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[https://customercentricllc.com/the-wheel-of-progress-overview] - - public:weinreich
behavior_change, design, research, theory - 4 | id:1484380 -

The Wheel of Progress® is a framework created by Eckhart Boehme and Peter Rochel leveraging jobs-to-be-done principles and methods to evaluate why customers “hire“ a given product or service to accomplish a Customer Job. Jobs to be done It provides a canvas to be used when conducting consumer research to evaluate the journey a customer takes from first thought to use of the solution (consumption/job satisfaction). In addition, it enables one to evaluate the four forces of progress at play (push, pull, habits, anxieties) in regards to 'switching behavior'. Finally, one is able to evaluate constraints (internal, external, time-based) that impact the customer journey.

[https://thecynefin.co/how-to-use-data-collection-analysis-tool/] - - public:weinreich
management, qualitative, quantitative, research, storytelling, target_audience - 6 | id:1484377 -

This is SenseMaker in its most simple form, usually structured to have an open (non-hypothesis) question (commonly referred to as a ‘prompting question’) to collect a micro-narrative at the start. This is then followed by a range of triads (triangles), dyads (sliders), stones canvases, free text questions and multiple choice questions. The reason or value for using Sensemaker: Open free text questions are used at the beginning as a way of scanning for diversity of narratives and experiences. This is a way to remain open to ‘unknown unknowns’. The narrative is then followed by signifier questions that allow the respondent to add layers of meaning and codification to the narrative (or experience) in order to allow for mixed methods analysis, to map and explore patterns.

[https://communityengagementhub.org/resource/chatbots-in-humanitarian-contexts/] - - public:weinreich
health_communication, international, technology - 3 | id:1484375 -

Since the mid-2010s, chatbots have grown in usage and popularity across the humanitarian sector. While this usage has gained traction, there is scarce information on the collective successes, risks, and trade-offs of this automation. This research addresses this gap, documenting chatbot deployments across the humanitarian sector and exploring the existing uses, benefits, trade-offs and challenges of using chatbots in humanitarian contexts. Related Resources

[https://journals.sagepub.com/doi/10.1177/15245004231187134] - - public:weinreich
design, evaluation, management, social_marketing, strategy - 5 | id:1484374 -

While failure in social marketing practice represents an emerging research agenda, the discipline has not yet considered this concept systematically or cohesively. This lack of a clear conceptualization of failure in social marketing to aid practice thus presents a significant research gap.

[https://www.tandfonline.com/doi/full/10.1080/09544828.2023.2227933] - - public:weinreich
behavior_change, design, theory - 3 | id:1484373 -

Long-term behaviour change is essential to many societal and personal challenges, ranging from maintaining sustainable lifestyles to adherence to medical treatment. However, prior research has generally focused on interventions dealing with bounded, present-tense, and discretely measurable behaviour change problems, evaluated via relatively short-term trials. This has led to a skewed prioritisation of behaviour change techniques and left a critical gap in design guidance. Hence, there is an urgent need to (i) examine how behaviour change techniques can be abstractly prioritised and (ii) related to contextual, embodied interventions during long-term behavioural design. We address this need using a Delphi survey method with 12 international experts on behavioural intervention complemented by a reanalysis of over 100 real-world cases. This provides the basis for examining how experts prioritise the Behaviour Change Technique Taxonomy (BCTT) for the long-term, as well as how this corresponds to real-world long-term interventions. Based on this we provide essential, and as a first, guidance for long-term behavioural design as well as contributing to wider research on how to deal with the demands of long-term behaviour change.

[https://www.youtube.com/watch?app=desktop&v=fNcMnV9DGh0&feature=youtu.be&fbclid=IwAR33cg7UwJiJ2c8UpBp2aRLCWg0CpUoa0LJSQLd1mLOTjLDoP8u1m_9NKUI] - - public:weinreich
inspiration, storytelling, theory - 3 | id:1484372 -

If a tree falls in a forest and no one is around to hear it, does it make a sound? According to digital storyteller, Brian Clark it doesn't! In this DIY conversation, Brian Clark applies the philosophical concept of phenomenology to art in the digital age.

[https://link.springer.com/chapter/10.1007/978-3-030-63614-2_19] - - public:weinreich
entertainment_education, social_media, social_network - 3 | id:1484369 -

This chapter highlights how Facebook can enable researchers to understand their audiences, why people choose to share content with friends and family and what that means for the kind of health content that works on Facebook. As the primary case study, the chapter describes an online graphic novel about depression called the Black Dog. The chapter highlights research that revealed three key insights on why people share entertainment-education campaigns like the Black Dog on social media. There are three primary reasons that people share content on Facebook: (1) to define who they are, (2) to be of value to their friends, and (3) to make a positive difference in their community or the world.

[https://behaviourkit.com/behavioural-design-tools/the-behaviour-change-strategy-matrix] - - public:weinreich
behavior_change, strategy - 2 | id:1484367 -

The Behaviour Change Strategy Matrix means you can approach behaviour change methodically. Assess the complexity of the desired behaviour change and the target group's readiness in order to select a behaviour change strategy. So that you can design solutions that truly resonate with your target group's abilities and willingness to change.

[https://www.frontiersin.org/articles/10.3389/fclim.2023.1135450/full] - - public:weinreich
behavior_change, environment, health_communication, policy - 4 | id:1484366 -

Introduction: As emotions are strong predictors of climate policy support, we examined multiple discrete emotions that people experience in reaction to various types of information about climate change: its causes, the scientific consensus, its impacts, and solutions. Specifically, we assessed the relationships between four types of messages and five discrete emotions (guilt, anger, hope, fear, and sadness), testing whether these emotions mediate the impacts of information on support for climate policy. Methods: An online experiment exposed participants (N = 3,023) to one of four informational messages, assessing participants' emotional reactions to the message and their support for climate change mitigation policies as compared to a no-message control group. Results: Each message, except the consensus message, enhanced the feeling of one or more emotions, and all of the emotions, except guilt, were positively associated with policy support. Two of the messages had positive indirect effects on policy support: the impacts message increased sadness, which in turn increased policy support, and the solutions message increased hope, which increased policy support. However, the solutions message also reduced every emotion except hope, while the impacts, causes, and consensus messages each suppressed hope. Discussion: These findings indicate that climate information influences multiple emotions simultaneously and that the aroused emotions may conflict with one another in terms of fostering support for climate change mitigation policies. To avoid simultaneously arousing a positive motivator while depressing another, message designers should focus on developing content that engages audiences across multiple emotional fronts.

[https://universaldesignguide.com/] - - public:weinreich
consulting, design, how_to, research - 4 | id:1483993 -

This Universal Design Playbook was created with the purpose of providing easy access to planning and facilitating universal design development work, whether it is short workshops or longer work sessions. That comes entirely down to what the user selects using the sorting functions on the page. The Playbook contains a collection of methods that can be used in any design process. Each method contains useful information so the user can be certain that they are selecting the most appropriate method to fulfil their purpose. The methods also include tips for how to accommodate participants with diverse abilities to ensure that everyone feels included in a workshop setting no matter what they are capable of.

[https://caseorganic.medium.com/sit-siri-designing-our-tech-to-have-good-etiquette-c64bc7c6a94a] - - public:weinreich
design, mobile, technology - 3 | id:1483921 -

Etiquette by definition is about graceful relationships between different kinds of people. Good design is about designing calm relationships between technology and people. So we should expect our products to practice proper etiquette. As designers, we should create experiences with that etiquette in mind.

[https://www.who.int/publications/i/item/9789240075658] - - public:weinreich
health_communication, how_to, research, social_media - 4 | id:1477340 -

This manual provides a quick overview of the steps required to develop an infodemic insights report that can be used during an emergency response or for routine health programming (where so-called low-level infodemics may be more common). The steps are: 1. Choose the question that infodemic management insights could help to answer 2. Identify and select the data sources and develop an analysis plan for each data source 3. Conduct an integrated analysis across those data sources 4. Develop strategies and recommendations 5. Develop an infodemic insights report 6. Disseminate the infodemic insights report and track the actions taken.

[https://xplaner.com/2009/07/06/toward-a-theory-of-information-relativity/] - - public:weinreich
design, health_communication, inspiration, strategy - 4 | id:1461550 -

Getting the question right is the most important component in information design, and it’s the most common point where information design goes wrong. This is because information is always relative. Always. Before you can undertake any kind of visualization exercise, you need to know what question you want to answer, and for whom. So I propose the beginnings of a theory of information relativity: 1. All information is relative, and it’s always relative: relative to the observer and the observer’s point of view; relative to the culture and its values; relative to the situation; relative to what has come before, and to what will come next. 2. The value of information is always relative because it is directly related to it’s usefulness, which depends on the user, the context and the situation. 3. Information design must therefore be driven by the context within which it will be experienced. Information design must serve the needs of real human beings doing real things. Information wants to be used.

[https://www.insider.com/how-to-cheat-on-diet-still-lose-weight-2023-6] - - public:weinreich
behavior_change, inspiration, obesity - 3 | id:1461497 -

You don't have to track calories every day to lose weight, new research suggests Calorie counting with a smartphone app is a popular weight-loss strategy, and research shows it can work even if you don't track every bite. Tracking your food can help you lose weight by keeping a calorie deficit, eating less than you burn. But you don't need to monitor every meal — researchers found even part-time calorie tracking can help. Consistency, rather than perfection, can add up to healthy changes over time, researchers said.

[https://www.marketingweek.com/ritson-marketers-creativity/] - - public:weinreich
creativity, inspiration, marketing, strategy - 4 | id:1461459 -

“One of the greatest gifts strategists can give themselves is the humility to appreciate that tactical ideas are neither their strength nor their responsibility. Setting up goals and scoring them are two very different things. To do one well you usually need to ignore the other. ...Strategy is not lesser than creativity, because it pre-empts and prepares it for victory. A brand must travel through the confusing forests of targeting, positioning and objectives before it can set up camp on the fertile field of creativity.“

[https://thefix.media/2023/6/14/three-key-trends-from-digital-news-report-2023] - - public:weinreich
media, public_relations, social_media - 3 | id:1461458 -

TikTok is rising, Facebook is declining, and “return of the website homepage” is wishful thinking. Only 22% consume news starting with an outlet's home page. 36% avoid news altogether, esp young people. News avoiders say they're interested in positive/solutions oriented stories. Trust in news/sources continues down.

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