Human Behavior Understanding for Inducing Behavioral Change: Social and Theoretical Aspects
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Human Behavior Understanding for Inducing Behavioral Change: Social and Theoretical Aspects
Human Behavior Understanding for Inducing Behavioral Change: Social and Theoretical Aspects
Human Behavior Understanding for Inducing
Behavioral Change: Social and Theoretical
Aspects
Bruno Lepri1,2 , Albert Ali Salah3 , Fabio Pianesi1 , and Alex Sandy Pentland2
1
FBK, via Sommarive 18, Povo,
Trento, Italy
{lepri,pianesi}@fbk.eu
2
MIT Media Lab, 20 Ames Street, 02-139 Cambridge,
MA, USA
pentland@mit.edu
3
Bo˘gazi¸ci University, Department of Computer Engineering,
Istanbul, Turkey
salah@boun.edu.tr
Abstract. The 2nd International Workshop on Human Behavior Un-
derstanding (HBU’11) focuses on inducing behavioral change via com-
puter systems that can analyse human behavior and communicate per-
suasive messages accordingly. While analysis techniques that involve pat-
tern recognition, signal processing and machine learning are very rele-
vant to this aim, the underlying psychological and sociological aspects of
inducing behavioral change cannot be neglected. This paper provides a
framework for assessing the impact of social factors for these applications,
and discusses the role of social mediation of behaviors and attitudes.
1 Introduction
People routinely engage in relationships whereby they influence and are influ-
enced by other humans but they are just starting confronting with machines that
have this capability, due to the recent attempts at building persuasive systems.
Most of the research on persuasive technologies is comprised under the umbrella
of the term ‘captology’ [20], which refers to the study of machines designed to
influence people’s attitudes and behaviors. A notable difference between persua-
sion in human-human interaction as opposed to human-machine interaction, is
the limited (if any) resort of machines to real-time understanding of people’s
individual traits, activities and social dynamics. As a consequence, most of the
current persuasive systems lack flexibility and cannot personalize and adapt their
message to the broader context the target person(s) is (are) in.4
4
R. Wichert, K. van Laerhoven, J. Gelissen (eds.) AmI 2011 Workshops, CCIS
277, pp.252-263, 2012. Copyright by Springer-Verlag Berlin Heidelberg. This is the
unedited author’s proof, please do not distribute.
The automatic analysis of human behavior, in turn, has been progressing
in the last few years, thanks to the shared awareness that computer systems
can provide better and more appropriate services to people only if they can
understand much more about their attitudes, preferences, personality, social re-
lationships etc., as well as about what people are doing, the activities they have
been engaged in the past, their routines and lifestyles.
This paper proposes a set of social and theoretical perspectives and consider-
ations to develop systems and applications that rely on human behavior analysis
for inducing behavioral change. These systems have the potential to re-define the
relationship between the computer and the human, moving the computer from
a passive observer role to a socially active one and enabling it to drive inter-
actions that influence the attitudes and behaviors of people in their everyday
environments [51].
In a quite general sense, the goal of this paper is to contribute to further
advancing ubiquitous information societies where computers and humans are
part of one and the same ecosystem. One crucial property of entities living in the
same ecosystem is that they mutually influence and affect each other’s behavior,
as well as internal states (e.g., attitudes) in a host of different ways and through
varied means, including implicit and indirect ones whose mechanisms are not
necessarily fully grasped by the target.
It seems to us that there is still a good deal of reluctance in facing the puzzling
possibility that, in order to approach autonomous human-like behavior, machines
must, among other things, also be able to use different means to affect human
behaviors and attitudes. Yet, this possibility is intrinsic to the overall vision of
machines as autonomous agents in constantly changing environments, which lies
at the heart of research areas such as artificial intelligence, cognitive systems,
embedded systems, ambient intelligence, pervasive and ubiquitous computing,
and so on. Such capabilities are also an essential ingredient of applications that
aim to turn those technological and scientific advances into valuable services for
the users.
This paper is structured as follows: Section 2 proposes a possible approach to
social influence and computer-induced behavioral change. Section 3 deals with
the possibility of endowing machines with the skills needed to social percep-
tion, and underlines the importance of personality assessment. Section 4 shortly
discusses the sensing modalities for social behavior, and provides pointers for fur-
ther reading. Section 5 discusses the technological, scientific and societal impact
of the discussed framework. Finally, the last section draws our conclusions.
2 Bringing about change: perspectives on social influence
In an attempt to lay the foundations of a theory for computer-induced human
change, we will operate under several assumptions that incidentally set this work
apart from most current efforts in the same direction. First of all, our focus is on
the modifications of the social structure and dynamics of small and large groups
(friends, colleagues, families, students, and so on) and on changes in individuals
(behaviors and attitudes) that occur because of their membership in social en-
tities. Social settings are, in most respects, more challenging than those based
on a single individual because of the dynamic and bidirectional individual-group
relationships: in many respects, understanding a group’s characteristics implies
understanding the characteristics of its members, and social change implies in-
dividual change.
In social psychology, researchers study the psychological processes involved
in persuasion, conformity, and other forms of social influence, but they have
seldom modeled the ways influencing unfolds when multiple sources and multi-
ple targets interact over time [43]. On the other hand, researchers in sociology,
economics, network science and physics have developed models of influence flow
in populations and groups without relying on any detailed understanding of the
participating individuals. For example, the social diffusion phenomenon, in which
a behavior spreads over a social network, is explained by a mechanism of behav-
ioral cascading whereby the probability for a group member to adopt a behavior
is affected by the adoption behavior of the other group members. In many as-
pects, this approach is similar to a popular model of spreading epidemics: subject
X adopts the same behavior as the other group members if his/her exposure to
it exceeds a given threshold [10, 13, 24, 57]. Obviously, at this level of modeling,
details of individuals are neglected.
Recently, some proposals have been advanced to incorporate a detailed micro-
level understanding of influence processes derived from social psychology within
the broader picture of multidirectional, dynamic influences typical of social net-
work studies [43, 21]. For example, Friedkin proposed to merge social-psychological
approaches to the attitude-behavior link with the behavioral cascades diffusion
models [21]. The attitude-behavior link, in turn, is accounted for by means of
the Theory of Planned Behavior (TPB) [2]. In a simplified form, TPB main-
tains that actual behavior is explained by behavioral intentions that, in turn,
are influenced by (i) the specific attitudes toward that behavior (e.g., attitude
towards smoking); (ii) subjective norms (beliefs concerning how the people one
cares about view the behavior in question); and (iii) perceived behavioral control
(e.g., whether people think it will be easy for them to stop smoking).
Once the relationships from attitudes to behavior is accounted for, the re-
verse link, from behavior back to attitudes, can be modeled using, e.g., the Self
Perception Theory (SPT) [8]. According to SPT, the behavior-attitude link is
activated in situations where people do not already have clear ideas about their
own attitudes, so that they rely on external observations to infer about then. For
instance, STP’s view of the behavior-attitude link fits well situations in which
individuals’ attitudes are not yet well formed.
Another possible shift in the conception of computers as actors of social
change is the idea that they behave as a sort of peripheral device, exploiting
different kinds of minimalist strategies to bring about change through the small-
est amount of human-computer interaction. Minimalist strategies are motivated
by the desire that even in the presence of a change inducing system, the main
activity of people (their ‘primary task’) remain that of interacting with other
people (e.g. friends, colleagues, relatives, and so on). Minimalist strategies for
change could exploit the accumulating evidence about behaviors occurring au-
tomatically and without conscious effort [5, 11]. For instance, people who were
unconsciously exposed (primed) to the stereotype of an elderly person walked
slower than a control group [6] and participants listening to male-typical words
while driving drove faster than participants listening to neutral words [54]. Im-
portantly, direct investigations about the participants’ perception of their own
behavior revealed that they were not aware of these induced changes.
Because of its pervasiveness, the so-called direct perception-behavior link [11]
can be exploited to bring about desired behavioral changes by means of prim-
ing procedures (based on gender-related, cultural, age-related, etc., stereotypes)
and/or by facilitating mimicry, the tendency to mimic other individuals’ behav-
iors without awareness or intent. One might also venture that at least some of the
phenomena usually addressed under the rubric of behavioral cascades and social
contagion (i.e. the propagation of behaviors and attitudes in a socially mediated
manner) can be profitably addressed by means of the concept of mimicry and of
the perception-behavior link.
The idea of agents that pursue change through indirect and minimalist strate-
gies is also related to the peripheral route to persuasion of the Elaboration Like-
lihood Model (ELM) [46]. This often-discussed socio-psychological model of be-
havioral/attitudinal change posits two ways in which attitudinal and behavioral
change can take place: a central route and a peripheral route, respectively. The
central route requires that the influencee attentively attends to an argumenta-
tive communication and thinks about the arguments presented. The efficacy of
this communication depends on the coherence, logic, and depth of the arguments
presented, as well as the knowledge and reasoning abilities of the receiver. The
peripheral route, in turn, involves strategies that influence people by means of
peripheral cues, e.g., the status of the communication source, its attractiveness
and credibility, etc.
Some recent works have attempted at exploring these ideas by devising sys-
tems that present members of a working group with information about their
own social behavior, with the goal of changing it and making it more conducive
to better group dynamics [16, 33, 47, 56]. Moreover, an interesting and recent
work [1] tested an experimental intervention for inducing changes in fitness-
related, physical activities and habits. The intervention was based on a novel
social mechanism in which subjects were rewarded based on their peers’ perfor-
mance rather than their own. The results suggested that (i) social factors have
an effect on physical activity behavior over time, (ii) social incentives strengthen
social influence among subjects, and (iii) a phenomenon similar to contagion
emerges as it relates to the pre-existence of social ties among the subjects. This
work is a good example of the way two of the general concepts discussed so
far can work to drive behavioral chenges: (i) the importance of social factors
in inducing individual changes and (ii) the effectiveness of strategies based not
on argumentation and logical reasoning but on mimicking and learning through
imitation of the others’ behavior.
3 Understanding social behavior
From the discussions of the previous section, two major dimensions emerge that
characterize change in our framework: (i) social vs. individual change and (ii)
attitudinal vs. behavioral change.
Regarding the first dimension, we pursue both social and individual change,
with the latter addressed through the mediation of the group. It therefore pops
up with all its importance the goal of endowing behavior-inducing systems with
the ability to understand social behaviors and social relations.
It is impossible to mention here the many cognitive and social psychology
theories that have been formulated to account for human social behavior. It is
more important to point out that some of these theories are already providing the
backbone to computational models and are going to be used in change-inducing
systems. A telling example in this respect are dominance and other dimensions
related to social verticality [22]. Dominant behavior, in fact, is a key determi-
nant of a group’s social structure and dynamics [7]. Quite straightforwardly, the
recognition of dominant people could be useful to decide about the right sub-
jects to address in order to maximize the chance of success of group persuasion
attempts.
Following the lead of much work in social psychology [25, 44], computer sci-
entists focused their attention on studying dominance and role-based status
cues [27, 28, 31, 49, 50] and functional social roles [59, ?] in small-group, task-
oriented meetings, using audio-visual nonverbal
Another important piece of knowledge that can be used to to build effective
change-inducing systems is personality: people, in fact, react differently to per-
suasive stimuli according to their personality. For instance, studies about the
relationship between the trait of self-esteem and susceptibility to social influ-
ence have reported that people with low self-esteem are most easily influenced
and those with high self-esteem are much less so [29, 30]; other works found
that people with medium self-esteem values are most open to influence [26, 14].
Locus of Control, too, has been found to empirically relate to social influence
susceptibility. Internals, who believe they control their behavioral outcome dur-
ing their lifetime, seem to be more resistant to social influence than externals,
who attribute their behavioral outcome to external factors such as fate, luck, or
powerful others [26, 14].
Moreover, the relative efficacy of one or the other persuasive route in the
ELM model might also depend on the personality of the target subject: for
instance, people who are deemed as “in need for cognition”, a trait indicating
that people enjoy thinking about complex problems [9], are more amenable to
persuasion through the central route than people who score low in such a trait [9,
46]. Conversely, people with low need for cognition are more susceptible to be
persuaded using unconscious stimuli (e.g. mimicry and priming strategies).
On the computational side, several works have started exploring the auto-
matic recognition of personality, mostly targeting the Big Five model [41, 42,
37, 36, 47, 12] and/or traits such as the Locus of Control [36, 47], using differ-
ent sources of behavioral data, e.g. visual and acoustic cues and mobile phone
data. All these approaches to the automatic recognition of personality more or
less implicitly share the so-called ‘person perspective’ on personality [19]: for a
given behavioral sample, they attempt to classify whether that sample belongs
to an extrovert or introvert (or equivalently, to a neurotic or an emotionally
stable person, and so on). The problem with this approach is that it assumes a
direct and stable relationship between, e.g., being extravert and acting extravert-
edly. Extraverts, however, can sometimes act introvertedly, while introverts can
at times exhibit extraverted behaviors. Similarly, people prone to neuroticism
need not always exhibit anxious behavior, while agreeable people can sometimes
be aggressive. While the person perspective has often dismissed these fluctua-
tions of actual behavior as statistical noise, it has been recently suggested by
Fleeson [19] that they can be meaningful. The social psychology literature has
coined the term personality states to refer to concrete behaviors (including ways
of acting, feeling and thinking) that can be described as having a similar con-
tent to the corresponding personality traits. In other words, a personality state
describes a specific behavioral episode wherein a person behaves more or less
introvertedly/extravertedly, more or less neurotically, etc. Personality can then
be reconstructed through density distributions over personality states, with pa-
rameters such as means, standard deviations, etc., summarizing what is specific
to the given individual. Recently, this paradigm shift has started being consid-
ered by computational approaches, as by Staiano et al. who investigated the
automatic recognition of personality states in small group meetings [55].
Regarding the second dimension, a change inducing system could aim to
modify individual minds by changing their attitudes towards the relevant issues
(or person, group of people, etc.). It might also try to change people’s behavior
directly. We note that the distinction between mental and behavioral modifica-
tions is not unlike the differences in effect durations; mental modifications last
longer than those that affect only behavior.
Recently, some works started to model behavioral and attitudinal changes in
individuals [38, 40, 39]. In [40], the authors described the use of mobile phones
to model and understand the link between exposure to peers and weight gain
among a group of undergraduate students, where a positive correlation was es-
tablished between the change in an individual’s Body Max Index (BMI) with
face-to-face exposure to social contacts who themselves gained weight. Along
the same direction, Madan et al. [39] measured the spread of political opinions
(republicans vs. democrats) during the 2008 US presidential election campaign
to model specific behaviors and changes in political opinions.
4 Sensing social signals
The previous section showed that we can endow machines with the skills to
understand and predict human social behaviors, individual characteristics and
attitudes. In this section, we reviews ways we can provide them with the ability
of perceiving and sensing the social signals upon which such an understanding
can be built. Research on first impression formation has demonstrated that even
when observing a person in social interactions for only a short amount of time
and even without knowing him/her, we are capable to accurately assess aspects
of his/her personality [3, 23], emotions, motives and intentions, cognition, future
behavior and the types of social relationship he/she is used to get involved in [53,
25]. This quite precise “zero-acquaintance” appreciation (or rapid cognition) of
the internal properties of another person is based on short sequences of expressive
behavior called “thin slices of behavior” [4], is almost automatic and largely
exploits nonverbal behavior [3, 32], such as posture, position, facial expressions,
location, prosodic features, and so on.
There is encouraging evidence that computers can be made capable of ex-
ploiting thin slices of behavior to detect individual traits such as personality [35,
47] and dominance [27, 28, 31], group properties like social roles [17], interactions’
outcomes [15, 36], etc. Many of these works have employed so-called ‘honest sig-
nals’ - social signals that, being too difficult for humans to control, can provide
a reliable source of information about socially relevant aspects [58, 45].
In [51], the authors have discussed the different modalities used to sense sig-
nals pertaining to individual behavior or social behavior. Traditional sensors like
cameras and microphones provide valuable information, yet sensing social data
almost invariably is more challenging than sensing the behavior of a single indi-
vidual, and temporal dynamics is found to be of the utmost importance for social
signals [52]. For instance turn-taking behavior, interruptions, relative sound en-
ergy, usage of gaze and attention, are all found to be relevant in transmitting
status and dominance [22].
Recently, the rich sensor sets installed in smartphones have been harnessed
to transform the smartphone into veritable data mines for assessing social inter-
action information. Not just the usage patterns of these phones (as in the reality
mining study of Eagle and Pentland [18]), but also proximity and communication
data have been found to be useful [38, 40, 39]. Other types of sensors have been
packaged into wearable units, the so-called ‘sociometric badges’, to specifically
target small-group interactions [34].
These developments allow for a cost-effective, real-time, extensive, and (mostly)
unobtrusive monitoring of human social signals, and open up the way to the im-
plementation of new socially sensing machines.
5 Technological, scientific and societal impact
The framework proposed here contributes to transform science, technology and
societies in several different ways, and it is difficult to underestimate the societal
impact of computer systems that induce behavioral change. Such systems can
contribute to enforce individual and social values by helping individuals reach
target behaviors through interaction and immersion. Apart from technological
challenges, these systems require careful preservation of privacy and the main-
tenance of appropriate levels of control by the users. The enormous potential
impact is partly due to the ubiquity and informality of such systems; they can
be everywhere and can function through subtle and inconspicuous influences.
It is also due to the richness of the application domain, as these technologies
stand to transform vital sectors such as healthcare, organizational and individ-
ual psychology, management, education, entertainment, commercial advertising,
politics, and many more. The societal impact will not be limited to the offer
of new and revolutionary technologies, as the relationship between systems and
users will change in fundamentally different ways. Once the ethical and legisla-
tive framework is set in place, researchers from different fields will have access
to first hand, empirical data on how computer-induced change works in realistic
contexts, as well as models and paradigms to initiate new projects of behavioral
change.
The marriage between social sciences that systematically chart out principles
of human behavior and computer-related disciplines (such as multimodal analy-
sis, signal processing, pattern recognition, machine learning) that aim to provide
computer systems with the ability of automatically analyzing behavior, can pro-
duce long-lasting effects on both sides. Social psychology and social sciences
have worked out much of the theoretical foundations for the issues discussed
in this work. However, present approaches like TPB, thin slices in rapid social
cognition, the perception-behavior link, peer pressure, social contagion, etc., are
mostly descriptive frameworks that lack formal and computational modeling.
The framework proposed in this paper is mostly geared towards laying the foun-
dations of computational modeling of psycho-social and sociological concepts
and theories with the goal of actually incorporating them in working real-world
systems.
The combination of psychology and technology at this level is a major de-
parture from the tradition and practice of captology. Although the Computer as
a Social Actor (CASA) framework [48] has convincingly argued that we tend to
attribute computers characteristics that are typically human, it has done so in
quite restricted scenarios, mostly limited to single computer-single human set-
tings. The tradition of captology has taken the media equation and CASA as
enabling factors for computer-induced change. By exploiting concepts such as
the peripheral route to attitude, the automaticity of behavior, the peer pressure
of cascade models, we depart from this tradition, requiring forms of sociality in
the human-computer relationship, and subsequently filling a gap in our under-
standing of the social/non-social continuum in human-machine interaction.
6 Concluding remarks
Throughout the paper, we have been stressing the importance of social and
personality factors for building systems that interact with individuals in ways
that would result in behavioral change. When we design ‘persuasive’ systems,
the dialectic nature of human-computer interaction cannot be ignored, and we
converge, in many respects, onto models of human-human interaction, i.e. the
twin domains of psychology and sociology.
The influencing of a single person can happen via different routes. It is pos-
sible to directly influence a certain behavior, or to cause changes in an attitude
that will in time result in the modification of a certain behavior, or start a be-
havioral cascade, where the behavioral change in the individuals social circle (for
instance through the dominant people in the group) will eventually cause the
individual to adapt to its environment by accepting the same behavior change.
The persuasive message can require conscious processing and elaboration, or it
may be subliminal and peripheral. We have cited many empirical studies, which
establish that there is no general methodology that can be adopted for persua-
sion, but each individual will, depending on his or her personality, his or her
context and other such factors, be influenced by different strategies to differing
extents.
A point of consideration is that even very short expressions of behavior can
be extremely useful in selecting the appropriate strategies. These cues can give us
the key to detecting dominant people in groups or personality traits of interacting
individuals, thereby laying the foundation for inducing behavioral change. Old
and new sensor technologies are combined in innovative ways to capture these
social signals. It is our firm belief that the resulting systems will have a significant
impact on the confluence of humans and computational systems.
7 Acknowledgments
Bruno Lepri’s research is funded by PERSI project inside the Marie Curie CO-
FUND – 7th Framework.
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