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Technique: Learning Event Canvas – Questo
Introducing the Learning Model Canvas – Robin Spinks
System Design Canvas - LeadingAgile
Design - LeadingAgile
CSS Transforms tutorial
The Behavioural Design evolution | UX Collective
Good intro to behavioral design - plus parts 2&3 also helpful for toolbox plus process
Mr. Roboto: Connecting with Technology – excerpt from Chapter 9 of Amy Bucher’s Engaged: Designing for Behavior Change,
It’s not just about really liking a product (although you definitely want users to really like your product). With the right design elements, your users might embark on a meaningful bond with your technology, where they feel engaged in an ongoing, two-way relationship with an entity that understands something important about them, yet is recognizably non–human. This is a true emotional attachment that supplies at least some of the benefits of a human-to-human relationship. This type of connection can help your users engage more deeply and for a longer period of time with your product. And that should ultimately help them get closer to their behavior change goals.
It’s My Life: Making Meaningful Choices
The following is from Dr. Bucher’s forthcoming book, Engaged: Designing for Behavior Change. I chose this section because it touches upon a PeopleScience theme: being successful and effective behavioral practitioners while also, and primarily, being good.
Chapter 4: Weapon of Choice: Make Decisions Easier
This is an excerpt from Amy Bucher’s book Engaged: Designing for Behavior Change. In this chapter, you’ll learn how to structure [users’ meaningful choices on their behavior-change journey] so that it’s easier for people to select good options that ultimately support their goals.
How Many Participants for Quantitative Usability Studies: A Summary of Sample-Size Recommendations
40 participants is an appropriate number for most quantitative studies, but there are cases where you can recruit fewer users.
Resources - Adaptive Course Design - LibGuides at Carthage College
Improving customer retention by 8.8% with priming
Key Takeaways When customers want to leave, don’t ask why. Shift their attention to why they committed to your product or service in the first place. Instead citing reasons for leaving back to you, they’ll need to recall all the benefits they could lose if they chose to leave. Don’t underestimate the power of opportunity and impact of the environment on behaviors. Keep in mind that preparation meets opportunity. Do your people have all the tools to commit to change? Do they understand and know what to do each step of the way? If not, they are unlikely to change their behavior. Allow people who will be using the new solution to co-create it. This way, implementing change will be much easier. It’s easier to toss aside talking points someone else has created, but not those you came up with - they seem much more valuable thanks to the IKEA effect.
How to inspire creativity and innovation with one simple prompt | Jeff Gothelf
Stop Using Slide Design Templates — Echo Rivera
How to Draw a Wireframe (Even if You Can’t Draw)
Social Media UX: 3 Research Insights
Companies should experiment with interactive social media content types, include relevant calls to action in posts, and avoid posting too frequently.
Asynchronous Design Critique: Giving Feedback – A List Apart
CBE: A Framework to Guide the Application of Marketing to Behavior Change - Sharyn Rundle-Thiele, Timo Dietrich, Julia Carins, 2021
Rethinking the Origin of the Behavioural Policy Cube With Nudge Plus: Government & Law Book Chapter | IGI Global
Key Terms in this Chapter Behavioural Policy Cube: The policy cube encapsulates three core features of the ‘libertarian paternalism’ framework; namely if an intervention or policy tool is informed by the standard axiomatic assumptions of rational man theory or by insights from behavioural theories, if it is internality or externality targeting, and if it is regulatory or libertarian in nature (Oliver, 2017b). Nudge: A nudge is any aspect of the choice architecture that alters people's behavior in a predictable way without forbidding any options or significantly changing their economic incentives (Thaler & Sunstein, 2009). Boost: A boost improves the competency of a decision-maker by enriching his or her repertoire of skills and decision tools and/or by restructuring the environment such that existing skills and tools can be more effectively applied (Grüne-Yanoff & Hertwig, 2016). Think: A think is a schooling strategy that involves large-scale deliberations to enable citizens to own the process of behavioural reforms. These often include citizen forums and large-scale behavioural therapies. Nudge Plus: Nudge plus refers to an intervention that has a reflective strategy embedded into the design of the nudge. It can be delivered either as a one-part device in which the classic nudge and the reflective plus are intrinsically combined, or as a two-part device whereby the classic nudge is extrinsically combined with a deliberative instrument that prompts individual reflection on the nudge. (Banerjee & John, 2020).
Nudging and Boosting: Steering or Empowering Good Decisions - Ralph Hertwig, Till Grüne-Yanoff, 2017
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Op-Eds From the Future: Business School Students Predict Tomorrow’s Headlines | ideo.com
Design fiction is one of the tools the students learn to prototype the future of business. Designers often use this strategy to help stakeholders envision divergent scenarios for their organization in the context of uncertainty. We asked the students to consider the forces at play in today’s fast-changing society, such as artificial intelligence and decentralized governance models, and write a story about the future. Zooming out of this aspirational story, they mapped out what would have to be true from a technological and business standpoint to bring positive aspects of that future to fruition, while calling attention to factors or decisions that could negatively impact our world years from now. At its core, design fiction is a strategic exercise that connects the dots between vision and execution, transitioning teams from imagining the future to taking action.
Learn CSS
Behavioral Mapping – Habit Weekly PRO
Insight Paper - Well Behaved
INSIGHT PAPER How Interventions Can Generate Green Behaviour: Nudging for Good
Nudgestock2020 highlights | BrainyTab
The Rosetta Wheel: Towards a Shared Language and Framework for Game Design for Health Behaviour Change
The darker side of nudging - YouTube
In this presentation Liz Barnes, Vice Chair of the CIM Charity and Social Marketing Group, will discuss which tactics we should be worried about, which techniques might be considered unethical and ways we can influence and persuade with integrity.
Heuristic Analysis – the Craft
Here’s an informal list of 20 Heuristics from Weinshenck and Barker in 2000. Jakob Neilsen identified 10 principles for user interface design in 1990. Gerhardt-Powals identified 10 principles of cognitive engineering in 1996. The point is that there is substantial agreement and overlap – and most of it makes sense on the face of it.
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5 tips for creating a CGM wellness journey - YouTube
Amy Jo Kim interviews Casey Means, cofounder of Levels
UDL: The UDL Guidelines
Nudge plus: incorporating reflection into behavioral public policy | Behavioural Public Policy | Cambridge Core
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Why fines and jail time won't change the behaviour of Ghana's minibus drivers
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Ethical Design Guide
The Ultimate CSS Grid Tutorial for Beginners (With Interactive Examples)
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A Beginner's Guide to Getting Started in UX Research
excellent collection of how-to content
A comprehensive list of UX design methods & deliverables | by Fabricio Teixeira | Jan, 2021 | UX Collective
The most common tool, methods, processes, and deliverables that designers use throughout the digital product design process.
The Black Mirror Test - Roisi Proven on The Product Experience - Mind the Product
Penpot - Design Freedom for Teams
Scale up toolkit
BehaviourWorks Australia and the Victorian Government Behavioural Insights Unit have developed an evidence-informed toolkit to help behavioural insights researchers and practitioners to start with scale up in mind, including how to: Learn about scale up, its challenges, and useful frameworks. Identify which behaviour to target with an intervention. Assess the feasibility of different intervention ideas. Select a scalable behaviour change intervention. Design or adapt an intervention for testing and scale up. Test scale up assumptions about your intervention in a pilot or trial. This website provides videos and tutorials on how to use the toolkit, and extra resources to help achieve behavioural impact at scale. All content will be iterated upon; we welcome feedback and the opportunity to develop better tools.
How I narrowly avoided an identity crisis: behavioral science vs. human-centered design | by Allison Wishner | Feb, 2021 | Medium
Accessible Social | Alexa Heinrich
Accessibility on Social Media So you want to be more inclusive online? Excellent! Whether you're looking to improve your personal social media or accounts that you manage professionally, there are a lot of basic best practices you can implement to make your online presence more accessible. Ultimately, this makes a big impact on the experience that users with vision and/or hearing disabilities have on social media. Below you will find tips, tricks, and information on digital accessibility. These resources are by no means exhaustive, but are a good starting place for creating accessible and more inclusive social media content. I've also put together a quick and handy checklist to help you double-check the content you create for common accessibility pitfalls.
