In the last decade persuasive technologies have moved from desktop and mobile persuasive systems into areas of ubiquitous and ambient computing. This shift has enabled us to deploy persuasive systems in a variety of domains. Following this trend it has entered contexts which are hard to investigate and design for. This holds also true for persuasive technologies in these contexts. For example, the car has been the target for persuasive interfaces to foster drivers behavior change in order to reduce fuel consumption or increase safety. More generally, we also aim at designing persuasive systems while people are on the move to foster a sustainable behavior. When designing persuasive systems in public spaces we need to take into account that targeting information to individuals might not be achievable. Other contexts we design persuasive systems for are for example the factory or hospitals. In the factory we want to change workers behavior to work more efficient and follow specific compliance rules. In hospitals we might face specific methodological and ethical challenges as designers of persuasive systems.
Successful persuasive technologies needs to take the specific particularities of these contexts into account. We as designers and researchers need to deal with the opportunities and constraints within these contexts. Characteristics of these contexts are manyfold. They include for example safety regulations (e.g., laws, organizational aspects), environmental context factors (e.g., lighting con- ditions, weather, temperature, noise), social context aspects (e.g., public spaces, work colleagues, communication problems), or general aspects such as the rare existence of events (e.g., christmas, new year).