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[https://miro.com/app/board/uXjVP8lFcUw=/] - - public:weinreich
behavior_change, design, how_to, inspiration, strategy - 5 | id:1294794 -

Hi, I'm Robert I hope this concept card is useful for you and helps you add a new tool to your toolbox. As someone who helps teams develop products, services and experiences, I did not see many open resources out there that combine behavioral science with other strategy and design processes, so I decided to take my experience and create frameworks and boards to share for free. If you have questions on the framework you can connect with me on Linkedin or see my website.

[https://www.taylorfrancis.com/books/oa-mono/10.4324/9781315746876/techniques-social-influence-dariusz-dolinski?context=ubx&refId=2750b197-fa21-45c0-a3d6-7914bc49bca6] - - public:weinreich
behavior_change, design, theory - 3 | id:1294769 -

Chapter 1|7 pages Introduction Abstract Size: 0.09 MB Chapter 2|38 pages Sequential Techniques Of Social Influence Abstract Size: 0.20 MB Chapter 3|19 pages Techniques Involving Egotistic and Self-Presentation Mechanisms Abstract Size: 0.13 MB Chapter 4|34 pages The Role of Wording the Request Abstract Size: 0.19 MB Chapter 5|34 pages Interaction Dynamics and the Surprise Factor Abstract Size: 0.36 MB Chapter 6|26 pages Techniques of Social Influence Using Mood and Emotion Abstract Size: 0.17 MB Chapter 7|10 pages A Few More Issues and Final Remarks Abstract

[https://medium.com/down-the-rabbit-hole/replacing-personas-with-characters-aa72d3cf6c69] - - public:weinreich
design, research, target_audience - 3 | id:1294303 -

To get the brain to accept a story which explains why a consumer bought a product, it needs information presented in a particular way. The best way to deliver this information is to explain a customer’s anxieties, motivations, purchase-progress events, and purchase-progress situations. When combined, they form what I call Characters.

[https://productimages.andertons.co.uk/505352-500390-SEJ2R4J.jpeg?auto=compress&w=1000&h=1000&auto=format] - - public:mepage
colors, design - 2 | id:1495048 -

[https://mythoman.notion.site/mythoman/The-Behavioral-Design-Database-by-Habit-Weekly-Beta-346697b84ef04d4cb843928ada46a69f] - - public:weinreich
behavior_change, bibliography, design - 3 | id:1287292 -

We built this database containing our favorite 200+ Behavioral Design resources, tools, and guides to celebrate our recent 200th newsletter anniversary. Given that we’ve shared over 1,900 pieces of Behavioral Design content over the years, we can say that we know our stuff – but in the end, we’ve just created here what we wish existed. Hope you like it too!

[https://mhealth.jmir.org/2020/10/e19280] - - public:weinreich
design, gaming, mobile, technology - 4 | id:1287031 -

Eight archetypes of gamification emerged from the analysis of health-related mobile apps: (1) competition and collaboration, (2) pursuing self-set goals without rewards, (3) episodical compliance tracking, (4) inherent gamification for external goals, (5) internal rewards for self-set goals, (6) continuous assistance through positive reinforcement, (7) positive and negative reinforcement without rewards, and (8) progressive gamification for health professionals. The results indicate a close relationship between the identified archetypes and the actual health behavior that is being targeted.

[https://www.nngroup.com/articles/ux-mapping-cheat-sheet/] - - public:weinreich
design, how_to, research - 3 | id:1276582 -

Empathy maps, customer journey maps, experience maps, and service blueprints depict different processes and have different goals, yet they all build common ground within an organization.

[https://hbr.org/2016/09/the-elements-of-value?utm_medium=social&utm_campaign=hbr&utm_source=twitter&tpcc=orgsocial_edit] - - public:weinreich
branding, design, inspiration, marketing, product, theory - 6 | id:1266389 -

We have identified 30 “elements of value”—fundamental attributes in their most essential and discrete forms. These elements fall into four categories: functional, emotional, life changing, and social impact. Some elements are more inwardly focused, primarily addressing consumers’ personal needs.

[https://www.quora.com/What-is-something-that-most-people-dont-know] - - public:weinreich
design - 1 | id:1257974 -

Here are some genius ideas which most people don't know. This USB drive displays how much of its storage is being used. This hot sauce bottle allows people to adjust the spice level. This elevator has a call button 30 feet away so the doors will be open by the time you get to them. This bathroom door handle has a built-in hand sanitizer dispenser. This pill bottle lid tells you when you last opened it. This fence is shaped to create seating. Shop has light settings so you can see how good/bad your outfit will look at different times of day. In Rwanda the stoplights have the seconds until the light changes on them. These batteries have a micro USB port to charge them.

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