“Tracking your daily activity with a pedometer, wearable, or smartphone is an important part of any physical activity program,” Patel said by email. “However, it should be combined with other behavior change strategies such as goal-setting, coaching, or social interventions to increase sustainability.”
visualisation of all available AI principles. No need for new ones, but a need to operationalise & contextualise them across AI life cycle, for all stakeholders involved - data scientist, business execs, procurement & regulators
Co-design with young people is the act of co-creating alongside stakeholders and young people to ensure that the results of the design meet the needs of those young people. Here are four key resources for background information to co-design. Download this visualisation (PDF, 4.3 MB) to learn where co-design sits on the spectrum of approaches to program design Use this template (PDF, 13 MB) as a reminder for the five principles of co-design This article contains historical and modern case studies of co-design in action The Outer East Children and Youth Area Partnership Co-design [OECYAP] has created a detailed resource of the theoretical and practical workshop content by co-design expert, Ingrid Burkett
I started with the raw list of the 175 biases and added them all to a spreadsheet, then took another pass removing duplicates, and grouping similar biases (like bizarreness effect and humor effect) or complementary biases (like optimism bias and pessimism bias). The list came down to about 20 unique biased mental strategies that we use for very specific reasons. I made several different attempts to try to group these 20 or so at a higher level, and eventually landed on grouping them by the general mental problem that they were attempting to address. Every cognitive bias is there for a reason — primarily to save our brains time or energy. If you look at them by the problem they’re trying to solve, it becomes a lot easier to understand why they exist, how they’re useful, and the trade-offs (and resulting mental errors) that they introduce.
NEW URL: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3324907
Nudges span an exceedingly wide range, and their number and variety are constantly growing. Here is a catalogue of ten important nudges — very possibly, the most important for purposes of policy — along with a few explanatory comments.
Consumers, employees, students, and others are often subjected to “sludge”: excessive or unjustified frictions, such as paperwork burdens, that cost time or money; that may make life difficult to navigate; that may be frustrating, stigmatizing, or humiliating; and that might end up depriving people of access to important goods, opportunities, and services. Because of behavioral biases and cognitive scarcity, sludge can have much more harmful effects than private and public institutions anticipate. To protect consumers, investors, employees, and others, firms, universities, and government agencies should regularly conduct Sludge Audits to catalogue the costs of sludge, and to decide when and how to reduce it. Much of human life is unnecessarily sludgy. Sludge often has costs far in excess of benefits, and it can have hurt the most vulnerable members of society.
However, nudges aimed at reducing carbon emissions could have a pernicious indirect effect if they offer the promise of a ‘quick fix’ and thereby undermine support for policies of greater impact.
Toolkits for design, research, creativity
group facilitation methods for icebreakers, brainstorming, prioritizing, etc.
The Paradox Process is a model for brand development that when applied works for many brands facing complex challenges. Its primary purpose is to get insight into consumer pain points or contradictions that need solving, and it works by using contrary perspectives to arrive at new conclusions.
an interesting case study, even outside of the IT issues, of what can happen when something designed for one culture is not adapted appropriately for another. From the very beginning, they should have had Danish doctors, nurses and designers involved in identifying the modifications that needed to be made. Just translating the words is not sufficient (and even that didn't seem to work very well).
The IF/THEN Plan has helped people achieve all sorts of goals, including ones that are either habitual or automated. It has helped people deal with a fear of spiders (IF I see a spider, THEN I will keep calm). It has helped people score higher on IQ tests by completing them more efficiently (IF I complete a question, THEN I will move immediately to the next). It has even helped groups of business leaders make commercially advantageous decisions by overcoming confirmation bias. Again, this might seem strange, but let’s look to the evidence: In 2006, Peter Gollwitzer and a fellow researcher, Paschal Sheeran analysed 94 independent studies like the above, involving over 8000 participants and found a medium-to-large effect size of the IF/THEN Plan on goal attainment.
Why co-create and why now? Collective Wisdom is a first-of-its-kind field study of the media industry, that maps works that live outside the limits of singular authorship. While the concept of co-creation is entering the zeitgeist, it is an ancient and under-reported dynamic. Media co-creation has particular relevance in the face of today’s myriad of challenges, such as the climate crisis and threats to democracy. But it is not without risks and complications. In this study we look at how people co-create within communities; across disciplines; and increasingly, with living systems and artificial intelligence (AI). We also synthesize the risks, as well as the practical lessons from the field on how to co-create with an ethos grounded in principles of equity and justice. This qualitative study reframes how culture is produced, and is a first step in articulating contemporary co-creative practices and ethics. In doing so, it connects unusual dots.
Also see author's org: https://www.hope-based.com/ 5 shifts: 1) Fear to hope 2) Against to for 3) Problem to solution 4) Threat to opportunity 5) Victims to heroes