All Stories

  1. How AI Coaches People: A Review of Personalised Coaching Technologies
  2. Factors Associated with Problematic Mobile Phone Use among Sub-Saharan African Populations: Moderating Effect of Gender
  3. MyShoppingBuddy: Exploring Persuasive Strategies and Design Opportunities for Gamifying Real World Shopping Experiences
  4. Exploring Large Language Models for Personalized Recipe Generation and Weight-Loss Management
  5. Bridging the Privacy Gap: Analyzing Nigerian Disclosure Behaviors and Developing Culturally Relevant Interventions
  6. Future Research Directions for an Afrocentric E-Learning System
  7. BehavRec: Workshop on Recommendations for Behavior Change
  8. Adaptive and Personalized Persuasive Technologies (ADAPPT 2023) Workshop
  9. A Usability Evaluation of a Software Framework for Designing Persuasive Games.
  10. A wallpaper for absent-minded smartphone use
  11. EEG-Based Brain-Computer Interactions in Immersive Virtual and Augmented Reality: A Systematic Review
  12. Tailoring a Persuasive Game to Promote Secure Smartphone Behaviour
  13. Augmented Reality and Machine Learning in Health: A Systematic Review
  14. Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games
  15. Exploring Variance in Users’ Moods across Times, Seasons, and Activities: A Longitudinal Analysis
  16. Security of Social Networks: Lessons Learned on Twitter Bot Analysis in the Literature
  17. The Journey: An AR Gamified Mobile Application for Promoting Physical Activity in Young Adults
  18. Sans Tracas: A Cross-platform Tool for Online EEG Experiments.
  19. Augmented and Virtual Reality-Driven Interventions for Healthy Behavior Change: A Systematic Review
  20. Mobile Applications for Health and Wellness: A Systematic Review
  21. Insights From Longitudinal Evaluation of Moodie Mental Health App
  22. Improving Mental Health Among Working-Class Indian Women: Insight From An Interview Study
  23. Culture and Health Belief Model: Exploring the Determinants of Physical Activity Among Saudi Adults and the Moderating Effects of Age and Gender
  24. Adaptive and Personalized Persuasive Technologies
  25. Gender and the Effectiveness of a Persuasive Game for Disease Awareness Targeted at the African Audience
  26. A Persuasive Game to Promote Awareness and Adoption of COVID-19 Precautionary Measures
  27. A Health Belief Model Approach to Evaluating Maternal Health Behaviors among Africans - Design Implications for Personalized Persuasive Technologies
  28. Persuasiveness of a Game to Promote the Adoption of COVID-19 Precautionary Measures and the Moderating Effect of Gender
  29. A persuasive game to improve user-awareness and self-efficacy towards secure smartphone behaviour
  30. Tailoring Persuasive and Behaviour Change Systems Based on Stages of Change and Motivation
  31. COVID Dodge: An African-Centric game for promoting COVID-19 Safety Measures
  32. A Mixed Method Approach to Evaluating eCommerce Website: Towards Socially-sensitive Guidelines for Future Design
  33. Design Opportunities for Persuasive Mobile Apps to Support Maternal and Child Healthcare and Help-seeking Behaviors
  34. Heuristic Evaluation of an African-centric Mobile Persuasive Game for Promoting Safety Measures Against COVID-19
  35. Age Differences in Problematic Mobile Phone Usage among Africans
  36. Insider Perspectives of Human-Computer Interaction for Development Research: Opportunities and Challenges
  37. Public Perception of Mental Illness: Opportunity for Community-based Collaborative Intervention
  38. Towards a Research Agenda for Gameful Creativity
  39. Personalized Persuasion to Promote Positive Work Attitudes in Public Workplaces
  40. How Effective Are Social Influence Strategies in Persuasive Apps for Promoting Physical Activity?
  41. Developing Persuasive Mobile Games for African Rural Audiences
  42. Socially Responsive eCommerce Platforms
  43. UMAP 2019 ADAPPT (Adaptive and Personalized Persuasive Technology) Workshop Chairs' Welcome & Organization
  44. Deconstructing persuasiveness of strategies in behaviour change systems using the ARCS model of motivation
  45. Socially-driven persuasive health intervention design: Competition, social comparison, and cooperation
  46. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
  47. Tracking feels oppressive and ‘punishy’: Exploring the costs and benefits of self-monitoring for health and wellness
  48. A Framework and Taxonomy of Videogame Playing Preferences
  49. Positive Gaming
  50. The Topicality of Agent-Based Modeling/Multi Agent Systems in Human Computer Interaction Research
  51. Player Type Models