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[https://alistapart.com/article/engaged-excerpt/] - - public:weinreich
behavior_change, design, technology - 3 | id:744525 -

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.

[https://mental.jmir.org/2020/6/e16525/] - - public:weinreich
mental_health, mobile, technology - 3 | id:706825 -

Of the 293 apps shortlisted as offering a therapeutic treatment for anxiety and/or depression, 162 (55.3%) mentioned an evidence-based framework in their app store descriptions. Of the 293 apps, 88 (30.0%) claimed to use cognitive behavioral therapy techniques, 46 (15.7%) claimed to use mindfulness, 27 (9.2%) claimed to use positive psychology, 10 (3.4%) claimed to use dialectical behavior therapy, 5 (1.7%) claimed to use acceptance and commitment therapy, and 20 (6.8%) claimed to use other techniques. Of the 162 apps that claimed to use a theoretical framework, only 10 (6.2%) had published evidence for their efficacy.

[https://www.danielstillman.com/blog/the-secret-to-engaging-people-remotely] - - public:weinreich
conference, consulting, technology - 3 | id:573861 -

VARK refers to “Visual, Auditory, (W)ritten and Kinesthetic learning types. Although the theory is contested, it’s still a good shorthand for engagement. While you can’t really diagnose and customize for a specific learning style, adults usually claim to excel in one over the other. I like to make sure I move around the VARK circle early and often. When I work with leaders on developing their facilitation approach I like to get them to think about what other types of variety they might use to engage people. Any one of these modes of engagement can get boring if overused! The code word is variety! Spectrums to create variety across include: Visual: I love to get people to sketch their ideas on paper…it’s a cheat, because it also uses written communications and is highly kinesthetic. It’s a 3-for-1 Auditory: Clear instructions, judicious use of music (one facilitator invited folks to play their own music during a silent, muted brainstorm. Written communications: Anchoring the conversation in written text, either in slides, in chat or in a shared document can create engagement if not overused. Kinesthetic modes: Like stretching, or using objects in their space. Conversational Size, Interpersonal to Intrapersonal: ie, making time for small and large conversations, including time for individuals to think. Tempo or Cadence: making time for short, focused bursts and more slowed down conversations. Control or Power: Making space for structured work as well as creating space for unstructured, decontrolled or decentralized conversations. Patterns: I am a huge fan of breakouts and “think-pair-share” but even that can get boring if over-used. Leveraging a greater variety of group conversational patterns, like round-robin, popcorn-style share outs or fishbowl conversations.

[https://www.artefactgroup.com/case-studies/the-tarot-cards-of-tech/] - - public:weinreich
ethics, product, technology - 3 | id:573791 -

Artefact is proud to introduce The Tarot Cards of Tech: a tool to inspire important conversations around the true impact of technology and the products we design. The Tarot Cards of Tech encourage creators to think about the outcomes technology can create, from unintended consequences to opportunities for positive change. The cards are our way of helping you gaze into the future to determine how to make your product the best it can be.

[https://stratechery.com/2020/the-idea-adoption-curve/] - - public:weinreich
inspiration, marketing, social_change, technology, theory - 5 | id:438382 -

The key in all this is crossing the chasm—performing the acts that allow the first shoots of that mainstream market to emerge. This is a do-or-die proposition for high-tech enterprises; hence it is logical that they be the crucible in which “chasm theory” is formed. But the principles can be generalized to other forms of marketing, so for the general reader who can bear with all the high-tech examples in this book, useful lessons may be learned.

[https://makinganewreality.org/making-a-new-reality-a-toolkit-for-inclusive-media-futures-a3bdc0e68f20] - - public:weinreich
storytelling, strategy, technology - 3 | id:385080 -

Why is it important to make sure that emerging media and communications technologies are created by people from a wide variety of backgrounds and identities? The media we consume has an enormous impact on our perception of reality. With this toolkit, we are trying to achieve something that humans have not yet achieved in the history of mass media — fair and equitable representation of the world’s stories and images.

[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.elearningguild.com/insights/237/augmented-and-virtual-reality-for-behavior-change/?from=content&mode=filter&topic=39%2C38&showpage=7] - - public:weinreich
behavior_change, storytelling, technology - 3 | id:285228 -

Augmented and virtual reality can be an incredible tool when it comes to practicing certain skills that may not be safe or realistic in real life. AR and VR technologies are radically changing L&D as an industry. This research report, Augmented and Virtual Reality for Behavior Change, by Julie Dirksen, Dustin DiTommaso, and Cindy Plunkett explores how AR and VR can be a great resource for behavior change. The report examines key research on this, centered on the following themes: Enabling the Behavior Empathy Building Experiencing Consequences Future Projection Feedback Emotional Self-Regulation Download this report to discover how AR and VR solutions are a useful investment for behavior change.

[https://hbr.org/2020/02/how-digital-design-drives-user-behavior] - - public:weinreich
behavior_change, design, graphic_design, online_marketing, technology - 5 | id:279086 -

A review of recent research provides clear evidence that many organizations are currently undervaluing the power of digital design and should invest more in behaviorally informed designs to help people make better choices. In many cases, even minor fixes can have a major impact, offering a return on investment that’s several times larger than the conventional use of financial incentives or marketing and education campaigns.

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