yabs.io

Yet Another Bookmarks Service

Viewing weinreich's Bookmarks


[https://www.sciencedirect.com/science/article/abs/pii/S1057740816000048] - - public:weinreich
behavior_change, graphic_design - 2 | id:1514654 -

🎓 Research: Diagonally tilting text increased purchase intentions up to 44.5% for some products 🔬As part of 4 experiments and an analysis of 256 Amazon products, scientists found that: - 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) - When a resort was advertised as relaxing, people liked the resort 17.7% more when the text tilted downwards - When a resort was framed as adventurous with an upward-tilting logo, people liked the resort 23% more 🧠 Why? - We associate diagonal tilting with motion - Tilting upwards feels like going up, which requires energy and symbolizes striving for something - Going downwards (e.g. walking down a slope) is easier and more relaxing, having the opposite effect - When product’s context matches its orientation, we subconsciously like it more 📈 So if your product is associated with energy or relaxation, tilt the text or logo on your packaging or in your ads. People will like it more, and be more likely to buy.

[https://www.healthmeasures.net/] - - public:weinreich
evaluation, quantitative, research - 3 | id:1514648 -

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.

[https://www.nuancebehavior.com/library/introducing-the-behavior-change-score] - - public:weinreich
behavior_change, qualitative, quantitative, research, theory - 5 | id:1514612 -

100+ Items, 14 Mechanisms, 1 Journey 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.

[https://www.nuancebehavior.com/work/library/introducing-the-behavior-change-score] - - public:weinreich
behavior_change, evaluation, mobile, theory - 4 | id:1514560 -

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.

[https://www.squarepeginsight.com/post/determinants-of-behavior-and-their-efficacy-as-targets-of-behavioral-change-interventions-a-meta] - - public:weinreich
behavior_change, campaign_effects, theory - 3 | id:1514496 -

The authors conducted a meta-meta-analysis to identify the most effective individual and social-structural determinants of behaviour change across various domains. Habits, 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. The 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. The 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.

[https://www.researchgate.net/publication/380329032_Determinants_of_behaviour_and_their_efficacy_as_targets_of_behavioural_change_interventions] - - public:weinreich
behavior_change, evaluation, policy, strategy, theory - 5 | id:1514494 -

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. (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].

[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] - - public:weinreich
advertising, marketing, place, strategy, target_audience - 5 | id:1514492 -

When people feel positive, they are positive about advertising, so brands should be targeting – or, better yet, creating – moments of happiness and relaxation.

[https://www.researchgate.net/publication/316651448_Personas_and_Behavioral_Theories_A_Case_Study_Using_Self-Determination_Theory_to_Construct_Overweight_Personas] - - public:weinreich
behavior_change, obesity, target_audience, theory - 4 | id:1514489 -

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.

[https://www.sciencedirect.com/science/article/pii/S2713374523000262] - - public:weinreich
behavior_change, health_communication, social_change, theory - 4 | id:1514485 -

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.

[https://www.researchgate.net/publication/263671277_How_to_Measure_Motivation_A_Guide_for_the_Experimental_Social_Psychologist] - - public:weinreich
behavior_change, evaluation, qualitative, quantitative, theory - 5 | id:1514484 -

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.

[https://www.linkedin.com/pulse/behavioral-state-model-part-4-jason-hreha-cdcqe/?trackingId=v5mQxNj%2FQdieBDNPLX6fgg%3D%3D] - - public:weinreich
behavior_change, theory - 2 | id:1514471 -

To understand why a person is behaving the way they are, it’s important to understand their social standing. What social groups do they belong to? What are the smallest, most intimate groups they’re a member of? What are the values of those groups? Which social group is dominant in the relevant context? Which media does this person/group consume? What messages are the media promoting, and what behaviors or attitudes are they encouraging? Does this person consume any media sources specific to this behavioral domain? If so, what are they and what are their messages?

[https://gamedesignconcepts.wordpress.com/2009/07/23/level-8-kinds-of-fun-kinds-of-players/] - - public:weinreich
gaming, product, target_audience - 3 | id:1513264 -

You may remember from the MDA Framework that the authors listed 8 kinds of fun. These are: Sensation. Games can engage the senses directly. Consider the audio and video “eye candy” 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. Fantasy. Games can provide a make-believe world (some might cynically call it “escapism”) that is more interesting than the real world. Narrative. 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. Challenge. 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. Fellowship. 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. Discovery. 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. Expression. 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. Submission. 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.

[https://www.mdpi.com/2227-9032/12/23/2488] - - public:weinreich
behavior_change, design, theory - 3 | id:1513200 -

They collated 20 studies with 2,601 participants, studying the time it takes to turn new behaviours into automatic habits. ² The average time they reported? ➝ 106-154 days. With substantial variability, from 4-335 days. The time depended on factors like the: ↳ Type of habit ↳ Feelings about the habit ↳ Frequency performing the behaviour

With marked bookmarks
| (+) | |

Viewing 1 - 50, 50 links out of 5595 links, page: 1


Export:

JSONXMLRSS