• Design of IT-services with behavioural changes as aim
• Practical exercises and applications
• Motivation theory
• Learning theory
• Behavioural theory
• Involving design
• Gamification
• Playfulness
• Persuasive technologies
• Ethical aspects on behavioural changing technologies
• Behavioral economics
• Nudging
After the course, the students should be able to
* make justified design choices for IT-services that have behavioural change as aim
* critically evaluate and design different designs of IT-services based on motivation theories, learning theories and behavioural theories
* identify and characterise different driving forces in different groups of individuals
* critically evaluate preconditions for and application of gamification for increase of motivation