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2nd EAI International Conference on Smart Objects and Technologies for Social Good

November 30–December 1, 2016 | Venice, Italy

Track Session on

Persuasive Systems Design for Promoting Health & Wellbeing



Co-chaired by:

Silvia Gabrielli (CREATE-NET),

Ahmed Salih Fadhil (FBK),

Dario Betti (CR-GPI),


1. Track Description

Key elements in behavior and attitude change are motivation and ability. These two can be fostered in various ways, one of which is through persuasion. Persuasive technology is a young and vibrant research area, focusing on how interactive technologies may be used to create, maintain, or change human thinking and behavior.

Combining well-established research methods and traditions from reference disciplines such as social psychology and communication with cutting-edge technologies brings about a special flavor characteristic of the track. This track will feature new insights, research and practice on how the design, development and use of technology may change and influence our behavior, thoughts, feelings, as a way to improve our lifestyles and promote health&wellbeing.

The track targets researchers, doctoral students, practitioners and other people interested in presenting, discussing, reflecting and networking on central themes associated with the development and use of persuasive systems. We welcome theoretical and empirical papers that employ diverse methodologies and philosophical perspectives, as well as design research papers, which describe and evaluate novel design methods and system prototypes. In addition, the track welcomes full research and work in progress papers and educational cases.


Follow the submission instructions at:


2. Themes of the track include, but are not limited to:

Persuasive Systems

●     Theories, principles, methods and models for persuasive systems design

●     Evaluation of persuasive systems

●     Mobile persuasion

●     Persuasion profiling

●     Methodological and ethical issues in persuasive system design and implementation

Game-based Systems

●     Methods, models and principles for gamification design

●     Serious games in lifestyle promotion

●     Mobile persuasion

●     Behavior change and gaming techniques

●     Gaming for good

Diet and Physical Activity Recommender Systems

●     Models and techniques in food diary and food logs recommendation

●     Algorithmic approaches in food recommendations

●     Food tracking and food related virtual coaching

Wearables and activity sensors

●     Usability, privacy and security perception of wearables & sensors

●     Participatory sensing methods

●     Unobtrusive sensing approaches


●     Tailored approaches in user motivation

●     Affective computing in behavior change for health&wellbeing applications

●     Social network influence in user motivation and engagement

●     Mindfulness and psycho-education approaches in persuasive systems