摘要:Research shows that a well-designed user interface is more likely to be persuasive than a poorly designed one. However, there is a limited understanding of the relationship between user-experience (UX) design attributes and users’ receptiveness to the persuasive features of a persuasive technology aimed at motivating behavior change. To bridge this gap, we carried out an online case study among 228 participants from Canada and the United States to investigate the relationship between perceived UX design attributes and users’ receptiveness to persuasive features. The study serves as exploratory work by focusing on a single prototype (homepage of a fitness app); four commonly researched UX design attributes (perceived aesthetics, perceived usability, perceived credibility, and perceived usefulness); and six commonly employed persuasive features (Goal-Setting/Self-Monitoring, Reward, Cooperation, Competition, Social Comparison, and Social Learning) illustrated on storyboards. The results of the Partial Least Square Path Modeling show that <i>perceived usefulness</i>, followed by <i>perceived aesthetics</i>, has the strongest relationship with users’ receptiveness to the persuasive features of a fitness app. Specifically, <i>perceived usefulness</i> and <i>perceived aesthetics</i> have a significant relationship with users’ receptiveness to all but two of the six persuasive features, respectively, as well as with the overall <i>perceived persuasiveness</i> of the fitness app. These findings are supported by participants’ comments on the perceived UX design attributes of the fitness app and the persuasive features illustrated on the storyboards. However, <i>perceived usability</i> and <i>perceived credibility</i> have weak or non-significant relationships with users’ receptiveness to the six persuasive features. The findings suggest that designers should prioritize utilitarian benefits (<i>perceived usefulness</i>) and hedonic benefits (<i>perceived aesthetics</i>) over <i>perceived usability</i> and <i>perceived credibility</i> when designing fitness apps to support behavior change.