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[https://saudiarabia.un.org/en/293137-behavioural-science-and-nudge-interventions-sdg-acceleration] - - public:weinreich
behavior_change, design, policy, sample_campaigns - 4 | id:1536432 -

This paper offers a refreshed and expanded view of how behavioural science can support sustainable development. It presents a comprehensive, evidence-based resource designed to help countries integrate behavioural insights into their policies and programmes for achieving the Sustainable Development Goals (SDGs). At the heart of the paper is a global database of 201 behavioural and nudge interventions, each aligned with one or more of the 17 SDGs. You can explore the full database here: https://docs.google.com/spreadsheets/d/1tWy0X2Aq08kIUNYG-Cw5FQsvakdKSyKGKen7_hc2F48/edit?gid=1627241714#gid=1627241714

[https://worksinprogress.co/issue/magical-systems-thinking/] - - public:mzimmerm
design, good, human, society, software, system - 6 | id:1522958 -

Difficulties in Systems design: A complex system that works is invariably found to have evolved from a simple system that worked. A complex system designed from scratch never works and cannot be patched up to make it work. You have to start over with a working simple system.

[https://www.friendshipbench.org/] - - public:weinreich
behavior_change, design, mental_health, product, sample_campaigns, target_audience - 6 | id:1521617 -

A psychiatrist couldn’t keep up with the demand for mental health care. So he hired grandmothers. He asked himself a simple question: who do people already trust with their problems? The majority said it was grandmothers. They are wise, respected and embedded in the community. He trained them in basic therapy for common mental health disorders and gave them benches in public spaces. The results speak for themselves : → Thousands sought support → Depression symptoms dropped → A randomised trial showed it worked better than standard primary care

[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

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