Good intro to behavioral design - plus parts 2&3 also helpful for toolbox plus process
It’s not just about really liking a product (although you definitely want users to really like your product). With the right design elements, your users might embark on a meaningful bond with your technology, where they feel engaged in an ongoing, two-way relationship with an entity that understands something important about them, yet is recognizably non–human. This is a true emotional attachment that supplies at least some of the benefits of a human-to-human relationship. This type of connection can help your users engage more deeply and for a longer period of time with your product. And that should ultimately help them get closer to their behavior change goals.
The following is from Dr. Bucher’s forthcoming book, Engaged: Designing for Behavior Change. I chose this section because it touches upon a PeopleScience theme: being successful and effective behavioral practitioners while also, and primarily, being good.
This is an excerpt from Amy Bucher’s book Engaged: Designing for Behavior Change. In this chapter, you’ll learn how to structure [users’ meaningful choices on their behavior-change journey] so that it’s easier for people to select good options that ultimately support their goals.
40 participants is an appropriate number for most quantitative studies, but there are cases where you can recruit fewer users.
Key Takeaways When customers want to leave, don’t ask why. Shift their attention to why they committed to your product or service in the first place. Instead citing reasons for leaving back to you, they’ll need to recall all the benefits they could lose if they chose to leave. Don’t underestimate the power of opportunity and impact of the environment on behaviors. Keep in mind that preparation meets opportunity. Do your people have all the tools to commit to change? Do they understand and know what to do each step of the way? If not, they are unlikely to change their behavior. Allow people who will be using the new solution to co-create it. This way, implementing change will be much easier. It’s easier to toss aside talking points someone else has created, but not those you came up with - they seem much more valuable thanks to the IKEA effect.
Companies should experiment with interactive social media content types, include relevant calls to action in posts, and avoid posting too frequently.
Key Terms in this Chapter Behavioural Policy Cube: The policy cube encapsulates three core features of the ‘libertarian paternalism’ framework; namely if an intervention or policy tool is informed by the standard axiomatic assumptions of rational man theory or by insights from behavioural theories, if it is internality or externality targeting, and if it is regulatory or libertarian in nature (Oliver, 2017b). Nudge: A nudge is any aspect of the choice architecture that alters people's behavior in a predictable way without forbidding any options or significantly changing their economic incentives (Thaler & Sunstein, 2009). Boost: A boost improves the competency of a decision-maker by enriching his or her repertoire of skills and decision tools and/or by restructuring the environment such that existing skills and tools can be more effectively applied (Grüne-Yanoff & Hertwig, 2016). Think: A think is a schooling strategy that involves large-scale deliberations to enable citizens to own the process of behavioural reforms. These often include citizen forums and large-scale behavioural therapies. Nudge Plus: Nudge plus refers to an intervention that has a reflective strategy embedded into the design of the nudge. It can be delivered either as a one-part device in which the classic nudge and the reflective plus are intrinsically combined, or as a two-part device whereby the classic nudge is extrinsically combined with a deliberative instrument that prompts individual reflection on the nudge. (Banerjee & John, 2020).
Design fiction is one of the tools the students learn to prototype the future of business. Designers often use this strategy to help stakeholders envision divergent scenarios for their organization in the context of uncertainty. We asked the students to consider the forces at play in today’s fast-changing society, such as artificial intelligence and decentralized governance models, and write a story about the future. Zooming out of this aspirational story, they mapped out what would have to be true from a technological and business standpoint to bring positive aspects of that future to fruition, while calling attention to factors or decisions that could negatively impact our world years from now. At its core, design fiction is a strategic exercise that connects the dots between vision and execution, transitioning teams from imagining the future to taking action.
INSIGHT PAPER How Interventions Can Generate Green Behaviour: Nudging for Good
In this presentation Liz Barnes, Vice Chair of the CIM Charity and Social Marketing Group, will discuss which tactics we should be worried about, which techniques might be considered unethical and ways we can influence and persuade with integrity.
Here’s an informal list of 20 Heuristics from Weinshenck and Barker in 2000. Jakob Neilsen identified 10 principles for user interface design in 1990. Gerhardt-Powals identified 10 principles of cognitive engineering in 1996. The point is that there is substantial agreement and overlap – and most of it makes sense on the face of it.
Amy Jo Kim interviews Casey Means, cofounder of Levels
excellent collection of how-to content
The most common tool, methods, processes, and deliverables that designers use throughout the digital product design process.
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.
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.
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.
Thammasat Design Center
DCMP is the leader for captioning and description standards. We provide not only accessible content but the standard for professionals and amateurs working to build quality, accessible media.