
This paper presents a new model for understanding human behavior. In this model (FBM), behavior is a product of three factors: motivation, ability, and triggers, each of which has subcomponents. The FBM asserts that for a person to perform a target behavior, he or she must (1) be sufficiently motivated, (2) have the ability to perform the behavior, and (3) be triggered to perform the behavior. These three factors must occur at the same moment, else the behavior will not happen. The FBM is useful in analysis and design of persuasive technologies. The FBM also helps teams work together efficiently because this model gives people a shared way of thinking about behavior change.
B. J. Fogg
PERSUASIVE1
2009 The Behavior Grid: 35 ways behavior can change
abstract
This paper presents a new way of categorizing behavior change in a framework called the Behavior Grid. This preliminary work shows 35 types of behavior along two categorical dimensions. To demonstrate the analytical potential for the Behavior Grid, this paper maps behavior goals from Facebook onto the framework, revealing potential patterns of intent. To show the potential for designers of persuasive technology, this paper uses the Behavior Grid to show what types of behavior change might most easily be achieved through mobile technology. The Behavior Grid needs further development, but this early version can still be useful for designers and researchers in thinking more clearly about behavior change and persuasive technology.
B. J. Fogg
PERSUASIVE1
2009 Creating persuasive technologies: an eight-step design process
abstract
This paper outlines eight steps to follow as best practices in the early stages of persuasive technology design. The eight-step process, drawn from demonstrated successes in industry practice, begins with defining the persuasion goal to match a target audience with an appropriate technology channel. Subsequent steps include imitating successful examples of persuasive design, performing rapid trials, measuring behavioral outcomes, and building on small successes.
B. J. Fogg
PERSUASIVE1
2009 10 uses of texting to improve health
abstract
Most people use text messaging to stay in touch with friends. But the options for texting go beyond individual communication. In this paper we present 10 ways for texting to improve health behavior. Our hope is that health professionals can see new ways that texting can help achieve their health care goals.
B. J. Fogg, Enrique Allen
PERSUASIVE1
2009 Designing for video engagement on social networks: a video marketing case study
abstract
In this case study, we describe the design and execution of a video marketing campaign on Facebook. We present concrete recommendations for effective video persuasion design, focusing on a new kind of video player presentation, as well as one specific environment in which video content can be placed, seeded, and distributed. We present a number of findings that support our design recommendations. Finally, we acknowledge and discuss the limitations in our case study approach.
Nikki Serapio, B. J. Fogg
PERSUASIVE2
2008 Mass Interpersonal Persuasion: An Early View of a New Phenomenon
B. J. Fogg
PERSUASIVE1
2008 Online Persuasion in Facebook and Mixi: A Cross-Cultural Comparison
B. J. Fogg, Daisuke Iizawa
PERSUASIVE1
2008 Six Patterns for Persuasion in Online Social Networks
G. Michael Weiksner, B. J. Fogg, Xingxin Liu
PERSUASIVE2
2007 The Behavior Chain for Online Participation: How Successful Web Services Structure Persuasion
B. J. Fogg, Dean Eckles
PERSUASIVE1
2006 The Six Most Powerful Persuasion Strategies
B. J. Fogg
PERSUASIVE1
2001 What makes Web sites credible?: a report on a large quantitative study
abstract
The credibility of web sites is becoming an increasingly important area to understand. To expand knowledge in this domain, we conducted an online study that investigated how different elements of Web sites affect people's perception of credibility. Over 1400 people participated in this study, both from the U.S. and Europe, evaluating 51 different Web site elements. The data showed which elements boost and which elements hurt perceptions of Web credibility. Through analysis we found these elements fell into one of seven factors. In order of impact, the five types of elements that increased credibility perceptions were “real-world feel”, “ease of use”, “expertise”, “trustworthiness”, and “tailoring”. The two types of elements that hurt credibility were “commercial implications&rdquo ;and “amateurism”. This large-scale study lays the groundwork for further research into the elements that affect Web credibility. The results also suggest implications for designing credible Web sites.
B. J. Fogg, Jonathan Marshall, Othman Laraki, Alex Osipovich, Chris Varma, Nicholas Fang, Jyoti Paul, Akshay Rangnekar, John Shon, Preeti Swani, Marissa Treinen
CHI1
1999 The Elements of Computer Credibility
abstract
Given the importance of credibility in computing products, the research on computer credibility is relatively small. To enhance knowledge about computers and credibility, we define key terms relating to computer credibility, synthesize the literature in this domain, and propose three new conceptual frameworks for better understanding the elements of computer credibility. To promote further research, we then offer two perspectives on what computer users evaluate when assessing credibility. We conclude by presenting a set of credibility-related terms that can serve in future research and evaluation endeavors.
B. J. Fogg, Hsiang Tseng
CHI1
1998 Persuasive Computers: Perspectives and Research Directions
abstract
The study of computers as persuasive technologies (called "captology") was introduced at CHI 97 as a new area of inquiry.This paper proposes definitions, perspectives, and research directions for further investigation of this field A persuasive computer is an interactive technology that attempts to change attitudes or behaviors in some way.Perspective 1 describes how computers can inherit three types of intentionality: endogenous, exogenous, and autogenous.Perspective 2 presents the 'Functional Triad," which illustrates that computers can function as persuasive tools, media, and social actors.Perspective 3 presents a 'levels of analysis" approach for captology, which include varying levels from individual to societal-Perspective 4 suggests a simple method for exploring the design space for persuasive computers.Perspective 5 highlights some ethical issues inherent in persuasive computing.The paper concludes by proposing seven directions for further research and design.
B. J. Fogg
CHI1
1998 HandJive: A Device for Interpersonal Haptic Entertainment
abstract
Article HandJive: a device for interpersonal haptic entertainment Share on Authors: BJ Fogg Stanford University, P.O. Box 8338, Stanford, CA Stanford University, P.O. Box 8338, Stanford, CAView Profile , Lawrence D. Cutler Pixar Animation Studios, 1001 W. Cutting, Richmond, CA Pixar Animation Studios, 1001 W. Cutting, Richmond, CAView Profile , Perry Arnold Trilogy Dev. Group, 6034 W. Courtyard Dr. Austin, TX Trilogy Dev. Group, 6034 W. Courtyard Dr. Austin, TXView Profile , Chris Eisbach IBM, User Systems, Ergonomic Research IBM, User Systems, Ergonomic ResearchView Profile Authors Info & Claims CHI '98: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsJanuary 1998 Pages 57–64https://doi.org/10.1145/274644.274653Online:01 January 1998Publication History 61citation1,508DownloadsMetricsTotal Citations61Total Downloads1,508Last 12 Months52Last 6 weeks7 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
B. J. Fogg, Larry Cutler, Perry Arnold, Chris Eisbach
CHI1
1997 Silicon sycophants: the effects of computers that flatter
abstract
A laboratory experiment examines the claims that (1) humans are susceptible to flattery from computers and (2) the effects of flattery from computers are the same as the effects of flattery from humans. In a cooperative task with a computer, subjects (N=41) received one of three types of feedback from a computer: “sincere praise”, “flattery” (insincere praise) or “generic feedback”. Compared to generic-feedback subjects, flattery subjects reported more positive affect, better performance, more positive evaluations of the interaction and more positive regard for the computer, even though subjects knew that the flattery from the computer was simply noncontingent feedback. Subjects in the sincere praise condition responded similarly to those in the flattery condition. The study concludes that the effects of flattery from a computer can produce the same general effects as flattery from humans, as described in the psychology literature. These findings may suggest significant implications for the design of interactive technologies.
B. J. Fogg, Clifford Nass
Int. J. Hum. Comput. Stud.1
1996 Can computers be teammates?
abstract
This study investigated the claim that humans will readily form team relationships with computers. Drawing from the group dynamic literature in human-human interactions, a laboratory experiment ( n =56) manipulated identity and interdependence to create team affiliation in a human-computer interaction. The data show that subjects who are told they are interdependent with the computer affiliate with the computer as a team. The data also show that the effects of being in a team with a computer are the same as the effects of being in a team with another human: subjects in the interdependence conditions perceived the computer to be more similar to themselves, saw themselves as more cooperative, were more open to influence from the computer, thought the information from the computer was of higher quality, found the information from the computer friendlier, and conformed more to the computer's information. Subjects in the identity conditions showed neither team affiliation nor the effects of team affiliation.
Clifford Nass, B. J. Fogg, Youngme Moon
Int. J. Hum. Comput. Stud.2
1995 Can computer personalities be human personalities?
Clifford Nass, Youngme Moon, B. J. Fogg, Byron Reeves, D. Christopher Dryer
Int. J. Hum. Comput. Stud.3