{"origin":"yabs.io","url":"https:\/\/yabs.io\/a\/view.php?page=4&r=json&user=weinreich","version":"1.0","limit":50,"page":"4","state":null,"r":"json","user":"weinreich","user_id":167,"count":5797,"count_bookmarks":50,"bookmarks":[{"id":"1517583","user":"167","cdate":"2025-03-01 14:17:26","updated":null,"title":"Main Page | Evidence - SBC Impact","link":"https:\/\/directimpact.comminit.com\/?utm_medium=email&utm_campaign=drumbeat845&utm_content=","state":"public","note":"A common challenge from policy makers, funders, community members, people directly experiencing development issues, and governments is: Demonstrate your Impact. Prove that what you are doing works. The high quality, highly credible data presented on the cards below is designed to help you answer that question for your social change, behaviour change, community engagement, communication and media for development, strategy formulation, policy engagement and funding initiatives. At this link filter the research data to your specific interests and priorities","username":"weinreich","tags":"campaign_effects,evaluation,policy","count":"3"},{"id":"1514705","user":"167","cdate":"2025-02-20 02:58:40","updated":null,"title":"Ethical Practices Spectrums","link":"https:\/\/www.olamtogether.org\/resources\/ethical-practices-spectrums","state":"public","note":"Ethical Climate Practices Spectrum\r\nEthical Communications Spectrum\r\nEthical Community Engagement Spectrum\r\nEthical Global Service Spectrum\r\nEthical Monitoring & Evaluation Spectrum","username":"weinreich","tags":"ethics,international,management","count":"3"},{"id":"1514657","user":"167","cdate":"2025-02-11 05:20:36","updated":null,"title":"Color Psychology - Online Guide | Behavioral Design Academy","link":"https:\/\/www.behavioraldesign.academy\/color-psychology","state":"public","note":"Brian Cugelman","username":"weinreich","tags":"behavior_change,design,graphic_design","count":"3"},{"id":"1514656","user":"167","cdate":"2025-02-11 03:31:45","updated":null,"title":"Designing with the Brain in Mind: The Role of Colour and Shape in UX","link":"https:\/\/uxpsychology.substack.com\/p\/designing-with-the-brain-in-mind","state":"public","note":"","username":"weinreich","tags":"design,graphic_design,mobile,technology","count":"4"},{"id":"1514654","user":"167","cdate":"2025-02-11 01:05:13","updated":null,"title":"The ups and downs of visual orientation: The effects of diagonal orientation on product judgment - ScienceDirect","link":"https:\/\/www.sciencedirect.com\/science\/article\/abs\/pii\/S1057740816000048","state":"public","note":"\ud83c\udf93 Research: Diagonally tilting text increased purchase intentions up to 44.5% for some products\r\n\r\n\ud83d\udd2cAs part of 4 experiments and an analysis of 256 Amazon products, scientists found that:\r\n\r\n- People liked an exercise-related product more and were 44.5% more likely to say they would buy it when its logo tiled upward (vs downward)\r\n\r\n- When a resort was advertised as relaxing, people liked the resort 17.7% more when the text tilted downwards\r\n\r\n- When a resort was framed as adventurous with an upward-tilting logo, people liked the resort 23% more\r\n\r\n\r\n\ud83e\udde0 Why?\r\n\r\n- We associate diagonal tilting with motion\r\n\r\n- Tilting upwards feels like going up, which requires energy and symbolizes striving for something\r\n\r\n- Going downwards (e.g. walking down a slope) is easier and more relaxing, having the opposite effect\r\n\r\n- When product\u2019s context matches its orientation, we subconsciously like it more\r\n\r\n\r\n\ud83d\udcc8 So if your product is associated with energy or relaxation, tilt the text or logo on your packaging or in your ads. \r\n\r\nPeople will like it more, and be more likely to buy.","username":"weinreich","tags":"behavior_change,graphic_design","count":"2"},{"id":"1514652","user":"167","cdate":"2025-02-10 12:43:04","updated":null,"title":"Using Science to Audit Your Marketing Creative - YouTube","link":"https:\/\/www.youtube.com\/watch?v=lXjIJdtXSio","state":"public","note":"","username":"weinreich","tags":"advertising,behavior_change,evaluation","count":"3"},{"id":"1514648","user":"167","cdate":"2025-02-10 02:49:29","updated":null,"title":"HealthMeasures - Transforming how health is measured","link":"https:\/\/www.healthmeasures.net\/","state":"public","note":"HealthMeasures consists of PROMIS, Neuro-QoL, ASCQ-Me, and NIH Toolbox. These four precise, flexible, and comprehensive measurement systems assess physical, mental, and social health, symptoms, well-being and life satisfaction; along with sensory, motor, and cognitive function.","username":"weinreich","tags":"evaluation,quantitative,research","count":"3"},{"id":"1514647","user":"167","cdate":"2025-02-10 01:47:15","updated":null,"title":"CDC Program Evaluation Framework, 2024 | MMWR","link":"https:\/\/www.cdc.gov\/mmwr\/volumes\/73\/rr\/rr7306a1.htm?s_cid=rr7306a1_w","state":"public","note":"","username":"weinreich","tags":"evaluation,how_to","count":"2"},{"id":"1514638","user":"167","cdate":"2025-02-06 04:46:20","updated":null,"title":"Barriers and Facilitators to the Uptake and Maintenance of Healthy Behaviours by People at Mid-Life: A Rapid Systematic Review | PLOS ONE","link":"https:\/\/journals.plos.org\/plosone\/article?id=10.1371\/journal.pone.0145074","state":"public","note":"","username":"weinreich","tags":"behavior_change,target_audience","count":"2"},{"id":"1514612","user":"167","cdate":"2025-02-02 08:10:39","updated":null,"title":"Introducing the Behavior Change Score","link":"https:\/\/www.nuancebehavior.com\/library\/introducing-the-behavior-change-score","state":"public","note":"100+ Items, 14 Mechanisms, 1 Journey\r\nOur goal with BCS is to offer a systematic yet adaptable methodology that makes it easier for product teams to capture the important details necessary for effective behavior change. To allow for that, we have chosen to focus on 14 Behavioral Science mechanisms as opposed to focusing on individual nudges which may or may not generalize to the unique context.","username":"weinreich","tags":"behavior_change,qualitative,quantitative,research,theory","count":"5"},{"id":"1514611","user":"167","cdate":"2025-02-02 07:41:13","updated":null,"title":"Using Artificial Intelligence to improve Behavioural Research - webinar","link":"https:\/\/www.youtube.com\/watch?v=kjInNehMZZk","state":"public","note":"","username":"weinreich","tags":"behavior_change,how_to,research,technology","count":"4"},{"id":"1514584","user":"167","cdate":"2025-01-30 04:52:30","updated":null,"title":"Make it Toolkit - 15 Strategies","link":"https:\/\/www.makeit.tools\/15-strategies","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,how_to,strategy,theory","count":"5"},{"id":"1514562","user":"167","cdate":"2025-01-29 03:51:56","updated":null,"title":"(PDF) Short and extra-short forms of the Big Five Inventory\u20132: The BFI-2-S and BFI-2-XS","link":"https:\/\/www.researchgate.net\/publication\/314015515_Short_and_extra-short_forms_of_the_Big_Five_Inventory-2_The_BFI-2-S_and_BFI-2-XS","state":"public","note":"","username":"weinreich","tags":"behavior_change,quantitative,research,target_audience","count":"4"},{"id":"1514561","user":"167","cdate":"2025-01-29 03:49:52","updated":null,"title":"(PDF) The Next Big Five Inventory (BFI-2): Developing and Assessing a Hierarchical Model With 15 Facets to Enhance Bandwidth, Fidelity, and Predictive Power","link":"https:\/\/www.researchgate.net\/publication\/295563312_The_Next_Big_Five_Inventory_BFI-2_Developing_and_Assessing_a_Hierarchical_Model_With_15_Facets_to_Enhance_Bandwidth_Fidelity_and_Predictive_Power","state":"public","note":"","username":"weinreich","tags":"behavior_change,quantitative,target_audience","count":"3"},{"id":"1514560","user":"167","cdate":"2025-01-29 02:52:03","updated":null,"title":"Introducing the Behavior Change Score","link":"https:\/\/www.nuancebehavior.com\/work\/library\/introducing-the-behavior-change-score","state":"public","note":"Our goal with BCS is to offer a systematic yet adaptable methodology that makes it easier for product teams to capture the important details necessary for effective behavior change. To allow for that, we have chosen to focus on 14 Behavioral Science mechanisms as opposed to focusing on individual nudges which may or may not generalize to the unique context.","username":"weinreich","tags":"behavior_change,evaluation,mobile,theory","count":"4"},{"id":"1514552","user":"167","cdate":"2025-01-28 13:29:53","updated":null,"title":"SBCC Summit report 2022","link":"https:\/\/sbccsummit.org\/wp-content\/uploads\/2023\/06\/2022-Summit-Report_0609.pdf","state":"public","note":"","username":"weinreich","tags":"behavior_change,conference,international","count":"3"},{"id":"1514545","user":"167","cdate":"2025-01-27 14:45:48","updated":null,"title":"When schools tap a love of esports - CSMonitor.com","link":"https:\/\/www.csmonitor.com\/Commentary\/the-monitors-view\/2024\/0716\/When-schools-tap-a-love-of-esports?utm_source=nonobvious.beehiiv.com&utm_medium=newsletter&utm_campaign=avoiding-obvious-conclusions-new-friends-in-30-days-and-making-food-from-air","state":"public","note":"","username":"weinreich","tags":"gaming,sample_campaigns,target_audience,youth","count":"4"},{"id":"1514544","user":"167","cdate":"2025-01-27 14:44:32","updated":null,"title":"Handling Sensitive Questions in Surveys and Screeners","link":"https:\/\/www.nngroup.com\/articles\/sensitive-questions\/","state":"public","note":"","username":"weinreich","tags":"ethics,qualitative,quantitative,research","count":"4"},{"id":"1514535","user":"167","cdate":"2025-01-27 05:37:19","updated":"2025-01-27 13:38:12","title":"Iconic \u2014 Free \u201cdo wtf you want with\u201d pixel-perfect icons","link":"https:\/\/iconic.app\/","state":"public","note":"","username":"weinreich","tags":"graphic_design","count":"1"},{"id":"1514502","user":"167","cdate":"2025-01-23 13:37:15","updated":null,"title":"Just-in-Time Adaptive Interventions (JITAIs) in Mobile Health: Key Components and Design Principles for Ongoing Health Behavior Support | 10.1007\/s12160-016-9830-8-Sci_hub","link":"https:\/\/www.wellesu.com\/10.1007\/s12160-016-9830-8","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,mobile,technology","count":"4"},{"id":"1514501","user":"167","cdate":"2025-01-23 13:35:31","updated":null,"title":"Personalizing Behavioral Nudges Using AI","link":"https:\/\/www.brighttalk.com\/webcast\/9273\/595826","state":"public","note":"Bucher will discuss how she uses artificial intelligence (AI), specifically reinforcement learning, in her work at Lirio to personalize at scale","username":"weinreich","tags":"behavior_change,technology,video","count":"3"},{"id":"1514500","user":"167","cdate":"2025-01-23 13:34:35","updated":null,"title":"(PDF) The potential of generative AI for personalized persuasion at scale","link":"https:\/\/www.researchgate.net\/publication\/378495645_The_potential_of_generative_AI_for_personalized_persuasion_at_scale","state":"public","note":"","username":"weinreich","tags":"behavior_change,target_audience,technology","count":"3"},{"id":"1514499","user":"167","cdate":"2025-01-23 12:57:06","updated":null,"title":"Introduction to Just-in-Time Adaptive Interventions \u2013 d3center","link":"https:\/\/d3c.isr.umich.edu\/online-courses\/jitais\/","state":"public","note":"learning module","username":"weinreich","tags":"behavior_change,mobile,technology","count":"3"},{"id":"1514498","user":"167","cdate":"2025-01-23 12:46:39","updated":"2025-01-23 20:46:52","title":"Largest Quantitative Synthesis to Date Reveals What Predicts Human Behavior and How to Change It | Annenberg","link":"https:\/\/www.asc.upenn.edu\/news-events\/news\/largest-quantitative-synthesis-date-reveals-what-predicts-human-behavior-and-how-change-it","state":"public","note":"","username":"weinreich","tags":"behavior_change,campaign_effects,theory","count":"3"},{"id":"1514497","user":"167","cdate":"2025-01-23 12:45:10","updated":null,"title":"Full article: An implementation framework for transformative gamification services","link":"https:\/\/www.tandfonline.com\/doi\/full\/10.1080\/0144929X.2023.2241560#d1e570","state":"public","note":"","username":"weinreich","tags":"behavior_change,gaming","count":"2"},{"id":"1514496","user":"167","cdate":"2025-01-23 12:32:45","updated":null,"title":"Determinants of behavior and their efficacy as targets of behavioral change interventions: A meta-meta-analysis","link":"https:\/\/www.squarepeginsight.com\/post\/determinants-of-behavior-and-their-efficacy-as-targets-of-behavioral-change-interventions-a-meta","state":"public","note":"The authors conducted a meta-meta-analysis to identify the most effective individual and social-structural determinants of behaviour change across various domains.\r\n\r\nHabits, access, and social support were found to be the most effective intervention targets, while knowledge, general skills, general attitudes, beliefs, and trustworthiness showed negligible effects.\r\n\r\nThe paper argues that policymakers should prioritize interventions that enable individuals to overcome obstacles and facilitate behaviour change, rather than focusing on less effective determinants like knowledge and beliefs.\r\n\r\nThe findings challenge the conventional wisdom that increasing knowledge and changing attitudes are the primary keys to behaviour change, suggesting a shift towards targeting contextual factors.","username":"weinreich","tags":"behavior_change,campaign_effects,theory","count":"3"},{"id":"1514495","user":"167","cdate":"2025-01-23 12:29:04","updated":null,"title":"Kill the idea: motivation is not enough - MediaCat","link":"https:\/\/mediacat.uk\/kill-the-idea-motivation-is-not-enough\/","state":"public","note":"So, think about how you could suggest or provide effective prompts that encourage commitment to an action. And let\u2019s kill our reliance on motivation as means of behaviour change.","username":"weinreich","tags":"behavior_change,theory","count":"2"},{"id":"1514494","user":"167","cdate":"2025-01-23 12:26:59","updated":null,"title":"(PDF) Determinants of behaviour and their efficacy as targets of behavioural change interventions","link":"https:\/\/www.researchgate.net\/publication\/380329032_Determinants_of_behaviour_and_their_efficacy_as_targets_of_behavioural_change_interventions","state":"public","note":"We find that, acrossdomains, interventions designed to change individual determinantscan be ordered by increasing impact as those targeting knowledge,general skills, general attitudes, beliefs, emotions, behavioural skills,behavioural attitudes and habits. Interventions designed to changesocial-structural determinants can be ordered by increasing impactas legal and administrative sanctions; programmes that increaseinstitutional trustworthiness; interventions to change injunctivenorms; monitors and reminders; descriptive norm interventions;material incentives; social support provision; and policies that increaseaccess to a particular behaviour. We find similar patterns for health andenvironmental behavioural change specifically. Thus, policymakersshould focus on interventions that enable individuals to circumventobstacles to enacting desirable behaviours rather than targeting salientbut ineffective determinants of behaviour such as knowledge andbeliefs. \r\n\r\n(PDF) Determinants of behaviour and their efficacy as targets of behavioural change interventions. Available from: https:\/\/www.researchgate.net\/publication\/380329032_Determinants_of_behaviour_and_their_efficacy_as_targets_of_behavioural_change_interventions [accessed Jan 23 2025].","username":"weinreich","tags":"behavior_change,evaluation,policy,strategy,theory","count":"5"},{"id":"1514493","user":"167","cdate":"2025-01-23 12:24:08","updated":"2025-01-23 20:24:19","title":"Understanding Users' True Motivations: A Guide to Motivational Interviewing (MI) in Product Design","link":"https:\/\/insights.aimforbehavior.com\/p\/understanding-users-true-motivations","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,health_communication,technology,theory","count":"5"},{"id":"1514492","user":"167","cdate":"2025-01-23 12:20:51","updated":null,"title":"Don\u2019t just target an audience, target their mood","link":"https:\/\/www.marketingweek.com\/target-audience-mood\/?cmpid=em~newsletter~breaking_news~n~n&utm_medium=em&utm_source=newsletter&utm_campaign=breaking_news&eid=34481526&sid=MW0001&adg=5931200","state":"public","note":"When people feel positive, they are positive about advertising, so brands should be targeting \u2013 or, better yet, creating \u2013 moments of happiness and relaxation.","username":"weinreich","tags":"advertising,marketing,place,strategy,target_audience","count":"5"},{"id":"1514491","user":"167","cdate":"2025-01-23 08:49:32","updated":null,"title":"(PDF) Synthesizing and Structuring Behavioral Solutions in Complex Systems through a Pattern Language","link":"https:\/\/www.researchgate.net\/publication\/364162123_Synthesizing_and_Structuring_Behavioral_Solutions_in_Complex_Systems_through_a_Pattern_Language","state":"public","note":"","username":"weinreich","tags":"behavior_change,technology","count":"2"},{"id":"1514489","user":"167","cdate":"2025-01-23 07:13:56","updated":"2025-01-23 15:14:08","title":"Personas and Behavioral Theories: A Case Study Using Self-Determination Theory to Construct Overweight Personas","link":"https:\/\/www.researchgate.net\/publication\/316651448_Personas_and_Behavioral_Theories_A_Case_Study_Using_Self-Determination_Theory_to_Construct_Overweight_Personas","state":"public","note":"Starting from Cooper's approach for constructing personas, this paper details how behavioral theory can contribute substantially to the development of personas. We describe a case study in which Self-Determination Theory (SDT) is used to develop five distinctive personas for the design of a digital coach for sustainable weight loss. We show how behavioral theories such as SDT can help to understand what genuinely drives and motivates users to sustainably change their behavior.","username":"weinreich","tags":"behavior_change,obesity,target_audience,theory","count":"4"},{"id":"1514488","user":"167","cdate":"2025-01-23 07:08:15","updated":null,"title":"Frontiers | Personalized Digital Health Communications to Increase COVID-19 Vaccination in Underserved Populations: A Double Diamond Approach to Behavioral Design","link":"https:\/\/www.frontiersin.org\/journals\/digital-health\/articles\/10.3389\/fdgth.2022.831093\/full#B21","state":"public","note":"","username":"weinreich","tags":"behavior_change,health_communication,mobile,technology","count":"4"},{"id":"1514487","user":"167","cdate":"2025-01-23 06:36:50","updated":null,"title":"The impact of using reinforcement learning to personalize communication on medication adherence: findings from the REINFORCE trial - PMC","link":"https:\/\/pmc.ncbi.nlm.nih.gov\/articles\/PMC10876539\/","state":"public","note":"","username":"weinreich","tags":"behavior_change,health_communication,mobile","count":"3"},{"id":"1514486","user":"167","cdate":"2025-01-23 06:29:37","updated":null,"title":"Most people's life satisfaction matches their personality traits: True correlations in multitrait, multirater, multisample data.","link":"https:\/\/psycnet.apa.org\/doiLanding?doi=10.1037%2Fpspp0000501","state":"public","note":"","username":"weinreich","tags":"target_audience,theory","count":"2"},{"id":"1514485","user":"167","cdate":"2025-01-23 06:27:11","updated":null,"title":"Using Leading Questions to Reduce Resistance to Innovation - ScienceDirect","link":"https:\/\/www.sciencedirect.com\/science\/article\/pii\/S2713374523000262","state":"public","note":"Leading questions encourage a form of paradoxical thinking by leading individuals to perceive their own views as irrational, senseless, or exaggerated, examples of which can be found below (Hameiri et al., 2014, 2016; Swann et al., 1988). Leading questions are paradoxical in that they require participants to answer statements that are consistent with yet more extreme or senseless than their dearly held beliefs (Swann et al., 1988). The psychological mechanism underlying paradoxical thinking is based on three components: (1) Identity threat, in which individuals strive to distance themselves from the exaggerated and extreme attitudes presented to them by changing their own (Swann et al., 1988); (2) Surprise, in that the shock individuals experience when facing these extreme attitudes causes their deeply-rooted beliefs to be shaken, allowing new pieces of information to be absorbed (Hameiri et al., 2018); and (3) General disagreement, in that paradoxical messages are generally closer to the individual's beliefs (albeit being rather extreme) than completely contrary messages, thus provoking less resistance.","username":"weinreich","tags":"behavior_change,health_communication,social_change,theory","count":"4"},{"id":"1514484","user":"167","cdate":"2025-01-23 06:24:11","updated":null,"title":"(PDF) How to Measure Motivation: A Guide for the Experimental Social Psychologist","link":"https:\/\/www.researchgate.net\/publication\/263671277_How_to_Measure_Motivation_A_Guide_for_the_Experimental_Social_Psychologist","state":"public","note":"This article examines cognitive, affective, and behavioral measures of motivation and reviews their use throughout the discipline of experimental social psychology. We distinguish between two dimensions of motivation (outcome-focused motivation and process-focused motivation). We discuss circumstances under which measures may help distinguish between different dimensions of motivation, as well as circumstances under which measures may capture different dimensions of motivation in similar ways.","username":"weinreich","tags":"behavior_change,evaluation,qualitative,quantitative,theory","count":"5"},{"id":"1514479","user":"167","cdate":"2025-01-22 15:02:28","updated":null,"title":"Journal of Medical Internet Research - Don\u2019t Forget the Humble Text Message: 25 Years of Text Messaging in Health","link":"https:\/\/www.jmir.org\/2024\/1\/e59888","state":"public","note":"","username":"weinreich","tags":"health_communication,mobile,social_marketing,technology","count":"4"},{"id":"1514471","user":"167","cdate":"2025-01-21 07:20:46","updated":null,"title":"The Behavioral State Model (Part 4) | LinkedIn","link":"https:\/\/www.linkedin.com\/pulse\/behavioral-state-model-part-4-jason-hreha-cdcqe\/?trackingId=v5mQxNj%2FQdieBDNPLX6fgg%3D%3D","state":"public","note":"To understand why a person is behaving the way they are, it\u2019s important to understand their social standing.\r\nWhat social groups do they belong to?\r\nWhat are the smallest, most intimate groups they\u2019re a member of?\r\nWhat are the values of those groups?\r\nWhich social group is dominant in the relevant context?\r\nWhich media does this person\/group consume?\r\nWhat messages are the media promoting, and what behaviors or attitudes are they encouraging?\r\nDoes this person consume any media sources specific to this behavioral domain? If so, what are they and what are their messages?","username":"weinreich","tags":"behavior_change,theory","count":"2"},{"id":"1514470","user":"167","cdate":"2025-01-21 07:19:00","updated":null,"title":"The Behavioral State Model (Part 3) | LinkedIn","link":"https:\/\/www.linkedin.com\/pulse\/behavioral-state-model-part-3-jason-hreha-vgcre\/?trackingId=7IqrLhb3RQSfVDtG%2BhbyTg%3D%3D","state":"public","note":"Ability = physical + cognitive","username":"weinreich","tags":"behavior_change,theory","count":"2"},{"id":"1514469","user":"167","cdate":"2025-01-21 07:16:31","updated":null,"title":"The Behavioral State Model (Part 2) | LinkedIn","link":"https:\/\/www.linkedin.com\/pulse\/behavioral-state-model-part-2-jason-hreha-dk9ve\/?trackingId=k1BVJws2SoydlQVS6qLQmg%3D%3D","state":"public","note":"Identity + Context = Behavioral state\r\nContext =Physical Environment + Social Environment","username":"weinreich","tags":"behavior_change,theory","count":"2"},{"id":"1514468","user":"167","cdate":"2025-01-21 07:13:17","updated":null,"title":"The Behavioral State Model (Part 1) | LinkedIn","link":"https:\/\/www.linkedin.com\/pulse\/behavioral-state-model-part-1-jason-hreha-zgjxe\/?trackingId=RzdrXBvRpwJmZ8TH80VjNA%3D%3D","state":"public","note":"","username":"weinreich","tags":"behavior_change,target_audience,theory","count":"3"},{"id":"1514467","user":"167","cdate":"2025-01-21 07:02:41","updated":null,"title":"\u201cThere\u2019s something special about Behavioural Public Policy\u201d or \u201cThere\u2019s nothing special about Behavioural Public Policy\u201d \u2013 Behavioural Public Policy Blog","link":"https:\/\/bppblog.com\/2024\/10\/02\/theres-something-special-about-behavioural-public-policy-or-theres-nothing-special-about-behavioural-public-policy\/?amp=1","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,policy,strategy","count":"4"},{"id":"1514466","user":"167","cdate":"2025-01-21 05:28:20","updated":null,"title":"Full article: The power and potential of Behavioural Design: practice, methodology, and ethics","link":"https:\/\/www.tandfonline.com\/doi\/full\/10.1080\/09544828.2024.2322897#d1e1417","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,ethics,social_marketing","count":"4"},{"id":"1514465","user":"167","cdate":"2025-01-21 05:27:03","updated":"2025-01-21 13:28:32","title":"Better Onboarding Through Behavioral Science","link":"https:\/\/www.nuancebehavior.com\/library\/better-onboarding-through-behavioral-science","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,how_to,mobile,technology","count":"5"},{"id":"1514462","user":"167","cdate":"2025-01-20 13:02:33","updated":"2025-01-21 13:28:44","title":"Better letters \u2013 evidence and considerations from the behavioural sciences","link":"https:\/\/iris.who.int\/bitstream\/handle\/10665\/379552\/WHO-EURO-2024-10510-50282-75841-eng.pdf?sequence=1","state":"public","note":"","username":"weinreich","tags":"behavior_change,design,health_communication,how_to","count":"4"},{"id":"1513264","user":"167","cdate":"2025-01-14 01:05:10","updated":null,"title":"Level 8: Kinds of Fun, Kinds of Players | Game Design Concepts","link":"https:\/\/gamedesignconcepts.wordpress.com\/2009\/07\/23\/level-8-kinds-of-fun-kinds-of-players\/","state":"public","note":"You may remember from the MDA Framework that the authors listed 8 kinds of fun. These are:\r\n\r\nSensation. Games can engage the senses directly. Consider the audio and video \u201ceye candy\u201d of video games; the tactile feel of the wooden roads and houses in Settlers of Catan; or the physical movement involved in playing sports, Dance Dance Revolution, or any game on the Nintendo Wii.\r\nFantasy. Games can provide a make-believe world (some might cynically call it \u201cescapism\u201d) that is more interesting than the real world.\r\nNarrative. As we mentioned earlier in passing, games can involve stories, either of the embedded kind that designers put there, or the emergent kind that are created through player action.\r\nChallenge. Some games, particularly retro-arcade games, professional sports, and some highly competitive board games like Chess and Go, derive their fun largely from the thrill of competition. Even single-player games like Minesweeper or activities like mountain climbing are fun mainly from overcoming a difficult challenge.\r\nFellowship. Many games have a highly social component to them. I think it is this alone that allows many American board games like Monopoly to continue to sell many copies per year, in spite of the uninteresting decisions and dull mechanics. It is not the game, but the social interaction with family, that people remember fondly from their childhood.\r\nDiscovery. This is rare in board games, but can be found in exploration-type games like Tikal and Entdecker. It is more commonly found in adventure and role-playing video games, particularly games in the Zelda and Metroid series.\r\nExpression. By this, I think the MDA authors mean the ability to express yourself through gameplay. Examples include games like Charades or Poker where the way that you act is at least as important as what other actions you take within a game; Dungeons & Dragons where the character you create is largely an expression of your own personal idea; or open-world and sim video games like The Sims or Grand Theft Auto or Oblivion or Fable, which are largely concerned with giving the player the tools needed to create their own custom experience.\r\nSubmission. A name that often has my students chuckling with their dirty minds, but the intent is games as an ongoing hobby rather than an isolated event. Consider the metagame and the tournament scene in Magic: the Gathering, the demands of a guild to show up at regular meetings in World of Warcraft, or even the ritualized play of games at a weekly boardgame or tabletop-roleplaying group.","username":"weinreich","tags":"gaming,product,target_audience","count":"3"},{"id":"1513232","user":"167","cdate":"2025-01-09 04:54:33","updated":null,"title":"Insights from 20+ years: Smoking and behaviour change :: Social Change","link":"https:\/\/social-change.co.uk\/blog\/insights-from-20-years-smoking-and-behaviour-change","state":"public","note":"","username":"weinreich","tags":"behavior_change,tobacco","count":"2"},{"id":"1513200","user":"167","cdate":"2025-01-07 01:03:10","updated":null,"title":"Time to Form a Habit: A Systematic Review and Meta-Analysis of Health Behaviour Habit Formation and Its Determinants","link":"https:\/\/www.mdpi.com\/2227-9032\/12\/23\/2488","state":"public","note":"They collated 20 studies with 2,601 participants, studying the time it takes to turn new behaviours into automatic habits. \u00b2\r\n\r\nThe average time they reported?\r\n\r\n\u279d 106-154 days.\r\n\r\nWith substantial variability, from 4-335 days.\r\n\r\nThe time depended on factors like the:\r\n\u21b3 Type of habit \r\n\u21b3 Feelings about the habit\r\n\u21b3 Frequency performing the behaviour","username":"weinreich","tags":"behavior_change,design,theory","count":"3"},{"id":"1513143","user":"167","cdate":"2024-12-31 12:43:59","updated":null,"title":"What Is a Typical No-Show Rate for Moderated Studies? \u2013 MeasuringU","link":"https:\/\/measuringu.com\/typical-no-show-rate-for-moderated-studies\/","state":"public","note":"About 8%","username":"weinreich","tags":"qualitative,research","count":"2"}],"used_tags":["behavior_change","design","storytelling","health_communication","social_media","research","how_to","strategy","theory","target_audience","sample_campaigns","social_network","technology","graphic_design","entertainment_education","social_change","social_marketing","management","inspiration","evaluation","gaming","mobile","advertising","online_marketing","media","quantitative","campaign_effects","marketing","policy","qualitative","creativity","youth","ethics","nonprofit","humor","obesity","mental_health","video","environment","branding","twitter","social_norms","international","product","consulting","conference","government","training","price","place","blogging","professional_resource","academia","tobacco","public_relations","social_marketing_blogroll","me","social_marketing_intro","substance_abuse","HIV_AIDS","filetype:pdf","media:document","nutrition","word_of_mouth","israel","organization","cause_marketing","partnerships","cgm","tutorial","media_advocacy","PSA","publication","top_ten","bibliography","no-tag","web3","focus_groups","personal_favorite","social_marketing_jobs","chronic_disease","bookreview","publics"],"tags":[],"pages":116,"title":"weinreich bookmarks:  - page: 5"}