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.
Companies should experiment with interactive social media content types, include relevant calls to action in posts, and avoid posting too frequently.
Free, open source health icons Free for use in your next commercial or personal project. Editing is ok. Republishing is ok. No need to give credit.
Of the 293 apps shortlisted as offering a therapeutic treatment for anxiety and/or depression, 162 (55.3%) mentioned an evidence-based framework in their app store descriptions. Of the 293 apps, 88 (30.0%) claimed to use cognitive behavioral therapy techniques, 46 (15.7%) claimed to use mindfulness, 27 (9.2%) claimed to use positive psychology, 10 (3.4%) claimed to use dialectical behavior therapy, 5 (1.7%) claimed to use acceptance and commitment therapy, and 20 (6.8%) claimed to use other techniques. Of the 162 apps that claimed to use a theoretical framework, only 10 (6.2%) had published evidence for their efficacy.
The framework comprises 6 key stages. Each building on the insights of the previous and each with its own objectives, tools and resources: 1. What - are the target behaviours? 2. Who - should we focus our resource on? 3. Why - do/don’t those people manifest the target behaviours? 4. How - can we empower people to change? 5. So What? To what extent were our interventions effective? 6. What Now? How do we apply our learnings at scale?
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).
After analysing more than 1,000 raw foods, researchers ranked the ingredients that provide the best balance of your daily nutritional requirements – and they found a few surprises.
The actual past and future are never actually experienced. All that is experienced is the illusion of the past and future, created by thought, arising in the present.
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.
The five psychobehavioral segments of Americans Surgo identified from its survey are: 1. The “Enthusiasts” (40% of the U.S. population). Every person in this group said they would get the vaccine as soon as it is made available to them. There are no barriers to vaccination 1 for people in this group—in fact, the key challenge will be ensuring vaccine supply meets their demand before they lose enthusiasm, as we’re seeing now as people struggle to sign up. 2. The “Watchful” (20% of the U.S. population). For this segment, social norms are important: Before they get the shot themselves, people in this segment first need to see that others in their peer group or community are getting vaccinated and having safe, positive experiences. 3. The “Cost-Anxious” (14% of the U.S. population). For this segment, time and costs are the primary barriers to getting the vaccine. Every member of this group reports having delayed seeking care for their health in the past due to the expense. The irony: Only 28% of people in this group lack health insurance, indicating that their concerns about costs override having insurance to cover them. 4. The “System Distrusters” (9% of the U.S. population). This group primarily believes that people of their own race are not treated fairly by the health system. Members of this group are likely to belong to, but are not exclusively, communities of color. There are multiple, complicated barriers for this segment, but most of them are related to trust in and access to a health system that has an inequitable history. 5. The “Conspiracy Believers” (17% of the population). This segment has perceived barriers around COVID-19 vaccination that Surgo believes are simply too hard to shift in the short term. It includes people who don't believe in vaccines in general, but the primary barrier for people in this group is their very specific and deeply-held beliefs around COVID-19. Every person in this group believes in at least one conspiracy theory: ○ 84% believe that COVID-19 is exploited by government to control people ○ 65% believe COVID-19 was caused by a ring of people who secretly manipulate world events ○ 36% believe microchips are implanted with the COVID-19 vaccine The three most persuadable psychobehavioral segments Surgo recommends prioritizing are the “Watchful”, “Cost-Anxious” and “System Distrusters” for maximum benefit. Each segment has specific barriers to overcome:...
INSIGHT PAPER How Interventions Can Generate Green Behaviour: Nudging for Good
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.
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.
Amy Jo Kim interviews Casey Means, cofounder of Levels
Subtitle: Case Studies for Theory and Practice Author: Lauren B. Frank, Ed. Paul Falzone, Ed.