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[https://journals.sagepub.com/doi/abs/10.1177/0894439317695581?journalCode=ssce] - - public:weinreich
quantitative, research - 2 | id:1286906 -

A survey’s completion rate is one of its most important data quality measures. There are quite a few published studies examining web survey completion rate through experimental approaches. In this study, we expand the existing literature by examining the predictors of web survey completion rate using 25,080 real-world web surveys conducted by a single online panel. Our findings are consistent with the literature on some dimensions, such as finding a negative relationship between completion rate and survey length and question difficulty. Also, surveys without progress bars have higher completion rates than surveys with progress bars. This study also generates new insights into survey design features, such as the impact of the first question type and length on completion rate. More: https://twitter.com/nielsmede/status/1576234663341064192?s=20&t=kSwdGBBuVv1yiqo1lE4vbw

[https://mandawhitney.com/2022/09/13/escape-room-narrative-the-power-of-post-its/?fbclid=IwAR33EpkdSn_S15biR6faf8xU2_RsqZzlCbuw27RE0SSa0CgeyWkjb62CG2A] - - public:weinreich
storytelling - 1 | id:1276823 -

t’s because they can be a very powerful narrative tool. Over the last couple of years, I have really come to appreciate the story telling power of that little yellow square. In fact, in my most recent project, I have begun to use them as a way to shorten what are otherwise lengthy passages of text.

[https://behavioralscientist.org/dan-heath-iceland-drinking-to-solve-problems-before-they-happen-you-need-to-unite-the-right-people-upstream/] - - public:weinreich
behavior_change, campaign_effects, product, sample_campaigns, social_marketing, social_norms, substance_abuse, youth - 8 | id:1276590 -

Iceland went from 42% of its 15 and 16 year olds having been drunk in the past month in 1998 to only 5% in 2018. This change is a great case study in offering alternative behaviors and shifting social norms on a national scale.

[https://www.nngroup.com/articles/ux-mapping-cheat-sheet/] - - public:weinreich
design, how_to, research - 3 | id:1276582 -

Empathy maps, customer journey maps, experience maps, and service blueprints depict different processes and have different goals, yet they all build common ground within an organization.

[https://www.leadershipcentre.org.uk/artofchangemaking/theory/stakeholder-analysis/] - - public:weinreich
management, strategy, target_audience - 3 | id:1276554 -

Stakeholder analysis identifies those who have influence in a system. It provides a framework to help understand the needs that they have and how to respond to those needs. Trust and Agreement Stakeholder analysis categorises people according to the amount of agreement they have for change and the amount of trust they have in the organisation to make it happen.

[https://www.nngroup.com/articles/antipersonas-what-how/?utm_source=Alertbox&utm_campaign=272d971a00-EMAIL_CAMPAIGN_2020_11_12_08_52_COPY_01&utm_medium=email&utm_term=0_7f29a2b335-272d971a00-24361717] - - public:weinreich
ethics, strategy, target_audience - 3 | id:1276550 -

Usually, creating an antipersona makes sense if your product or service: deals with sensitive information that, if inadvertently exposed, can threaten the users’ or organization wellbeing (e.g., fraud, identity theft, harassment, disinformation, illegal content) poses potential physical or emotional threats to people (e.g., injury, or death as the direct result of misusing the product). If there is an opportunity for these harms to occur as the direct result of anyone using the product, there should be one or more antipersonas to represent the risk. Always balance the chance of such a misuse with its consequences in order to determine if an antipersona is worth creating. Even a misuse that is very unlikely to happen might be worth of an antipersona if its consequences are extreme.

[https://hbr.org/2016/09/the-elements-of-value?utm_medium=social&utm_campaign=hbr&utm_source=twitter&tpcc=orgsocial_edit] - - public:weinreich
branding, design, inspiration, marketing, product, theory - 6 | id:1266389 -

We have identified 30 “elements of value”—fundamental attributes in their most essential and discrete forms. These elements fall into four categories: functional, emotional, life changing, and social impact. Some elements are more inwardly focused, primarily addressing consumers’ personal needs.

[https://www.quora.com/What-is-something-that-most-people-dont-know] - - public:weinreich
design - 1 | id:1257974 -

Here are some genius ideas which most people don't know. This USB drive displays how much of its storage is being used. This hot sauce bottle allows people to adjust the spice level. This elevator has a call button 30 feet away so the doors will be open by the time you get to them. This bathroom door handle has a built-in hand sanitizer dispenser. This pill bottle lid tells you when you last opened it. This fence is shaped to create seating. Shop has light settings so you can see how good/bad your outfit will look at different times of day. In Rwanda the stoplights have the seconds until the light changes on them. These batteries have a micro USB port to charge them.

[https://waitbutwhy.com/2015/12/the-tail-end.html] - - public:weinreich
inspiration - 1 | id:1257973 -

It turns out that when I graduated from high school, I had already used up 93% of my in-person parent time. I’m now enjoying the last 5% of that time. We’re in the tail end.

[https://www.forbes.com/sites/forbescoachescouncil/2022/06/27/whats-the-moral-of-your-story-the-power-of-the-lesson-to-move-your-audience/?sh=33795903720d] - - public:weinreich
health_communication, how_to, storytelling, strategy - 4 | id:1257954 -

If you want to improve your communication skills and utilize storytelling as a valuable tool, you might wonder how to begin or which story to tell. Try this exercise:

[https://journals.sagepub.com/eprint/MKY9UV9TYQ852WG7XAAQ/full] - - public:weinreich
behavior_change, theory - 2 | id:1257927 -

Why people do or do not change their beliefs has been a long-standing puzzle. Sometimes people hold onto false beliefs despite ample contradictory evidence; sometimes they change their beliefs without sufficient reason. Here, we propose that the utility of a belief is derived from the potential outcomes associated with holding it. Outcomes can be internal (e.g., positive/negative feelings) or external (e.g., material gain/loss), and only some are dependent on belief accuracy. Belief change can then be understood as an economic transaction in which the multidimensional utility of the old belief is compared against that of the new belief. Change will occur when potential outcomes alter across attributes, for example because of changing environments or when certain outcomes are made more or less salient.

[https://www.mdpi.com/1660-4601/19/15/9129/htm] - - public:weinreich
behavior_change, mobile, social_media, technology - 4 | id:1257483 -

Digital media are omnipresent in modern life, but the science on the impact of digital media on behavior is still in its infancy. There is an emerging evidence base of how to use digital media for behavior change. Strategies to change behavior implemented using digital technology have included a variety of platforms and program strategies, all of which are potentially more effective with increased frequency, intensity, interactivity, and feedback. It is critical to accelerate the pace of research on digital platforms, including social media, to understand and address its effects on human behavior. The purpose of the current paper is to provide an overview and describe methods in this emerging field, present use cases, describe a future agenda, and raise central questions to be addressed in future digital health research for behavior change. Digital media for behavior change employs three main methods: (1) digital media interventions, (2) formative research using digital media, and (3) digital media used to conduct evaluations. We examine use cases across several content areas including healthy weight management, tobacco control, and vaccination uptake, to describe and illustrate the methods and potential impact of this emerging field of study. In the discussion, we note that digital media interventions need to explore the full range of functionality of digital devices and their near-constant role in personal self-management and day-to-day living to maximize opportunities for behavior change. Future experimental research should rigorously examine the effects of variable levels of engagement with, and frequency and intensity of exposure to, multiple forms of digital media for behavior change.

[https://theresearchagency.com/mainframe/human-behaviour/one-time-actions-regular-routine-guide-strengthening-habits] - - public:weinreich
behavior_change, how_to, strategy, theory - 4 | id:1257482 -

TRA has added a layer of thinking to the well-established habit loop – can we think beyond push notifications for cues and think beyond a discount as a reward? We analysed five different habit models and over 60 case studies in order to understand the breadth and depth of cues and rewards. Our framework takes these learnings and provides a thorough checklist for the cue, the behaviour and reward for strengthening habits. When you’re working on strengthening a one-time behaviour into a routine habit, consider the various options for each stage.

[https://www.academia.edu/36897806/Sample_size_for_qualitative_research_The_risk_of_missing_something_important] - - public:weinreich
qualitative, research - 2 | id:1222012 -

Until the definitive answer is provided, perhaps an N of 30 respondents is a reasonable starting point fordeciding the qualitative sample size that can reveal the full range (or nearly the full range) of potentially important customer perceptions. An N of 30 reduces the probability of missing a perception with a 10percent-incidence to less than 5 percent (assuming random sampling), and it is the upper end of the rangefound by Griffin and Hauser. If the budget is limited, we might reduce the N below 30, but the client mustunderstand the increased risks of missing perceptions that may be worth knowing. If the stakes and budgetare high enough, we might go with a larger sample in order to ensure that smaller (or harder to reach)subgroups are still likely to be represented.

[https://www.moceanic.com/2022/fundraising-story/] - - public:weinreich
nonprofit, storytelling - 2 | id:1221930 -

One of the main challenges is this: The story most likely to move donors is about a not-yet-solved problem – someone facing a need or challenge and waiting for someone to help them overcome it. But: almost all the time, the story you have is about someone who has already solved their problem. By the time you get in touch and learn their story, they’ve moved on. Things are good. You have a success story, not a need story. That success story is important. It’s exactly what you want in your donor newsletter or donor care letter. It’s not the right story for asking donors to give. A success story inadvertently says, “Everything is a-okay! Your donation is not needed here!” But what are you to do? You have a story. A success story. Would it be better to forget the story and go back to flinging statistics at your donors? Nope. There’s a way to make your success story work in your fundraising. And I’m going to show you how one smart fundraising professional did it.

[https://miro.com/app/board/uXjVOirFilM=/] - - public:weinreich
consulting, creativity, gaming, training - 4 | id:1221928 -

These quick lateral thinking icebreaker games will help participants flex their creative thinking muscles before jumping into your workshops. They are inspired by Edward de Bono's, now sadly no longer published, game Think Links. The de Bono methods are a means of breaking old patterns and creating new ones. They don't tell you what to think, but show you how to think for yourself, both creatively and inclusively. Learn more at debono.com This board was created and the cards lovingly drawn by Emily Webber @ewebber

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