International Workshop on Digital Nudging and Digital Persuasion (DNDP 2022)

In conjunction with the 17th International Conference on Persuasive Technology 2022, 29 – 31 March 2022, HBKU, Qatar.

Welcome to the International Workshop on Digital Nudging and Digital Persuasion (DNDP) 2022

Due to the Covid-19 pandemic, Persuasive Technology 2022 is planned as a hybrid conference, possibly even fully virtual depending on the pandemic status. The DNDP 2022 Workshop follows the same arrangements as the conference. 

Call for Papers


Abstract due:  10 February 2022
Submissions due: 17 February 2022
Notifications to authors: 17 March 2022
Camera-ready version: 22 March 2022

Submission: LNCS format, 5+ pages

Submission through: EasyChair 

Nudge theory proposes that subtle changes in the way choices are presented can intuitively guide individuals’ behaviors. For the last decade, nudges have attracted extensive interest for their applications in numerous fields. This approach has already been used to encourage people to save and improve their financial position at retirement, to promote organ donation, to improve bathroom cleanliness, or to encourage people to respect the speed limit. Another approach holding also great potential for motivating towards desired behavior is through persuasive techniques. Both nudge and persuasion have the same end goals yet, they rely on different principles to encourage change. Nudges are decision-oriented, while the persuasive design is attitude-oriented.

Technology holds great potential in offering new interventions to reach a wider range of individuals faster and in a more cost-effective manner. It further allows to reach to individuals who are either in under-serviced areas/demographics or who might otherwise shun from reaching out (e.g., due to fear of social stigma). Consequently, the use of persuasive technology is attracting an increasing amount of interest both in research as well as in industry. In this present workshop, the focus is on applying digital nudging strategies and persuasive techniques to engage people and thereby increase their level of competency and self-efficacy. Therefore, the expected outcome in using digital nudging and persuasion is to achieve a more sustainable behavioral change for individuals.

This workshop is intended to support the individuals participating in the workgroup session on the utilization of digital nudging and persuasion techniques to increase goal achievement. This may include but is not limited to

  1. Helping students improve outcomes
  2. Aid software engineers to improve their work output
  3. Aid researchers improve their day-to-day tasks’ performance
  4. Boosting patient’s motivation to adhere to medical advisory
  5. Aid individuals to do more physical activity
  6. Motivate green transportation habits
  7. Motivate towards responsible consumption choices

Additionally, the workshop is open to contributions from the field of nudging, persuasive and gamification technologies for addressing an individual’s competency and self-efficacy related tasks. The workshop aims to provide an opportunity for researchers to submit their original contributions on the design, implementation and evaluation of new nudging and persuasive technologies in key areas including but not limited to:

  • Technology-mediated nudges and persuasive technologies
  • Sustainable behavioral change towards education outcomes
  • Sustainable behavioral change towards health outcomes
  • Engagement, competency, and self-efficacy
  • Theory and model-based design/co-designs for solutions
  • Gamification, game-design elements, and game-based solutions
  • Choice architecture for sustainable future
  • Novel visualizations of behavioral data

The workshop is open to and interested in theoretically, empirically, and/or methodologically oriented contributions focused on supporting and providing education, health and environmental awareness activities. We invite submissions that address novel designs/co-designs and evaluations of mobile applications and services, AR/VR/MR applications, games, and social media applications and services. Systematic review articles are considered for review as well. The authors of accepted papers will be requested to give a presentation via Zoom or in person. The link will be provided well before the workshop.

The workshop involves two sessions –

  • Paper presentation session
  • Dedicated simulation based session which will involve
    • real life scenarios to recreate the ideas in the paper
    • gather feedback from prospective participants
    • nudge participants towards a desired behavior (measure effectiveness through participants’ feedback)

For the simulation-based session, the workshop will run each stage with and without nudging, and measure self-efficacy/competence at different points (e.g., before and after the intervention).

  • Stage 1: simulation (building scenarios)
  • Stage 2: short exercise e.g., abstract
  • Stage 3: bigger deliverable of relevant tasks

The workshop will last for a full day – 7 hours (exact time & TimeZone information will be informed closer to the event date) and a detailed breakout of individual sessions and activities will be provided closer to the event date.

If you have any questions about the workshop topics, if you plan to submit a paper or have any other questions about the workshop please e-mail the programme chairs. All papers will be reviewed by at least two reviewers. Accepted papers will be published on CEUR-WS Workshop Proceedings. We look forward to receiving your submissions.

Workshop organisers:

Programme co-chairs:

  • Haque, Sanaul (LUT University, Finland; contact:
  • Caraban, Ana (Instituto Superior Técnico + Interactive Technology Institute, Portugal)

General co-chairs:

  • Porras, Jari (LUT University, Finland)
  • Kehoe, Joseph (Institute of Technology Carlow, Ireland)

Organising chairs:

  • O’Broin, Daire (Institute of Technology Carlow, Ireland)
  • Tripathi, Ashok (LUT University, Finland)

Publicity and Web Chair:

  • Abdullai, Larry (LUT University, Finland)

Programme Committee (PC) members:

  • Mishra, Rohit (TU Delft, The Netherlands)
  • Nauha, Laura (University of Oulu, Finland)
  • Kehoe, Joseph (Institute of Technology Carlow, Ireland)
  • Fanny Vainionpää (University of Oulu, Finland)
  • Abdullai, Larry (LUT University, Finland)
  • Caraban, Ana (Instituto Superior Técnico + Interactive Technology Institute, Portugal)
  • Haque, Sanaul (LUT University, Finland)
  • O’Broin, Daire (Institute of Technology Carlow, Ireland)
  • Micael Sousa (University of Coimbra, Portugal)
  • Tripathi, Ashok (LUT University, Finland)