Persuasive Design
AbstrAct Persuasive design (PD) is concerned with the use of computing technology for persuasive purposes. It thereby captures a comprehensive and important trend in CMC, human-computer interaction, and software development in general. This chapter describes the basic concepts of PD as well as its development from its inception in the late 90s until now. So far, rhetoric has played a modest role in the field. However, it is shown that rhetoric offers a major step forward in consolidating PD as a discipline. The concepts of PD in many respects have a theoretical basis in and are better understood with reference to rhetoric; a number of practical guidelines for PD can and should be developed on the basis of rhetoric; and 'epistemic rhetoric' offers a sound epistemology for PD, which is at the moment lacking. Arguably, a rhetorical turn is required for coming to grips with the problem of defining PD and placing it properly as a special case of CMC, namely computer mediated persuasion.
D.3.1 PLOT Persuasive Learning Design Framework
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Commentary: Scholarship as a Way of Life—Character and Virtue in the Age of Big Humanities
From the Renaissance to the nineteenth century, most European scholars considered moral cultivation as the primary purpose of the humanities. The humanities were human not just because they concerned the products of the human mind but also because they transformed scholars and students into better human beings. During the late nineteenth and early twentieth centuries, the rise of Big Humanities questioned this moral purpose. However, Big Humanities also reemphasized the importance of epistemic virtues for scholarship. The language of epistemic virtues helped scholars create new communities of learning and scholarship. Within these communities, the language of virtues established common standards of collaboration and granted scholars a sense of purpose. Many of these scholars also continued to associate epistemic virtues with moral virtues.