May 30, 2025
Geoff Kaufman, Carnegie Mellon University
The "Embedded Design" Approach to Creating Persuasive Technologies and Immersive Experiences
In creating persuasive technologies - interactions and experiences that aim to effect beneficial attitude or behavior change in users - designers face several key challenges, not least of which is the very human response to resist explicit attempts to persuade them. Likewise, in creating immersive experiences, such as games and multimedia experiences, centering on serious topics, there can be an inherent tension between the goals of engaging users with a fun, enjoyable experience and providing exposure to relevant persuasive content. In the past decade, my colleagues, students, and I have developed a methodology for designing persuasive technologies that confronts these challenges head-on by providing strategies for integrating persuasive messaging and mechanisms in a more subtle, nuanced fashion that strikes a balance between engagement and impact. In my talk, I will use a variety of projects from the past ten years, diverse both in their form (e.g., transformational games, communication tools, VR environments, etc.) and focus (e.g., stereotypes and prejudice, community-building, political polarization, etc.) to illustrate the Embedded Design approach, its applicability to an array of HCI design domains, and its utility for engaging users with experiences intended to change their lives for the better.
About the speaker:
Geoff Kaufman (he/him) is the Robert E. Kraut Associate Professor of Social Computing in the Human-Interaction Institute at Carnegie Mellon University. His research focuses on designing theoretically driven persuasive technologies - including games, storytelling platforms, and tools/interfaces for mediated interaction - with specific prosocial transformative goals, and producing validated, generalizable frameworks and models for the design of persuasive interventions. His work leverages his training as a social psychologist and centers on three interlinked goals that, at their heart, entail an applied psychology approach to the design of prosocial interventions in the space of justice and equity, namely: (1) reducing unconscious bias and promoting greater interpersonal/intergroup empathy; (2) mitigating the negative impact of bias experienced by members of marginalized groups; and (3) promoting more constructive, civil interactions between members of online communities. His research has received Best Paper Awards at HCI and game research conferences, including CHI, CSCW, DiGRA, and Meaningful Play, and has been profiled in media venues such as Entertainment Weekly, Wired, The Guardian, Huffington Post, Scientific American, and Reader’s Digest.
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