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[https://www.drawio.com/] - - public:realjck
Design, Infographics, Programming, Software, Tool - 5 | id:1484652 -

draw.io is free online diagram software for making flowcharts, process diagrams, org charts, UML, ER and network diagrams. No login or registration required.

[https://www.mdpi.com/2227-7080/10/6/110] - - public:weinreich
behavior_change, design, how_to - 3 | id:1484414 -

Nudging provides a way to gently influence people to change behavior towards a desired goal, e.g., by moving towards a healthier or more environmentally friendly lifestyle. Personalized and context-aware digital nudging (named smart nudging) can be a powerful tool for efficient nudging by tailoring nudges to the current situation of each individual user. However, designing smart nudges is challenging, as different users may need different supports to improve their behavior. Determining the next nudge for a specific user must be done based on the user’s current situation, abilities, and potential for improvement. In this paper, we focus on the challenge of designing the next nudge by presenting a novel classification of nudges that distinguishes between (i) nudges that are impossible for the user to follow, (ii) nudges that are unlikely to be followed, and (iii) probable nudges that the user can follow. The classification is tailored to individual users based on user profiles, current situations, and knowledge of previous behaviors. This paper describes steps in the nudge design process and a novel set of principles for designing smart nudges.

[https://www.bi.team/publications/explore/] - - public:weinreich
behavior_change, design, research - 3 | id:1484412 -

If you have ever been tasked with influencing a behaviour, you will know that it is critical to understand that behaviour in context. You need to understand the issues faced by the people affected. At BIT, we refer to the process of understanding behaviour in context as Exploring. Exploring is about discovering what people do and crucially why.

[https://www.jtbdtoolkit.com/jtbd-canvas] - - public:weinreich
behavior_change, design, research, target_audience - 4 | id:1484406 -

The JTBD Canvas 2.0 is a tool to help you scope out your JTBD landscape prior to conducting field research. It frames your field of inquiry and scopes of your innovation effort.

[https://dl.acm.org/doi/abs/10.1145/3025453.3026003] - - public:weinreich
behavior_change, design, target_audience, theory - 4 | id:1484399 -

Personas are a widely used tool to keep real users in mind, while avoiding stereotypical thinking in the design process. Yet, creating personas can be challenging. Starting from Cooper's approach for constructing personas, this paper details how behavioral theory can contribute substantially to the development of personas. We describe a case study in which Self-Determination Theory (SDT) is used to develop five distinctive personas for the design of a digital coach for sustainable weight loss. We show how behavioral theories such as SDT can help to understand what genuinely drives and motivates users to sustainably change their behavior. In our study, we used SDT to prepare and analyze interviews with envisioned users of the coach and to create complex, yet engaging and highly realistic personas that make users' basic psychological needs explicit. The paper ends with a critical reflection on the use of behavioral theories to create personas, discussing both challenges and strengths.

[https://www.thelancet.com/pdfs/journals/lanplh/PIIS2542-5196(22)00336-9.pdf] - - public:weinreich
behavior_change, design, international - 3 | id:1484396 -

To do so, we propose a framework, which rearranges the 17 SDGs into five main categories to which concepts from behavioural and social scientists can relate: wellbeing, inclusivity, sufficiency, empowerment, and resilience (WISER; panel). The WISER framework can enable behavioural scientists to both design their interventions in a way that encompasses several SDGs, and to more clearly report and review how their interventions contribute to behavioural change towards SDGs, thus enhancing progress towards planetary health

[https://www.insidehook.com/daily_brief/health-and-fitness/what-is-nocebo-effect-fitness-tracking/amp] - - public:weinreich
behavior_change, design, ethics - 3 | id:1484395 -

But this deluge of information — in which you are naturally very invested — can also prove overwhelming and unhelpful. We’re big fans of brands like WHOOP and Oura, and regularly encourage readers to dig through Apple’s Health app…but you need to be honest with yourself. If fitness tracking is psychologically increasing your feelings of inadequacy and physically increasing your perception of pain, it’s not worth it. At the least, it’s going to torpedo your performance (at work, in workouts, etc.)

[https://www.linkedin.com/pulse/how-systems-thinking-compliments-behavioural-solving-slattery-phd/] - - public:weinreich
behavior_change, design, social_change, theory - 4 | id:1484388 -

In this short follow up post we explain how and why we combine systems thinking and behavioural approaches. We start by introducing the concepts of ‘systems’ and ‘systems thinking’ before explaining why Systems thinking is useful to combine with a behavioural approach.

[https://www.theresearchagency.com/insights/overcoming-unknown-six-behavioural-insights-help-manage-uncertainty?utm_campaign=2023_rebrand_redirect] - - public:weinreich
behavior_change, design, management - 3 | id:1484385 -

There are ways that we can overcome the unknown, the uncertain, and the ambiguous to help people feel more confident. The following behavioural insights are all practical examples of how to follow the four guiding stars of navigating uncertainty. Transparency Consistency Managing expectations Social proof

[https://customercentricllc.com/the-wheel-of-progress-overview] - - public:weinreich
behavior_change, design, research, theory - 4 | id:1484380 -

The Wheel of Progress® is a framework created by Eckhart Boehme and Peter Rochel leveraging jobs-to-be-done principles and methods to evaluate why customers “hire“ a given product or service to accomplish a Customer Job. It provides a canvas to be used when conducting consumer research to evaluate the journey a customer takes from first thought to use of the solution (consumption/job satisfaction). In addition, it enables one to evaluate the four forces of progress at play (push, pull, habits, anxieties) in regards to 'switching behavior'. Finally, one is able to evaluate constraints (internal, external, time-based) that impact the customer journey.

[https://journals.sagepub.com/doi/10.1177/15245004231187134] - - public:weinreich
design, evaluation, management, social_marketing, strategy - 5 | id:1484374 -

While failure in social marketing practice represents an emerging research agenda, the discipline has not yet considered this concept systematically or cohesively. This lack of a clear conceptualization of failure in social marketing to aid practice thus presents a significant research gap.

[https://www.tandfonline.com/doi/full/10.1080/09544828.2023.2227933] - - public:weinreich
behavior_change, design, theory - 3 | id:1484373 -

Long-term behaviour change is essential to many societal and personal challenges, ranging from maintaining sustainable lifestyles to adherence to medical treatment. However, prior research has generally focused on interventions dealing with bounded, present-tense, and discretely measurable behaviour change problems, evaluated via relatively short-term trials. This has led to a skewed prioritisation of behaviour change techniques and left a critical gap in design guidance. Hence, there is an urgent need to (i) examine how behaviour change techniques can be abstractly prioritised and (ii) related to contextual, embodied interventions during long-term behavioural design. We address this need using a Delphi survey method with 12 international experts on behavioural intervention complemented by a reanalysis of over 100 real-world cases. This provides the basis for examining how experts prioritise the Behaviour Change Technique Taxonomy (BCTT) for the long-term, as well as how this corresponds to real-world long-term interventions. Based on this we provide essential, and as a first, guidance for long-term behavioural design as well as contributing to wider research on how to deal with the demands of long-term behaviour change.

[https://universaldesignguide.com/] - - public:weinreich
consulting, design, how_to, research - 4 | id:1483993 -

This Universal Design Playbook was created with the purpose of providing easy access to planning and facilitating universal design development work, whether it is short workshops or longer work sessions. That comes entirely down to what the user selects using the sorting functions on the page. The Playbook contains a collection of methods that can be used in any design process. Each method contains useful information so the user can be certain that they are selecting the most appropriate method to fulfil their purpose. The methods also include tips for how to accommodate participants with diverse abilities to ensure that everyone feels included in a workshop setting no matter what they are capable of.

[https://caseorganic.medium.com/sit-siri-designing-our-tech-to-have-good-etiquette-c64bc7c6a94a] - - public:weinreich
design, mobile, technology - 3 | id:1483921 -

Etiquette by definition is about graceful relationships between different kinds of people. Good design is about designing calm relationships between technology and people. So we should expect our products to practice proper etiquette. As designers, we should create experiences with that etiquette in mind.

[https://xplaner.com/2009/07/06/toward-a-theory-of-information-relativity/] - - public:weinreich
design, health_communication, inspiration, strategy - 4 | id:1461550 -

Getting the question right is the most important component in information design, and it’s the most common point where information design goes wrong. This is because information is always relative. Always. Before you can undertake any kind of visualization exercise, you need to know what question you want to answer, and for whom. So I propose the beginnings of a theory of information relativity: 1. All information is relative, and it’s always relative: relative to the observer and the observer’s point of view; relative to the culture and its values; relative to the situation; relative to what has come before, and to what will come next. 2. The value of information is always relative because it is directly related to it’s usefulness, which depends on the user, the context and the situation. 3. Information design must therefore be driven by the context within which it will be experienced. Information design must serve the needs of real human beings doing real things. Information wants to be used.

[https://archives.design/] - - public:realjck
Books, Design - 2 | id:1461460 -

A digital archive of graphic design related items that are available on the Internet Archives

[https://www.youtube.com/watch?v=KUOOHDMA2JI&t=2673s] - - public:weinreich
behavior_change, design, management, research, video - 5 | id:1420437 -

This is a map of subcultures within an organization (it's called a fitness landscape). It's built from stories told by the people in the organization. What can you do with it? Understand where the culture(s) are and request changes by saying I want “More stories like these...“ and “Fewer like those...“ Dave Snowden and The Cynefin Company (formerly Cognitive Edge) are offering impactful ways to visualize culture, and communicate direction in a manner that is customized to where each subculture is now and where their next best step is. Watch this video until 48:48 for more on the science and method (Link at 44:33) https://lnkd.in/emuAzp6E Stories collected using The Cynefin Co's Sensemaker tool.

[https://www.linkedin.com/pulse/my-guilty-service-design-secret-ben-reason/?trackingId=u3NTp1C4RPaHL3YH6TAD9A%3D%3D] - - public:weinreich
design, inspiration - 2 | id:1414263 -

At times in life what might be described as a poor experience is actually a richer experience and makes life more interesting. This is my guilty service design secret.

[https://medium.com/uxr-content/your-personas-probably-suck-heres-how-you-can-build-them-better-b2b32a45c93b] - - public:weinreich
design, how_to, research, target_audience - 4 | id:1414218 -

A five-step framework In summary, the five steps that we will walk you through are: Ask rich questions, not dumb questions Write a codebook Code your data Map your data Form your personas

[https://medium.com/@bill.bannear/the-new-zeitgeist-relationships-and-emergence-e8359b934e0] - - public:weinreich
design, social_change, strategy - 3 | id:1414217 -

Fast forward to 2023, and there is a new zeitgeist around complexity and systems change. Depending on who you are, dear reader, I’m either late to the zeitgeist, or in the vanguard, but it basically boils down to this: We need to stop trying to design the solution, and instead design for the conditions that enable the emergence of many solutions. Fostering more, quality and trusted relationships is a critical enabler of that emergence. For the catalysers of complex system change (often government), that means starting to value relationships as a key outcome.

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