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[https://www.igi-global.com/chapter/rethinking-the-origin-of-the-behavioural-policy-cube-with-nudge-plus/269972] - - public:weinreich
behavior_change, design, policy, strategy - 4 | id:684342 -

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).

[https://www.youtube.com/watch?v=1Kxbg4zvfdc] - - public:weinreich
behavior_change, design, ethics - 3 | id:683967 -

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.

[https://tcscraft.wordpress.com/2016/04/21/jobblog-heuristic-analysis/] - - public:weinreich
behavior_change, design, graphic_design - 3 | id:683966 -

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.

[https://sites.google.com/monash.edu/behaviourworks-scaleup-toolkit/] - - public:weinreich
behavior_change, design, how_to - 3 | id:573779 -

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.

[https://www.cambridge.org/core/journals/behavioural-public-policy/article/personalized-nudging/E854A04226DEA94B623ECA2ACF64C8D0/core-reader] - - public:weinreich
behavior_change, design, target_audience - 3 | id:309764 -

Nudges have been critiqued for being too blunt of a tool. For instance, a retirement savings default may be helpful for a group of employees on average, but subgroups, say under-savers or over-savers, might be helped or harmed by this one-size-fits-all approach. As such, there have been calls to develop a more personalized approach to nudging (see here in our collection: “Imagining the Next Decade of Behavioral Science”). This paper outlines two dimensions that behavioral scientists could consider when designing personalized nudges: choice personalization and delivery personalization. Think of choice personalization as “personalization within nudges”—the method of nudge has been set (say, a default) but is tailored to specific individuals (different default leves of retirement contributions, for those over-savers and under-savers). Think of delivery personalization as “personalization as across nudges”—understanding the most effective method to nudge a certain individual. Personalizing nudges does come with data privacy and legal concerns, but these can be overcome, the paper argues.

[https://www.behaviourworksaustralia.org/behaviour-change-101-series-five-steps-to-select-the-right-behaviour-to-target/?utm_source=Habit+Weekly&utm_campaign=1f1cda8506-EMAIL_CAMPAIGN_2020_02_02_02_55_COPY_01&utm_medium=email&utm_term=0_ab93d31fb5-1f1cda85] - - public:weinreich
behavior_change, design, how_to, strategy, target_audience - 5 | id:285232 -

At BehaviourWorks, we often prioritise behaviours using the Impact-Likelihood Matrix (figure below). In this approach, behaviours are prioritised by mapping them based on: The impact they have on the problem they are intended to address. The likelihood of the target audience adopting the behaviour.

[https://www.cambridge.org/core/journals/behavioural-public-policy/article/behavioural-and-social-sciences-to-enhance-the-efficacy-of-health-promotion-interventions-redesigning-the-role-of-professionals-and-people/01655ECBEE06104DF2D35C61E2A62BC3/core-read] - - public:weinreich
behavior_change, design, health_communication, sample_campaigns - 4 | id:283092 -

applying behavioral science to health promotion

[https://measured.design/] - - public:weinreich
behavior_change, design, sample_campaigns, strategy - 4 | id:283028 -

MeasureD is a resource for anyone wanting to understand, measure, and scale the impact of social design in order to strengthen society and create the conditions for equitable human health. It is intended to represent the highest level of practice and help organizations and practitioners understand where, when, and how social design is most effective. includes case studies

[https://www.cambridge.org/core/journals/behavioural-public-policy/article/nudge-forgood/06BC9E9032521954E8325798390A998A] - - public:weinreich
behavior_change, design, ethics - 3 | id:279117 -

Insights from the behavioural sciences are increasingly used by governments and other organizations worldwide to ‘nudge’ people to make better decisions. Furthermore, a large philosophical literature has emerged on the ethical considerations on nudging human behaviour that has presented key challenges for the area, but is regularly omitted from discussion of policy design and administration. We present and discuss FORGOOD, an ethics framework that synthesizes the debate on the ethics of nudging in a memorable mnemonic. It suggests that nudgers should consider seven core ethical dimensions: Fairness, Openness, Respect, Goals, Opinions, Options and Delegation. The framework is designed to capture the key considerations in the philosophical debate about nudging human behaviour, while also being accessible for use in a range of public policy settings, as well as training.

[https://medium.com/airbel/lessons-learned-from-the-intersection-of-behavioral-and-human-centered-design-in-humanitarian-work-60853f8a3fd4] - - public:weinreich
behavior_change, design, international - 3 | id:279115 -

This example demonstrates how the IRC’s Airbel Impact Lab integrates behavioral science and human-centered design to develop scalable solutions to humanitarian problems. On their own, these approaches have been leveraged in a variety of contexts across the world — what is unique about the Airbel approach is bringing them together.

[https://hbr.org/2020/02/how-digital-design-drives-user-behavior] - - public:weinreich
behavior_change, design, graphic_design, online_marketing, technology - 5 | id:279086 -

A review of recent research provides clear evidence that many organizations are currently undervaluing the power of digital design and should invest more in behaviorally informed designs to help people make better choices. In many cases, even minor fixes can have a major impact, offering a return on investment that’s several times larger than the conventional use of financial incentives or marketing and education campaigns.

[https://digitalwellbeing.org/the-10-advertising-strategies-that-work-the-advertising-effect-speed-summary/] - - public:weinreich
advertising, behavior_change, design - 3 | id:272054 -

Basically, it’s Nudge for advertisers. Outlining ten evidence-based effective advertising strategies, each with a scientific underpinning, Adam Ferrier (psychologist and founder of Naked) is up there with fellow Antipodean Byron Sharp in terms of must-reads for marketers. Ferrier is a fan of ‘Action Advertising’ – influencing people by influencing actions rather than perceptions. Drawing on the evidence that advertising is notoriously poor at direct persuasion, Ferrier outlines 10 ways to influence actions instead. The underlying logic is that the easiest way to persuade someone is to allow them to persuade themselves – and this will happen quite naturally if you prompt (nudge, spur) people to act in a way consistent with a desired behaviour. Why? Because we tend to align our perceptions with our actions to avoid the mental discomfort of cognitive dissonance. In other words, if you influence action, you influence perception. Moreover, because perception-change is only a means to an end, the end being behaviour-change (buy, buy more, buy for more) – Action Advertising orientates advertising to what really matters, actioning behaviour change. For Ferrier, advertising is and must be about behaviour change; ultimately if no behaviour is changed as a result of advertising, advertising is valueless.

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