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A meta-analytic cognitive framework of nudge and sludge | Royal Society Open Science
Here, we develop a novel cognitive framework by organizing these interventions along six cognitive processes: attention, perception, memory, effort, intrinsic motivation and extrinsic motivation. In addition, we conduct a meta-analysis of field experiments (i.e. randomized controlled trials) that contained real behavioural measures (n = 184 papers, k = 184 observations, N = 2 245 373 participants) from 2008 to 2021 to examine the effect size of these interventions targeting each cognitive process. Our findings demonstrate that interventions changing effort are more effective than interventions changing intrinsic motivation, and nudge and sludge interventions had similar effect sizes.
Expressa
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How People Feel about Progress: Metrics That Drive User Behavior | by Jared Peterson | Sep, 2024 | Product Coalition
What did patients text us when we didn’t ask them to tell us anything?
An in-depth analysis of replies to COVID-19 vaccination outreach reveals thanks, angst — and much more.
Innovation in Pain Rehabilitation Using Co-Design Methods During the Development of a Relapse Prevention Intervention: Case Study
The first objective was to provide an overview of all activities that were employed during the course of a research project to develop a relapse prevention intervention for interdisciplinary pain treatment programs. The second objective was to examine how co-design may contribute to stakeholder involvement, generation of relevant insights and ideas, and incorporation of stakeholder input into the intervention design.
An implementation framework for transformative gamification services
Gamification services are hailed as effective tools for influencing users’ behaviours, increasing engagement, motivation, and enhancing learning. In the field of behaviour change, transformative outcomes have been reported for gamification services; with some conceptualisation undertaken regarding transformative gamification services. However, there is a lack of research on practical implementation of transformative gamification services. Also, previous studies have often isolated a single component of gamification and not discussed the synergistic effects and behavioural outcomes of the experiences that the combination of gamification elements can create. To bridge this gap, we provide an implementation framework for transformative gamification services. This is achieved by identifying different components of transformative gamification from a social marketing and transformative service research (TSR) lens and their behavioural outcomes. To do this, we delve into game design, gamification and behaviour change literature and suggest a practical implementation framework which incorporates users' perspectives in the form of transformative values, user engagement types (play typologies), and consumption/service encounter experiences. This research contributes to gamification theory and practice by furthering the understanding of transformative gamification services in social marketing and TSR. It also provides behaviour change practitioners with detailed steps for implementation of such services aiming to create positive behavioural changes.
How To Design Effective Conversational AI Experiences: A Comprehensive Guide — Smashing Magazine
Color Theme Generator | Orea Digital
Stormz - Brainstorming & Decision-Making Platform for facilitators
The Expert (Short Comedy Sketch) - YouTube
The original short story about drawing seven red lines
Why are Western apps more minimalistic than Asian apps? | by Bas Wallet | UX Collective
It's time we put agency into Behavioural Public Policy | Behavioural Public Policy | Cambridge Core
Promoting agency – people's ability to form intentions and to act on them freely – must become a primary objective for Behavioural Public Policy (BPP). Contemporary BPPs do not directly pursue this objective, which is problematic for many reasons. From an ethical perspective, goals like personal autonomy and individual freedom cannot be realised without nurturing citizens’ agency. From an efficacy standpoint, BPPs that override agency – for example, by activating automatic psychological processes – leave citizens ‘in the dark’, incapable of internalising and owning the process of behaviour change. This may contribute to non-persistent treatment effects, compensatory negative spillovers or psychological reactance and backfiring effects. In this paper, we argue agency-enhancing BPPs can alleviate these ethical and efficacy limitations to longer-lasting and meaningful behaviour change. We set out philosophical arguments to help us understand and conceptualise agency. Then, we review three alternative agency-enhancing behavioural frameworks: (1) boosts to enhance people's competences to make better decisions; (2) debiasing to encourage people to reduce the tendency for automatic, impulsive responses; and (3) nudge+ to enable citizens to think alongside nudges and evaluate them transparently. Using a multi-dimensional framework, we highlight differences in their workings, which offer comparative insights and complementarities in their use. We discuss limitations of agency-enhancing BPPs and map out future research directions.
WebAIM: Screen Reader User Survey #10 Results
Should a person describe what they look like during a virtual meeting or webinar? Response # of respondents % of respondents Yes 363 31.8% No 779 68.2% The majority (68.2%) of respondents do not prefer descriptions of appearances in online meetings.
How To Improve Your Microcopy: UX Writing Tips For Non-UX Writers — Smashing Magazine
Megastudy shows that reminders boost vaccination but adding free rides does not | Nature
The Psychology of Rituals: An Integrative Review and Process-Based Framework
Level Up from Habits to Rituals
Octalysis Explorer Book - Yu-Kai Chou
Behavioral Systems: Combining behavioral science and systems analysis - Busara
Voice and tone / Content / Zendesk Garden
How to sound like Zendesk Our product is an extension of our brand and we want it to feel like Zendesk. We use visual design to shape what Zendesk looks like, and voice and tone to shape what Zendesk sounds like.
EP.4 ชีวิตคือการทดลอง ทดลอง ทดลอง | Design Thinking for Student Life on Vimeo
Boxy SVG
Free web-application for editing and making SVGs. Good alternative to inkscape. Recommended for quickly resizing and centering icons
Behavioral science should start by assuming people are reasonable - ScienceDirect
Accessible communications: A starting point for fostering more inclusive comms | CharityComms
SVG Viewer - View, edit, and optimize SVGs
CSS filter generator to convert from black to target hex color
Will Your Nudge Have a Lasting Impact?
Emil Dziewanowski - Technical Artist
JMIR mHealth and uHealth - Quality of Publicly Available Physical Activity Apps: Review and Content Analysis
Out of the 93 behavior change techniques that can be used, on average only 7 were chosen, and the most common were related to: 1. Feedback on behavior 2. Goal setting 3. Action planning As the study says: “within the “Goals and Planning” BCT group, only 3 out of 9 BCTs were utilized.
Event Sourcing
Aligned Course Design | Center for Educational Innovation
Constructive alignment of teaching and the 10 steps of course design | Instructions for teaching | University of Helsinki
Aligned Course Design | Teaching Support and Innovation
Notes on data modeling from Handbook of Relational Database Design. | Irrational Exuberance
Backwards Design Basics
Making SVG Loading Spinners: An Interactive Guide | fffuel
ปฐมทัศน์หลักสูตร - YouTube
Open Policy Making toolkit - Guidance - GOV.UK
This manual includes information about Open Policy Making as well as the tools and techniques policy makers can use to create more open and user led policy.
Introducing a 'Government as a System' toolkit - Policy Lab
The new toolkit crosses local, central and international government action. It has many of the elements of the previous framework but also covers new ground. The most obvious is that we have changed the horizontal axis to better reflect the way government works in practice. This has meant including a number of new areas namely, influencing, engaging, designing, developing, resourcing, delivering and controlling (or managing). The vertical axis still follows the same logic from ‘softer’ more collaborative power at the top, down to more formal government power at the bottom of the axis. The update includes many familiar things from nudging behaviour to convening power and also adds new areas like deliberative approaches such as citizen juries. This is the framework for Policy Lab's new Government as a System toolkit. The new Government as a System toolkit framework. When looking across the whole system, it now has 56 distinct actions. Of course this isn’t an exhaustive set of options, you could create more and more detail as there is always more complexity and nuance that can be found in government. Importantly, we want policymakers to be considering how multiple levers are used together to address complex problems.
gitmoji | An emoji guide for your commit messages
New frontiers: The holistic impacts of nudging | Opinion | Research Live
Over the past decade, behavioural scientists have identified five different holistic effects which can all impact on the overall effectiveness of a behaviour change intervention. Some of these effects or concepts can be positive, whereas others may end up neutralising the effect of any nudge, or worse, having a negative impact: Licensing effects Compensating effects Positive spillover effects Displacement effects Systemic effects or what we are calling ‘nudge fatigue’
Curated web design inspiration catalog
Nerd Fonts - Iconic font aggregator, glyphs/icons collection, & fonts patcher
Thinking Styles - Indi Young
Thinking Styles are the archetypes that you would base characters on, like characters in TV episodes. (Try writing your scenarios like TV episodes, with constant characters.) Characters think, react, and made decisions based on their thinking style archetype. BUT they also switch thinking styles depending on context. For example, if you take a flight as a single traveler versus bringing a young child along–you’ll probably change your thinking style for that flight, including getting to the gate, boarding, and deplaning.
Free Behavior Design, Innovation and Change Tools - Robert Meza
Free Behavior Design, Innovation and Change Tools These frameworks started out as internal tools we would use on client projects at Aim For Behavior, that would help us save time and create better outcomes for the customers and the companies we were working with. We are always adding more frameworks or iterating the current ones based on the feedback.
DesignKit Online: Online Designing Tool | Free Download
100+ open source innovation tools from the greatest design & strategy agencies in the world. Ideal for both offline or online workshops. All tools are pixel perfectly packaged in a vectorized PDF or PNG and can be downloaded for free.
Describing Personas: problems with bias and how Thinking Style archetypes can help | Inclusive Software
I sometimes make a further suggestion to client teams who have years of experience working directly (via research) with the diversity of the people their organization supports. I suggest they abandon “persona” (a representation of a person) and replace it with “behavioral audience segment” (a representation of a group). (Note: I have begun calling these “thinking styles” to emphasize that a person can change to a different group based on context or experience.)This change allows those qualified teams to get away from names and photos. I don’t suggest this for everyone. Note: “Behavioral audience segment” is the name I use, although there may be a better one. In its defense, Susan Weinschenk uses “behavioral science” to mean what I am trying to represent. And “audience segment” is a common way to express a group an organization is focused on.
The Squabble Over Personas: It Turns Out There are Enough for Everyone | UXmas | An advent calendar for UX folk
Why are your organization’s personas so hard to use? It might be because they are marketing personas, based on the way customers buy what you produce—segments of the market divided up by the way each group tends to make a purchase decision. Maybe what you’re designing for isn’t the purchase process. A problem many organizations run into is relying on only one set of personas. Personas can be derived from any sort of audience segment. There are many ways your organization might have divided the people it supports into segments. There are marketing or buying segments, demographic segments, preference segments, and behavioral segments, to name but a few. Within each of these types of segments, your organization might take different perspectives, such as first-time buyer and return buyer.
Using Thinking Styles to Look Beyond the “Average User” with Indi Young
But she did explain how researching and designing for the majority or “average user” actually end up ignoring, othering, and harming the people our designs are meant to serve. Indi shared how she finds patterns in people’s behaviors, thoughts, and needs—and how she uses that data to create thinking styles that inform more inclusive design decisions. Indi talked about… Why researchers should look for patterns, not anecdotes, to understand real user needs. What are thinking styles and how to uncover and use them. Why your “average” user often doesn’t exist in the real world, and how we can do better.
Can customer journey mapping help in designing behavioral experiments? | Behavia
From a process perspective, our task then becomes figuring out the optimal behavioral flow that reduces the friction between intentions and desired behaviors and stimulates progression through the journey – assuming at least a moderate interest in what is being offered by the organization.