Tutorials and viewpoint papers are intended to help people attending the conference organize a related scientific meeting on a specific topic or instruct on a specific practice. If you haven’t registered for the amazing tutorials, don’t miss the chance! Check out the following informative tutorials to register at the conference!

Tutorial #1 – Persuasive systems design, evaluation and research through the PSD model
April 17th, 9:00am to 12:30pm

Tutorial #2 – Transforming Sociotech Design (TSD)
April 17th, 9:00am to 12:30pm

Tutorial #3 – Gamification: Tools & Techniques for Persuasive Technology Design (Cancelled)
April 17th, 1:00pm to 5:00pm

Tutorial #4 – Combined Toolboxes
April 17th, 1:30pm to 5:00pm



Tutorial 1

Persuasive systems design, evaluation and research through the PSD model

April 17th, 9:00am to 12:30pm

Harri Oinas-Kukkonen, University of Oulu, Finland

This tutorial will introduce conceptual frameworks for designing, evaluating and researching persuasive systems, known as the Persuasive Systems Design (PSD) model and the Behavior Change Support System (BCSS) framework. The PSD describes the process for persuasive systems development and it explains what kind of software functionality may be implemented in the service or product. The model helps select effective persuasive features and categorizes them into primary task, computer-human dialogue, system credibility, and social influence. It also highlights fundamentals behind any persuasive system and ways to analyze contexts for persuasion. Results from a variety of research projects utilizing the PSD model and the BCSS framework based approaches will be presented. The PSD model and BCSS framework can be applied for developing and evaluating both full-fledged interventions and lighter persuasive applications, carrying out systematic literature reviews, actually building the software for these applications as well as user experience and actual intervention outcome research with these approaches. We make the claim that the topics addressed in this presentation will play a central role in all future IT design, and is relevant for all future software business and economy.


Tutorial 2

Transforming Sociotech Design (TSD)


April 17th, 9:00am to 12:30pm


Prof. Agnis Stibe, Paris ESLSCA Business School, France
Anne-Kathrine Kjær Christensen, Specifii, Copenhagen, Denmark
Tobias Nyström, Uppsala University, Sweden



Transforming Sociotech Design (TSD) tutorial will cover conceptual frameworks for designing and evaluating Persuasive Technology (PT) aimed at achieving sustainable transformations of our lives towards wellbeing. The tutorial will introduce and explain how TSD contributes to PT research by extending our understanding beyond limitations of traditional behavioural change designs and interventions. TSD embodies a fundamental understanding of the PT components that are essential for designing successful transformations, known as Socially Influencing Systems, Computer-Supported Influence, Persuasive Cities, Persuasive Backfiring, and Persuasive Design for Sustainability. This knowledge of TSD will empower the scholars and designers participating in this tutorial session to create PT that makes behavioural and attitudinal changes last. Moreover, the tutorial will also share the knowledge about strategies from rhetoric, psychology, and neuroscience that lead to attitudinal transformations. By definition, this tutorial will also transform the way participants see the potential of PT in attaining long-term permanent behavioural changes at all scales, be it an individual, group, or societal levels. Everyone interested in creating innovations that successfully transform human behaviour and attitude is welcome, especially PT researchers and practitioners, including designers, developers, user experience experts, psychologists, gamifyers, and nudging enthusiasts.


Tutorial 3

Gamification: Tools and Techniques for Persuasive Technology Design (Cancelled)


April 17th, 1:00pm to 5:00pm (Cancelled)


Gustavo Fortes Tondello, Lennart Nacke, University of Waterloo, Canada



This tutorial introduces participants to concepts of gamification and practices some gamification evaluation with a set of heuristics used to evaluated gameful persuasive applications and gameful design. We will introduce participants to some of the common gameful intervention strategies to add persuasive game design elements that can be used to motivate users and then train participants with our set of 28 gamification heuristics for rapid evaluation of gameful systems. The tutorial is structured into three 60-minute units, which will give the participants enough time to learn how to gamify persuasive activities, apply new heuristics and improve their gameful designs. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and taught a successful gamification course at CHI 2017.



Tutorial 4

Combined Toolbox Tutorial

April 17th, 1:30pm to 5:00pm

Pamela Shea, St. Lawrence College, Canada

Kaela Shea, University of Toronto, Canada


Many activities and interactions of people are facilitated, optimized, or encouraged through design. Persuasive Design presents a potential for interventions in many systems through applying engineering tools. However, behavioural manipulation is a complex and multifactorial system that is tackled by a diverse variety of disciplines. Despite technical knowledge and system design expertise, many in the field of Persuasive Technology lack experience in applying fundamental behavioural change strategies. Applied Behaviour Analysis, on the other hand, prides itself in solving socially important problems and has produced powerful interventions in fields such as autism, developmental disabilities, education, clinical psychology, and organizational behaviour management. Combining the most powerful tools of Applied Behavioural Analysis and Engineering to target specific challenges is a way of strengthening intervention capabilities of both fields.

The proposed tutorial will address strategic approaches each field takes in addressing a behaviour change challenge and will aim build a liaison between the two fields through the frame of reference of one specific target challenge. Organizers Shea and Shea lend their contrasting and complimentary experiences with behavioural change, drawn from the fields of Applied Behavioural Analysis and Biomedical Engineering respectively.