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[https://hbr.org/2019/05/improving-health-care-by-gamifying-it?utm_source=ActiveCampaign&utm_medium=email&utm_content=Rejection+Kills+%5BBest+Reads%5D&utm_campaign=Weekly+Digest+%28May+19%29] - - public:weinreich
behavior_change, design, gaming - 3 | id:251668 -

A central challenge for all health-related gamification programs is engaging participation, particularly among high-risk patients. Several design elements commonly found within gamified health and wellness programs could be made more engaging by incorporating behavioral insights.

[https://www.behavioraleconomics.com/the-three-laws-of-human-behavior/] - - public:weinreich
behavior_change, design, theory - 3 | id:251498 -

Like the physical properties of the universe, human behavior is complicated. And just as Newton’s Laws describe the motion of physical objects, these Laws of Human Behavior aim to provide a general model for how humans behave. People tend to stick to the status quo unless the forces of friction or fuel push us off of our path; behavior is a function of the person and their environment; every decision includes tradeoffs and the potential for unintended consequences.

[https://behavioralscientist.org/broadening-the-nature-of-behavioral-design/?fbclid=IwAR3Tt2zfeGS9feR3KCQgzIGTL5xHZfuUxuLNVN0Ufupq4y8xd-Qurf0qsso] - - public:weinreich
behavior_change, design, ethics - 3 | id:245240 -

So what counts as the “right” kind of problem for behavioral science to solve? Put more bluntly: How might our sense about what we should solve, or even what qualifies as a problem worth solving, be biased by how we think about what we can solve?

[https://www.mckinsey.com/business-functions/organization/our-insights/lessons-from-the-front-line-of-corporate-nudging?_lrsc=f7c5c707-7557-4e49-adaf-9df3d902baf1] - - public:weinreich
behavior_change, design, policy - 3 | id:245234 -

To gain a better understanding of how to build a successful nudge unit, we recently talked to 14 experts who have led initiatives in sectors from financial services and healthcare to advertising and retail (see sidebar, “Fourteen experts forging the future”). Most stressed that while nudging is a catchy term, it does not do full justice to the broad applications of behavioral science to the businesses for which they and their units are responsible. Behavioral science, for instance, encompasses debiasing and other tools for driving behavioral change, including incentives, education, and awareness.

[http://documents.worldbank.org/curated/en/710771543609067500/pdf/132610-REVISED-00-COUNTRY-PROFILES-dig.pdf] - - public:weinreich
behavior_change, design, international, policy - 4 | id:245229 -

This report aims to capture both the spread and form of behavioral science in 10 countries, selected based on being innovators or early adopters in the field: Australia, Canada, Denmark, France, Germany, Netherlands, Peru, Singapore, the U.S., and the UK. We hope that the experiences of these ten countries – including information on As of November 2018, there are at least 202 public entities all over the world applying behavioral insights to their policies (OECD, 2018) COUNTRY PROFILES - INTRODUCTION — 07 — how public bodies within these countries are integrating behavioral insights, how they are working to apply behavioral insights, and how these behavioral functions have been structured and staffed – can serve as useful information for all those working to leverage behavioral science to improve society. Given the expansion of behavioral science within governments; the shifting behavioral insights landscape; and the limit to, and wide distribution of, public information; this report presents a representative snapshot of the state of behavioral science within the governments of the profiled countries.

[https://www.sciencedirect.com/science/article/pii/S0022103118302427] - - public:weinreich
behavior_change, design - 2 | id:243962 -

Individuals viewed calendars showing today as the first day versus a control. • Goal motivation increased if today matched the first day on a calendar. • Individuals made more self-reported progress towards personal goals if calendar matched.

[https://www.youtube.com/watch?v=LFwSCalhSGY] - - public:weinreich
design, research, target_audience - 3 | id:243694 -

Amy Jo Kim Superfan funnel: 1) Potential customers - who are they? what are their unmet needs? 2) Super fans 3) Job stories - design-ready insights to shape product design - lifestyle and insights re: fans Superfan screener - 3 closed ended multiple choice Q's relevant to topic, plus 3 open ended about what they're doing now, what they want Recruitment via Craigslist, taskrabbit, userinterviews.com, social media ads, friends/family, et al

[https://www.youtube.com/watch?v=efZfRst1gN8&feature=youtu.be] - - public:weinreich
design, qualitative, research - 3 | id:243693 -

20 5-minute Speed interviews with super fans - Amy Jo Kim 1. Day in the life - walk me through the parts of your day with relevant activities 2. What's working with your current approach? What have you already tried to address your pain points? What's working best for you right now? 3. What could be better? What would you change?

[https://www.nngroup.com/articles/top-10-application-design-mistakes/?utm_source=Alertbox&utm_campaign=07c124393f-appdesignmistakes_uxretrospectives_2019_02_18&utm_medium=email&utm_term=0_7f29a2b335-07c124393f-24361717] - - public:weinreich
design, graphic_design, technology - 3 | id:241771 -

Here is our current list of the top 10 application-design mistakes that are both egregious and commonplace.

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