yabs.io

Yet Another Bookmarks Service

Search

Results

[https://openpolicy.blog.gov.uk/2020/03/06/introducing-a-government-as-a-system-toolkit/] - - public:weinreich
behavior_change, design, government, management, strategy - 5 | id:1489668 -

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.

[https://www.research-live.com/article/opinion/new-frontiers-the-holistic-impacts-of-nudging/id/5062152] - - public:weinreich
behavior_change, design, ethics - 3 | id:1489641 -

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’

[https://indiyoung.com/explanations-thinking-styles/] - - public:weinreich
behavior_change, design, how_to, research, target_audience - 5 | id:1489368 -

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.

[https://courses.aimforbehavior.com/free-behavior-and-innovation-frameworks] - - public:weinreich
behavior_change, design, how_to, strategy, theory - 5 | id:1489294 -

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.

[https://medium.com/inclusive-software/describing-personas-af992e3fc527] - - public:weinreich
design, research, target_audience - 3 | id:1489290 -

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.

[https://www.uxmas.com/2013/squabble-over-personas] - - public:weinreich
design, target_audience - 2 | id:1489289 -

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.

[https://www.userinterviews.com/blog/thinking-styles-research-indi-young] - - public:weinreich
design, marketing, research, strategy, target_audience - 5 | id:1489288 -

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.

[https://behavia.de/behavioral-journet-assessment/] - - public:weinreich
behavior_change, design, strategy - 3 | id:1489286 -

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.

[https://www.thebehavioralscientist.com/articles/behavior-market-fit-determines-product-market-fit] - - public:weinreich
behavior_change, design, product, target_audience - 4 | id:1489152 -

The fact of the matter is that each market/user group has its own particular set of situational and psychological differences that determine which behaviors will be adopted and which will never even be attempted. The job of every product team, whether they know it or not, is to make it as easy and delightful as possible for their target market/user group to perform a behavior that they find doable, useful, compelling, and enjoyable that also leads to an important business outcome for the company. If any of these things are missing, there is no Behavior Market Fit and the project and any associated products will be a failure.

[https://www.thepost.co.nz/business/350107777/ikea-came-my-house-heres-what-they-said-and-why-nz-prime-market-swedish] - - public:weinreich
design, qualitative, research - 3 | id:1485140 -

Ikea researchers explore Kiwi homes before opening first NZ store Christine Gough, head of interior design at Ikea Australia, is one of 40 Ikea researchers visiting hundreds of Kiwi homes to gauge what products to stock in its Auckland mega store.

[https://www.drawio.com/] - - public:realjck
Design, Infographics, Programming, Software, Tool - 5 | id:1484652 -

draw.io is free online diagram software for making flowcharts, process diagrams, org charts, UML, ER and network diagrams. No login or registration required.

[https://www.mdpi.com/2227-7080/10/6/110] - - public:weinreich
behavior_change, design, how_to - 3 | id:1484414 -

Nudging provides a way to gently influence people to change behavior towards a desired goal, e.g., by moving towards a healthier or more environmentally friendly lifestyle. Personalized and context-aware digital nudging (named smart nudging) can be a powerful tool for efficient nudging by tailoring nudges to the current situation of each individual user. However, designing smart nudges is challenging, as different users may need different supports to improve their behavior. Determining the next nudge for a specific user must be done based on the user’s current situation, abilities, and potential for improvement. In this paper, we focus on the challenge of designing the next nudge by presenting a novel classification of nudges that distinguishes between (i) nudges that are impossible for the user to follow, (ii) nudges that are unlikely to be followed, and (iii) probable nudges that the user can follow. The classification is tailored to individual users based on user profiles, current situations, and knowledge of previous behaviors. This paper describes steps in the nudge design process and a novel set of principles for designing smart nudges.

[https://www.bi.team/publications/explore/] - - public:weinreich
behavior_change, design, research - 3 | id:1484412 -

If you have ever been tasked with influencing a behaviour, you will know that it is critical to understand that behaviour in context. You need to understand the issues faced by the people affected. At BIT, we refer to the process of understanding behaviour in context as Exploring. Exploring is about discovering what people do and crucially why.

Follow Tags


Export:

JSONXMLRSS