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[https://behavioralgrooves.com/episode/matt-loper-helping-patients-adhere-to-medication-plans/] - - public:weinreich
behavior_change, design, strategy - 3 | id:264278 -

Wellth does this by “giving” patients money at the start of each month to take their pills. To prove they’re on track, they use the Wellth app to take a photograph of their medicines in the palm of their hand. But every day that they miss, they are penalized in the form of fee, which nets them less money at the end of the month. This loss-contract model is gaining notoriety and it should be: Wellth discovered that positive incentives accounted for adherence rates around 60% while loss-contract models account for better than 90% adherence rates.

[https://journals.sagepub.com/doi/pdf/10.1177/1529100618760521] - - public:weinreich
behavior_change, design, evaluation, strategy - 4 | id:264240 -

***Psychology offers three general propositions for understanding and intervening to increase uptake where vaccines are available and affordable. The first proposition is that thoughts and feelings can motivate getting vaccinated. Hundreds of studies have shown that risk beliefs and anticipated regret about infectious disease correlate reliably with getting vaccinated; low confidence in vaccine effectiveness and concern about safety correlate reliably with not getting vaccinated. We were surprised to find that few randomized trials have successfully changed what people think and feel about vaccines, and those few that succeeded were minimally effective in increasing uptake. The second proposition is that social processes can motivate getting vaccinated. Substantial research has shown that social norms are associated with vaccination, but few interventions examined whether normative messages increase vaccination uptake. Many experimental studies have relied on hypothetical scenarios to demonstrate that altruism and free riding (i.e., taking advantage of the protection provided by others) can affect intended behavior, but few randomized trials have tested strategies to change social processes to increase vaccination uptake. The third proposition is that interventions can facilitate vaccination directly by leveraging, but not trying to change, what people think and feel. These interventions are by far the most plentiful and effective in the literature. To increase vaccine uptake, these interventions build on existing favorable intentions by facilitating action (through reminders, prompts, and primes) and reducing barriers (through logistics and healthy defaults); these interventions also shape behavior (through incentives, sanctions, and requirements). Although identification of principles for changing thoughts and feelings to motivate vaccination is a work in progress, psychological principles can now inform the design of systems and policies to directly facilitate action.

[https://wip.mitpress.mit.edu/collectivewisdom] - - public:weinreich
cgm, management, media, storytelling, strategy, target_audience - 6 | id:264205 -

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.

[https://www.brandingstrategyinsider.com/2019/06/solving-brand-challenges-with-the-paradox-process.html#.XQJYdNMzaGg] - - public:weinreich
branding, management, research, strategy - 4 | id:253351 -

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.

[https://www.morethannow.co.uk/single-post/2018/3/20/the-ifthen-plan] - - public:weinreich
behavior_change, strategy - 2 | id:253346 -

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.

[https://www.nytimes.com/2019/03/12/opinion/earning-prizes-for-fighting-an-addiction.html?utm_source=ActiveCampaign&utm_medium=email&utm_content=Neurosexism%3A+the+myth+that+men+and+women+have+different+brains+%5BBest+Reads%5D&utm_campaign=Weekly+Digest+%2] - - public:weinreich
behavior_change, strategy, substance_abuse - 3 | id:243960 -

David Oliver wins gift cards for staying away from drugs. At St. Paul’s Hospital in Vancouver, British Columbia — which treats more overdoses than any other hospital in Canada — a program rewards users of cocaine and other stimulants with prizes when they don’t use. It’s a new approach to help substance abusers, and it’s also being tried in Veterans Affairs hospitals across the United States.

[https://www.edelman.com/trust-barometer] - - public:weinreich
health_communication, strategy, target_audience - 3 | id:234051 -

The 2019 Edelman Trust Barometer reveals that trust has changed profoundly in the past year—people have shifted their trust to the relationships within their control, most notably their employers. Globally, 75 percent of people trust “my employer” to do what is right, significantly more than NGOs (57 percent), business (56 percent) and media (47 percent).

[https://www.alterspark.com/blog/claim-1-takes-21-days-form-habit] - - public:weinreich
behavior_change, strategy, theory - 3 | id:186802 -

From my own experience, there appears to be a scientific trend (that I have not systematically evaluated) that successful behavior change programs tend to run for approximately 2-months, and that after this point, there is a large drop in adherence and impact. The big statistical meta-analysis that I carried out a few years back (http://www.jmir.org/2011/1/e17/), showed that online programs lasting more than 4 months, all failed. So as a rule of thumb, for most general purposes, 8-weeks is not a bad approximate time duration for many programs.

[https://www.devex.com/news/taking-the-pulse-of-health-markets-challenges-and-strategies-88729?utm_content=buffer50c04&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer] - - public:weinreich
marketing, policy, strategy - 3 | id:76401 -

PSI identified several breakdowns in the health marketplace. These included government policies that created financial incentives leading providers to push sterilization over other forms of family planning, policies that created disincentives for private companies to develop the domestic market, and a lack of training among health care providers on all of the available birth control methods.

[https://hbr.org/2013/03/purpose-is-good-shared-purpose] - - public:weinreich
management, marketing, strategy - 3 | id:76543 -

But in a social age, this kind of purpose isn’t enough. The problem comes down to a simple preposition. Most leaders think of purpose as a purpose for. But what is needed is a purpose with. Customers are no longer just consumers; they’re co-creators. They aren’t just passive members of an audience; they are active members of a community. They want to be a part of something; to belong; to influence; to engage. It’s not enough that they feel good about your purpose. They want it to be their purpose too. They don’t want to be at the other end of your for. They want to be right there with you. Purpose needs to be shared.

[https://hbr.org/2016/03/how-to-build-a-strategic-narrative?utm_campaign=HBR&utm_source=linkedin&utm_medium=social] - - public:weinreich
storytelling, strategy - 2 | id:76560 -

Schultz writes: “Starbucks’ coffee is exceptional, yes, but emotional connection is our true value proposition. Starbucks is not a coffee company that serves people. It is a people company that serves coffee.”

[https://behavioralpolicy.org/what-makes-interventions-last/] - - public:weinreich
behavior_change, management, strategy - 3 | id:76592 -

"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"

[https://www.linkedin.com/pulse/people-love-learning-hate-training-robert-pratten] - - public:weinreich
storytelling, strategy - 2 | id:76619 -

"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."

[http://www.ft.com/intl/cms/s/2/cd1722ba-8333-11e5-8e80-1574112844fd.html] - - public:weinreich
advertising, social_media, strategy - 3 | id:76631 -

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.

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