TY - GEN
T1 - Social and mobile interaction design to increase the loyalty rates of young blood donors
AU - Foth, Marcus
AU - Satchell, Christine
AU - Seeburger, Jan
AU - Russell-Bennett, Rebekah
PY - 2013
Y1 - 2013
N2 - Young adults represent the largest group of first time donors to the Australian Red Cross Blood Service, but they are also the least loyal group and often do not return after their first donation. At the same time, many young people use the internet and various forms of social media on a daily basis. Web and mobile based technological practices and communication patterns change the way that young people interact with one another, with their families, and communities. Combining these two points of departure, this study seeks to identify best practices of employing mobile apps and social media in order to enhance the loyalty rates of young blood donors. The findings reported in this paper are based on a qualitative approach presenting a nuanced understanding of the different factors that motivate young people to donate blood in the first place, as well as the obstacles or issues that prevent them from returning. The paper discusses work in progress with a view to inform the development of interactive prototypes trialling three categories of features: personal services (such as scheduling); social media (such as sharing the donation experience with friends to raise awareness); and data visualisations (such as local blood inventory levels). We discuss our translation of research findings into design implications.
AB - Young adults represent the largest group of first time donors to the Australian Red Cross Blood Service, but they are also the least loyal group and often do not return after their first donation. At the same time, many young people use the internet and various forms of social media on a daily basis. Web and mobile based technological practices and communication patterns change the way that young people interact with one another, with their families, and communities. Combining these two points of departure, this study seeks to identify best practices of employing mobile apps and social media in order to enhance the loyalty rates of young blood donors. The findings reported in this paper are based on a qualitative approach presenting a nuanced understanding of the different factors that motivate young people to donate blood in the first place, as well as the obstacles or issues that prevent them from returning. The paper discusses work in progress with a view to inform the development of interactive prototypes trialling three categories of features: personal services (such as scheduling); social media (such as sharing the donation experience with friends to raise awareness); and data visualisations (such as local blood inventory levels). We discuss our translation of research findings into design implications.
KW - Blood donation
KW - Interaction design
KW - Mobile applications
KW - Persuasive technology
KW - Social media
KW - Urban informatics
UR - http://www.scopus.com/inward/record.url?scp=84882274773&partnerID=8YFLogxK
U2 - 10.1145/2482991.2483007
DO - 10.1145/2482991.2483007
M3 - Conference contribution
AN - SCOPUS:84882274773
SN - 9781450321044
T3 - ACM International Conference Proceeding Series
SP - 64
EP - 73
BT - 6th International Conference on Communities and Technologies, C and T 2013 - Proceedings
T2 - 6th International Conference on Communities and Technologies, C and T 2013
Y2 - 29 June 2013 through 2 July 2013
ER -