Abstract:
Children have become a primary target of persuasive designs, an aspect of design practice which
focuses on influencing human behaviour through designs. This situation is premised on the
assertion that children constitute a very important group of consumers that influence the purchase
of products. Therefore, adopting an experimental method in a bid to optimise persuasive design
effectiveness, this study assessed the effects of computer generated imagery on children’s
behaviour through persuasive designs with a view to improving product acceptability thus
alleviating design-entrepreneurial fiascos. New Computer Generated characters were generated
for this purpose. Descriptive statistics, Chi-square and Mann-Whitney U tests were used to analyse
the research objectives and hypotheses. The research objectives and hypothesis test one revealed
that persuasive Computer Generated Imageries impacts positively on the effectiveness of
persuasive campaigns as they help in building product acceptance especially within the product
user-interactive sphere. Analysis of objective two and hypothesis test two revealed that CGIs have
positive effect on memory storage and retrieval in children in terms of recall and recognition.
Analysis of objective three and hypothesis test three revealed that CGIs are more effective when
used alongside other contents including voice-over, persuasive texts, live-action images and tune
or theme songs. Analysis of objective four and hypothesis test 4 confirmed that children’s
behaviours can also be influenced by the CGIs in persuasive designs to which they are exposed
outside the product-user-interactive sphere. Persuasive CGIs not only positively impacted product
acceptability or sustained buying behaviour within the product-user/consumer sphere, but also
were effective in persuading children to adopt healthy eating and more environmentally friendly
habits outside the product-user/consumer sphere. Based on the outcomes of result analyses of this,
a persuasion model was proposed and recommended for inclusion in design-entrepreneurial
curriculums. However, the study recommended strict monitoring of any application of the
proposed model by appropriate authorities as misuse of the outcomes are eminent. Product designs
must be vetted by the appropriate agencies before patency rights and production rights are granted.
It also recommended that parents, teachers/educationists at all levels and other people or
professionals associated with children should consciously scrutinise designs, design contents and
systems on all platforms to which children are exposed with conscious outlook for inappropriate
influences, indoctrinations and other elements as highlighted in the proposed model of this study,
hence, fostering a safer and healthier society, especially for children, while yet promoting technical
design competence and economic or entrepreneurial growth.