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[https://sites.google.com/monash.edu/behaviourworks-scaleup-toolkit/] - - public:weinreich
behavior_change, design, how_to - 3 | id:573779 -

BehaviourWorks Australia and the Victorian Government Behavioural Insights Unit have developed an evidence-informed toolkit to help behavioural insights researchers and practitioners to start with scale up in mind, including how to: Learn about scale up, its challenges, and useful frameworks. Identify which behaviour to target with an intervention. Assess the feasibility of different intervention ideas. Select a scalable behaviour change intervention. Design or adapt an intervention for testing and scale up. Test scale up assumptions about your intervention in a pilot or trial. This website provides videos and tutorials on how to use the toolkit, and extra resources to help achieve behavioural impact at scale. All content will be iterated upon; we welcome feedback and the opportunity to develop better tools.

[https://therealalexa.com/accessible-social] - - public:weinreich
design, graphic_design, social_media, target_audience - 4 | id:573776 -

Accessibility on Social Media So you want to be more inclusive online? Excellent! Whether you're looking to improve your personal social media or accounts that you manage professionally, there are a lot of basic best practices you can implement to make your online presence more accessible. Ultimately, this makes a big impact on the experience that users with vision and/or hearing disabilities have on social media. Below you will find tips, tricks, and information on digital accessibility. These resources are by no means exhaustive, but are a good starting place for creating accessible and more inclusive social media content. I've also put together a quick and handy checklist to help you double-check the content you create for common accessibility pitfalls.

[https://www.christydena.com/2020/11/narrative-design-methods-the-journey-chart/] - - public:weinreich
creativity, design, gaming, storytelling, strategy - 5 | id:438450 -

The Journey Chart is an overview of the different elements of a project juxtaposed to show how they work together over the duration of the player/audience/reader experience. I’m sharing the Journey Chart Method because I’ve found it to be a nifty way to externalise, discover, inspire, unify, direct, and communicate the various elements of a project and how they are all connected.

[https://www.nngroup.com/articles/remote-workshop-fail/?utm_source=Alertbox&utm_campaign=2d7739a59d-UXbenchmark_RemoteWorkshops_ProgrInd_20200914&utm_medium=email&utm_term=0_7f29a2b335-2d7739a59d-24361717] - - public:weinreich
conference, consulting, design - 3 | id:376140 -

[https://medium.com/@dastillman/facilitation-means-designing-conversations-24bac966076e] - - public:weinreich
conference, consulting, creativity, design, management, training - 6 | id:350958 -

5Es of Experience Design: ENTICE, ENTER, ENGAGE, EXIT, EXTEND When you design a meeting as an experience, keep the 5Es framework as 5 “phases” of the experience in mind. Ask yourself: How might I entice people to join the meeting, how to get them to enter the conversation, how best to engage the participants, how to exit on the right note and how to extend the action to maintain momentum. I’ll guide you through these five phases with tools and case studies, so you can apply them at your work.

[https://uxplanet.org/designing-emotional-ui-b11fa0fda5c] - - public:weinreich
design, product, technology - 3 | id:310211 -

Pyramid of Users' Needs - Aarron Walter, the author of Designing for Emotion, used a Maslow’s hierarchy of needs to create the pyramid of user needs. At the bottom of this pyramid, you can see the baseline characteristic of any product — functionality (does this product work?). Next comes reliability (is this product reliable?), usability (is this product easy to use?), and, finally, pleasurability (does this product makes us feel good when we use it?). Pleasurable products connect with users on an emotional level, and this feature makes them want to use it more and more.

[https://www.cambridge.org/core/journals/behavioural-public-policy/article/personalized-nudging/E854A04226DEA94B623ECA2ACF64C8D0/core-reader] - - public:weinreich
behavior_change, design, target_audience - 3 | id:309764 -

Nudges have been critiqued for being too blunt of a tool. For instance, a retirement savings default may be helpful for a group of employees on average, but subgroups, say under-savers or over-savers, might be helped or harmed by this one-size-fits-all approach. As such, there have been calls to develop a more personalized approach to nudging (see here in our collection: “Imagining the Next Decade of Behavioral Science”). This paper outlines two dimensions that behavioral scientists could consider when designing personalized nudges: choice personalization and delivery personalization. Think of choice personalization as “personalization within nudges”—the method of nudge has been set (say, a default) but is tailored to specific individuals (different default leves of retirement contributions, for those over-savers and under-savers). Think of delivery personalization as “personalization as across nudges”—understanding the most effective method to nudge a certain individual. Personalizing nudges does come with data privacy and legal concerns, but these can be overcome, the paper argues.

[https://www.behaviourworksaustralia.org/behaviour-change-101-series-five-steps-to-select-the-right-behaviour-to-target/?utm_source=Habit+Weekly&utm_campaign=1f1cda8506-EMAIL_CAMPAIGN_2020_02_02_02_55_COPY_01&utm_medium=email&utm_term=0_ab93d31fb5-1f1cda85] - - public:weinreich
behavior_change, design, how_to, strategy, target_audience - 5 | id:285232 -

At BehaviourWorks, we often prioritise behaviours using the Impact-Likelihood Matrix (figure below). In this approach, behaviours are prioritised by mapping them based on: The impact they have on the problem they are intended to address. The likelihood of the target audience adopting the behaviour.

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