yabs.io

Yet Another Bookmarks Service

Search

Results

[https://lospec.com/] - - public:realjck
Design, Retro - 2 | id:1520990 -

Online tools for people creating pixel art and other restrictive digital art

[https://www.culturalcurrents.institute/post/the-spread-framework-explained] - - public:weinreich
behavior_change, design, health_communication, storytelling - 4 | id:1520975 -

The Cultural Currents Institute's proprietary SPREAD framework is ideal for testing and refining messages and strategies at the conceptual phase, diagnosing and troubleshooting campaigns that may be struggling after launch, and accelerating efforts that have already found some success. The core concepts of the framework are introduced here. Simple to Remember and Share Plausible to its Intended Audience Relatable to Common Lived Experience Emotional and Evocative Actionable With Clear Steps Duplicable With Low Effort and High Fidelity

[https://lovable.dev/] - - public:weinreich
design, technology - 2 | id:1520428 -

Idea to app in seconds, with your personal full stack engineer

[https://uteschauberger.com/barrierstoaccess.html] - - public:weinreich
behavior_change, design, price, strategy, target_audience - 5 | id:1520366 -

What works better is grouping the reasons someone struggles with a service, rather than segmenting the people who experience those struggles. This is the basis of the Universal Barriers to Access approach. Over time, the Government Digital Service received thousands of calls from people unable to use parts of its services. By analysing this data, we identified 11 common barriers—recurring patterns that explain why services fail for users, regardless of their background or situation.

[https://www.sfu.ca/complex-systems-frameworks.html] - - public:weinreich
behavior_change, design, management - 3 | id:1520357 -

Welcome to the Complex Systems Framework Collection, where you will find ways to consider the differences between simple, complicated, complex and chaotic. Whether you're a problem solver, leader, and/or learner, we hope you will find ideas here that resonate, challenge conventional wisdom, and push your thinking about complex problems in new directions.

[https://www.mdpi.com/2227-9032/12/23/2488] - - public:weinreich
behavior_change, design, theory - 3 | id:1513200 -

They collated 20 studies with 2,601 participants, studying the time it takes to turn new behaviours into automatic habits. ² The average time they reported? ➝ 106-154 days. With substantial variability, from 4-335 days. The time depended on factors like the: ↳ Type of habit ↳ Feelings about the habit ↳ Frequency performing the behaviour

[https://journals.plos.org/digitalhealth/article?id=10.1371/journal.pdig.0000591] - - public:weinreich
design, ethics, mobile, technology - 4 | id:1510407 -

This narrative review summarizes several health equity frameworks to help digital health practitioners conceptualize the equity dimensions of importance for their work, and then provides design approaches that accommodate an equity focus. Specifically, the Double Diamond Model, the IDEAS framework and toolkit, and community collaboration techniques such as participatory design are explored as mechanisms for practitioners to solicit input from members of underserved groups and better design digital health tools that serve their needs.

[https://www.figma.com/blog/made-in-figma-the-national-park-service-goes-from-paper-to-pixels/] - - public:things
civic, design - 2 | id:1509392 -

“How do you design an app for 431 diverse national parks and monuments? By taking a page from iconic NPS park brochures. Learn how a small team adapted Massimo Vignelli’s seminal design system for a digital interface.“

[https://royalsocietypublishing.org/doi/full/10.1098/rsos.230053] - - public:weinreich
behavior_change, design, price, strategy - 4 | id:1497737 -

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.

[https://arslan.io/2024/09/10/my-homelab-setup/] - - public:isaac
computer, design, diy, home, router - 5 | id:1509351 -

I replaced my existing Homelab setup from the ground up with Unifi's latest Gateways, Switches APs, and Cameras. Here is what I did and how it ended up.

[https://www.jmir.org/2021/1/e18462] - - public:weinreich
behavior_change, design, how_to, management, research, sample_campaigns - 6 | id:1492773 -

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.

[https://www.tandfonline.com/doi/full/10.1080/0144929X.2023.2241560#abstract] - - public:weinreich
behavior_change, design, gaming, theory - 4 | id:1492753 -

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.

Follow Tags


Export:

JSONXMLRSS