Social Media UX: 3 Research Insights
Companies should experiment with interactive social media content types, include relevant calls to action in posts, and avoid posting too frequently.
CBE: A Framework to Guide the Application of Marketing to Behavior Change - Sharyn Rundle-Thiele, Timo Dietrich, Julia Carins, 2021
Rethinking the Origin of the Behavioural Policy Cube With Nudge Plus: Government & Law Book Chapter | IGI Global
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).
Nudging and Boosting: Steering or Empowering Good Decisions - Ralph Hertwig, Till Grüne-Yanoff, 2017
Op-Eds From the Future: Business School Students Predict Tomorrow’s Headlines | ideo.com
Design fiction is one of the tools the students learn to prototype the future of business. Designers often use this strategy to help stakeholders envision divergent scenarios for their organization in the context of uncertainty. We asked the students to consider the forces at play in today’s fast-changing society, such as artificial intelligence and decentralized governance models, and write a story about the future. Zooming out of this aspirational story, they mapped out what would have to be true from a technological and business standpoint to bring positive aspects of that future to fruition, while calling attention to factors or decisions that could negatively impact our world years from now. At its core, design fiction is a strategic exercise that connects the dots between vision and execution, transitioning teams from imagining the future to taking action.
Behavioral Mapping – Habit Weekly PRO
Christy Dena's Field Notes From Earth » ARG Design Charts
Christy Dena's Field Notes From Earth » Narrative Design Methods: The Journey Chart
The Journey Chart is an overview of the different elements of a project juxtaposed to show how they work together over the duration of the player/audience/reader experience. I’m sharing the Journey Chart Method because I’ve found it to be a nifty way to externalise, discover, inspire, unify, direct, and communicate the various elements of a project and how they are all connected.
“What's a rule that was implemented somewhere that massively backfired?“
Chronic Health Experience Map | Insights | Mad*Pow
Human-Centered Design vs. Design-Thinking: How They’re Different and How to Use Them Together to Create Lasting Change
The GV research sprint: a 4-day process for answering important startup questions
The Remote Design Sprint Guide — The Design Sprint
'Nudges' may be effective at times, but policymakers can't rely on them to tackle entrenched social problems. | Impact of Social Sciences
Behaviour change 101 series: Five steps to select the right behaviour/s to target - BehaviourWorks Australia
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.
Designing for Behavior Change: A Practical Field Guide - USAID
MeasureD: Evaluating Social Design’s Contribution to Human Health
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
Katie Patrick on Twitter: “I wanted to share the behavior-mapping template I use for any new project. I spend 2 - 8 hrs going through the steps in painstaking detail to develop the skeleton of what makes action happen. Follow each of the steps for your pr
The Customer-Centered Innovation Map
original “jobs to be done“ article from 2008
“How to Map a Customer Job” – Anthony Ulwick
So how is it done? We’ve found that all jobs have the same eight steps. To use job mapping, we look for opportunities to help customers at every step:
Challenge Mapping Part 1 - Challenge Map Basics — 7 League Studio
There are a few enormous benefits to using challenge maps. First, challenge maps help teams surface the key decision points that will have the greatest potential impact, both for users and the business. Challenge maps also help teams get aligned and on the same page about the most impactful next step. Finally, and maybe most importantly, challenge maps help teams see where their thinking has been too limited, inspire fresh thinking, and unlock innovation.
The Humanitarian Innovation Guide
The Humanitarian Innovation Guide is a growing online resource to help individuals and organisations find their starting point and navigate the humanitarian innovation journey.
Energy, and the choices we make as consumers. | LinkedIn - Guy Champniss
In other words, it’s not a question of consumer choices being made that are bad, but of whether consumer choice exists. So when we ask why we ‘choose (or not)' highly energy efficient products, maybe we should ask instead if we're actually ‘picking (or not)' super energy efficient products. Picking vs. choosing. This is not a question of semantics. Far from it.
Co-design: from expert- to user-driven ideas in public service design: Public Management Review
Behavioral Grooves » Matt Loper: Helping Patients Adhere to Medication Plans
Wellth does this by “giving” patients money at the start of each month to take their pills. To prove they’re on track, they use the Wellth app to take a photograph of their medicines in the palm of their hand. But every day that they miss, they are penalized in the form of fee, which nets them less money at the end of the month. This loss-contract model is gaining notoriety and it should be: Wellth discovered that positive incentives accounted for adherence rates around 60% while loss-contract models account for better than 90% adherence rates.
Post-it notes spread protest message on Hong Kong’s Lennon Walls — Quartz
Increasing Vaccination: Putting Psychological Science Into Action
***Psychology offers three general propositions for understanding and intervening to increase uptake where vaccines are available and affordable. The first proposition is that thoughts and feelings can motivate getting vaccinated. Hundreds of studies have shown that risk beliefs and anticipated regret about infectious disease correlate reliably with getting vaccinated; low confidence in vaccine effectiveness and concern about safety correlate reliably with not getting vaccinated. We were surprised to find that few randomized trials have successfully changed what people think and feel about vaccines, and those few that succeeded were minimally effective in increasing uptake. The second proposition is that social processes can motivate getting vaccinated. Substantial research has shown that social norms are associated with vaccination, but few interventions examined whether normative messages increase vaccination uptake. Many experimental studies have relied on hypothetical scenarios to demonstrate that altruism and free riding (i.e., taking advantage of the protection provided by others) can affect intended behavior, but few randomized trials have tested strategies to change social processes to increase vaccination uptake. The third proposition is that interventions can facilitate vaccination directly by leveraging, but not trying to change, what people think and feel. These interventions are by far the most plentiful and effective in the literature. To increase vaccine uptake, these interventions build on existing favorable intentions by facilitating action (through reminders, prompts, and primes) and reducing barriers (through logistics and healthy defaults); these interventions also shape behavior (through incentives, sanctions, and requirements). Although identification of principles for changing thoughts and feelings to motivate vaccination is a work in progress, psychological principles can now inform the design of systems and policies to directly facilitate action.
Dot Voting: A Simple Decision-Making and Prioritizing Technique in UX
What’s Wrong with Dot Voting Exercises – Stephen Anderson – Medium
Defensible decisions: wicked problems need more than a nudge | The Mandarin
Play your way to impact with a new media engagement strategy game | MEDIA IMPACT FUNDERS
Design Guidelines for the Jed Foundation
Trash talking behaviour change | Contagious Truth
Nudges That Fail by Cass R. Sunstein :: SSRN
The New Design Fundamentals (pdf)
The Field Guide to Human-Centered Design
The Weave: Participatory Process Design Guide
Participatory Process Design Guide for Strategic Sustainable Development
How to run a transmedia storysprint – Learn Do Share
A Facilitator’s Guide to Running a Reboot Lab – Part 1 of 4 – Learn Do Share
How to Use Design Thinking to Improve Your Nonprofit’s Digital Strategy | Beth’s Blog
Now & Next: Future of Engagement
The Power of the Powers of Ten | Design Thinking
OpenIDEO - How might we increase the availability of affordable learning tools & services for students in the developing world? - Winning Ideas
Engagement Economy [SR-1183] | Institute For The Future
Contests and Challenges from the Government: USA.gov
Meta-Game Design: Reward Systems that Drive Engagement
Presentation by Amy Jo Kim at Game Developers Conference 2010