There is an assumption that all decision making is instinctive, but in fact it's a balance between instinctive and deliberative. Marketers must try to understand what makes their brand the obvious choice for both types of decision making.
Note free appendix in Supplemental section provides examples of how this works. "A key insight is that these behaviours are not predominantly driven by deliberative conscious decisions, but occur directly in response to environmental cues and without necessary representation of their consequences. Consequently, interventions that target non-conscious rather than conscious processes to change health behaviour may have significant potential... We propose a framework for describing or categorising interventions to change health behaviour by the degree to which their effects may be considered non-conscious. "
"This is the question that Todd Rogers and I explore in our paper, “Persistence: How Treatment Effects Persist After Interventions Stop”, published in Policy Insights from the Behavioral and Brain Sciences. We propose a framework for understanding how and when interventions may lead to persistent behavior change. Specifically, we identify four “pathways”, or features of interventions, that may explain why some interventions are successful at generating persistent behavior changes. These pathways include (1) habit formation, (2) changing what or how people think, (3) changing future costs, and (4) external reinforcement"
"So the big question is: How can health systems be made safer when success means changing the attitudes and habits of health care professionals at a time when many are overwhelmed and deeply frustrated by all of the demands being made on them? What does it take to get them to embrace, with urgency, new ways of working?"
"The Ward Game, an elaborate 30-day pervasive game that aims to teach Ken Kesey’s One Flew Over the Cuckoo’s Nest to high school seniors"
"THE LEADER IN NARRATIVE BEST PRACTICES AND TEAM-BASED HEALTHCARE PROGRAMS Narrative Medicine fortifies clinical practice with the narrative competence to recognize, absorb, metabolize, interpret, and be moved by the stories of illness. Through narrative training, the Program in Narrative Medicine helps physicians, nurses, social workers, mental health professionals, chaplains, social workers, academics, and all those interested in the intersection between narrative and medicine improve the effectiveness of care by developing these skills with patients and colleagues. Our research and outreach missions are conceptualizing, evaluating, and spear-heading these ideas and practices nationally and internationally."
"This explorative study gives a descriptive overview of what organizations do and experience when they say they practice design thinking. It looks at how the concept has been appropriated in organizations and also describes patterns of design thinking adoption. "
"Models of Impact is a strategic business-design toolkit. Our mission is to promote legacy and entrepreneurship in the social impact community by developing tools and resources that make it easy (and fun!) to design disruptive business models. Our method is comprised of a simple 4-step process: Learn, Invent, Program, and Report. Our toolkit is designed for Educators, Entrepreneurs, Designers, and Non-Profits, and is available on a "Pay-What-You-Want" basis for immediate download. This .zip file contains a series of game-based workshop curricula and brainstorm activities, a comprehensive glossary that documents 101 business models, a series of 3 maps, and a library of 98 icons."
"Real-world personalized training is the key to engagement Our key to learner engagement has been the use of real-life stories told in real-life places. This strengthens relevance and motivation and demonstrates actual on-the-job benefits. Secondly we use interactive, branching narratives that show learners the consequences of their decisions – intrinsically motivating them through autonomy and providing multiple learning pathways. Third and finally our participatory experiences focus on doing rather than just knowing – making the learner an active player in their own personalized learning journey."
"The goal of making money is making money. The goal of social change is social change. Sometimes the two meet in the middle, but usually they don’t, and that’s absolutely fine. For a new generation of Samaritans who need a financial return on their compassion, a new slogan may provide some necessary extra motivation. But the rest of us don’t have to settle for self-limiting, self-promoting and self-interested ‘solutions.’ ‘Doing good and doing well’ is no basis for social transformation. It’s time it was put to bed."
data - info-knowledge-insight-wisdom
What if you were to invent a way of getting light buyers to recall your brand just as they are about to choose? Ideally, it would reach millions of people who aren’t particularly thinking about your product. You’d want them to see the same thing at around the same time, so that they can talk to each other about what they’ve seen, reinforcing each other’s memories of it. You would need to sneak up on them, since they have near-zero interest in hearing from you, indeed don’t want to. You’d need a form of content requiring negligible mental effort to process: one which comes in bite-sized chunks, but which is still capable of moving and delighting. It turns out there is an app for that: the TV ad.