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[https://royalsocietypublishing.org/doi/full/10.1098/rsos.230053] - - public:weinreich
behavior_change, design, price, strategy - 4 | id:1497737 -

Here, we develop a novel cognitive framework by organizing these interventions along six cognitive processes: attention, perception, memory, effort, intrinsic motivation and extrinsic motivation. In addition, we conduct a meta-analysis of field experiments (i.e. randomized controlled trials) that contained real behavioural measures (n = 184 papers, k = 184 observations, N = 2 245 373 participants) from 2008 to 2021 to examine the effect size of these interventions targeting each cognitive process. Our findings demonstrate that interventions changing effort are more effective than interventions changing intrinsic motivation, and nudge and sludge interventions had similar effect sizes.

[https://www.jmir.org/2021/1/e18462] - - public:weinreich
behavior_change, design, how_to, management, research, sample_campaigns - 6 | id:1492773 -

The first objective was to provide an overview of all activities that were employed during the course of a research project to develop a relapse prevention intervention for interdisciplinary pain treatment programs. The second objective was to examine how co-design may contribute to stakeholder involvement, generation of relevant insights and ideas, and incorporation of stakeholder input into the intervention design.

[https://www.tandfonline.com/doi/full/10.1080/0144929X.2023.2241560#abstract] - - public:weinreich
behavior_change, design, gaming, theory - 4 | id:1492753 -

Gamification services are hailed as effective tools for influencing users’ behaviours, increasing engagement, motivation, and enhancing learning. In the field of behaviour change, transformative outcomes have been reported for gamification services; with some conceptualisation undertaken regarding transformative gamification services. However, there is a lack of research on practical implementation of transformative gamification services. Also, previous studies have often isolated a single component of gamification and not discussed the synergistic effects and behavioural outcomes of the experiences that the combination of gamification elements can create. To bridge this gap, we provide an implementation framework for transformative gamification services. This is achieved by identifying different components of transformative gamification from a social marketing and transformative service research (TSR) lens and their behavioural outcomes. To do this, we delve into game design, gamification and behaviour change literature and suggest a practical implementation framework which incorporates users' perspectives in the form of transformative values, user engagement types (play typologies), and consumption/service encounter experiences. This research contributes to gamification theory and practice by furthering the understanding of transformative gamification services in social marketing and TSR. It also provides behaviour change practitioners with detailed steps for implementation of such services aiming to create positive behavioural changes.

[https://www.cambridge.org/core/journals/behavioural-public-policy/article/its-time-we-put-agency-into-behavioural-public-policy/7899D67F250401D6D95CCA56A317E378] - - public:weinreich
behavior_change, design, ethics, policy - 4 | id:1492517 -

Promoting agency – people's ability to form intentions and to act on them freely – must become a primary objective for Behavioural Public Policy (BPP). Contemporary BPPs do not directly pursue this objective, which is problematic for many reasons. From an ethical perspective, goals like personal autonomy and individual freedom cannot be realised without nurturing citizens’ agency. From an efficacy standpoint, BPPs that override agency – for example, by activating automatic psychological processes – leave citizens ‘in the dark’, incapable of internalising and owning the process of behaviour change. This may contribute to non-persistent treatment effects, compensatory negative spillovers or psychological reactance and backfiring effects. In this paper, we argue agency-enhancing BPPs can alleviate these ethical and efficacy limitations to longer-lasting and meaningful behaviour change. We set out philosophical arguments to help us understand and conceptualise agency. Then, we review three alternative agency-enhancing behavioural frameworks: (1) boosts to enhance people's competences to make better decisions; (2) debiasing to encourage people to reduce the tendency for automatic, impulsive responses; and (3) nudge+ to enable citizens to think alongside nudges and evaluate them transparently. Using a multi-dimensional framework, we highlight differences in their workings, which offer comparative insights and complementarities in their use. We discuss limitations of agency-enhancing BPPs and map out future research directions.

[https://mhealth.jmir.org/2018/3/e53/] - - public:weinreich
behavior_change, design, mobile - 3 | id:1490926 -

Out of the 93 behavior change techniques that can be used, on average only 7 were chosen, and the most common were related to: 1. Feedback on behavior 2. Goal setting 3. Action planning As the study says: “within the “Goals and Planning” BCT group, only 3 out of 9 BCTs were utilized.

[https://openpolicy.blog.gov.uk/2020/03/06/introducing-a-government-as-a-system-toolkit/] - - public:weinreich
behavior_change, design, government, management, strategy - 5 | id:1489668 -

The new toolkit crosses local, central and international government action. It has many of the elements of the previous framework but also covers new ground. The most obvious is that we have changed the horizontal axis to better reflect the way government works in practice. This has meant including a number of new areas namely, influencing, engaging, designing, developing, resourcing, delivering and controlling (or managing). The vertical axis still follows the same logic from ‘softer’ more collaborative power at the top, down to more formal government power at the bottom of the axis. The update includes many familiar things from nudging behaviour to convening power and also adds new areas like deliberative approaches such as citizen juries. This is the framework for Policy Lab's new Government as a System toolkit. The new Government as a System toolkit framework. When looking across the whole system, it now has 56 distinct actions. Of course this isn’t an exhaustive set of options, you could create more and more detail as there is always more complexity and nuance that can be found in government. Importantly, we want policymakers to be considering how multiple levers are used together to address complex problems.

[https://www.research-live.com/article/opinion/new-frontiers-the-holistic-impacts-of-nudging/id/5062152] - - public:weinreich
behavior_change, design, ethics - 3 | id:1489641 -

Over the past decade, behavioural scientists have identified five different holistic effects which can all impact on the overall effectiveness of a behaviour change intervention. Some of these effects or concepts can be positive, whereas others may end up neutralising the effect of any nudge, or worse, having a negative impact: Licensing effects Compensating effects Positive spillover effects Displacement effects Systemic effects or what we are calling ‘nudge fatigue’

[https://indiyoung.com/explanations-thinking-styles/] - - public:weinreich
behavior_change, design, how_to, research, target_audience - 5 | id:1489368 -

Thinking Styles are the archetypes that you would base characters on, like characters in TV episodes. (Try writing your scenarios like TV episodes, with constant characters.) Characters think, react, and made decisions based on their thinking style archetype. BUT they also switch thinking styles depending on context. For example, if you take a flight as a single traveler versus bringing a young child along–you’ll probably change your thinking style for that flight, including getting to the gate, boarding, and deplaning.

[https://courses.aimforbehavior.com/free-behavior-and-innovation-frameworks] - - public:weinreich
behavior_change, design, how_to, strategy, theory - 5 | id:1489294 -

Free Behavior Design, Innovation and Change Tools These frameworks started out as internal tools we would use on client projects at Aim For Behavior, that would help us save time and create better outcomes for the customers and the companies we were working with. We are always adding more frameworks or iterating the current ones based on the feedback.

[https://behavia.de/behavioral-journet-assessment/] - - public:weinreich
behavior_change, design, strategy - 3 | id:1489286 -

From a process perspective, our task then becomes figuring out the optimal behavioral flow that reduces the friction between intentions and desired behaviors and stimulates progression through the journey – assuming at least a moderate interest in what is being offered by the organization.

[https://www.thebehavioralscientist.com/articles/behavior-market-fit-determines-product-market-fit] - - public:weinreich
behavior_change, design, product, target_audience - 4 | id:1489152 -

The fact of the matter is that each market/user group has its own particular set of situational and psychological differences that determine which behaviors will be adopted and which will never even be attempted. The job of every product team, whether they know it or not, is to make it as easy and delightful as possible for their target market/user group to perform a behavior that they find doable, useful, compelling, and enjoyable that also leads to an important business outcome for the company. If any of these things are missing, there is no Behavior Market Fit and the project and any associated products will be a failure.

[https://www.mdpi.com/2227-7080/10/6/110] - - public:weinreich
behavior_change, design, how_to - 3 | id:1484414 -

Nudging provides a way to gently influence people to change behavior towards a desired goal, e.g., by moving towards a healthier or more environmentally friendly lifestyle. Personalized and context-aware digital nudging (named smart nudging) can be a powerful tool for efficient nudging by tailoring nudges to the current situation of each individual user. However, designing smart nudges is challenging, as different users may need different supports to improve their behavior. Determining the next nudge for a specific user must be done based on the user’s current situation, abilities, and potential for improvement. In this paper, we focus on the challenge of designing the next nudge by presenting a novel classification of nudges that distinguishes between (i) nudges that are impossible for the user to follow, (ii) nudges that are unlikely to be followed, and (iii) probable nudges that the user can follow. The classification is tailored to individual users based on user profiles, current situations, and knowledge of previous behaviors. This paper describes steps in the nudge design process and a novel set of principles for designing smart nudges.

[https://www.bi.team/publications/explore/] - - public:weinreich
behavior_change, design, research - 3 | id:1484412 -

If you have ever been tasked with influencing a behaviour, you will know that it is critical to understand that behaviour in context. You need to understand the issues faced by the people affected. At BIT, we refer to the process of understanding behaviour in context as Exploring. Exploring is about discovering what people do and crucially why.

[https://www.jtbdtoolkit.com/jtbd-canvas] - - public:weinreich
behavior_change, design, research, target_audience - 4 | id:1484406 -

The JTBD Canvas 2.0 is a tool to help you scope out your JTBD landscape prior to conducting field research. It frames your field of inquiry and scopes of your innovation effort. Jobs to be done

[https://dl.acm.org/doi/abs/10.1145/3025453.3026003] - - public:weinreich
behavior_change, design, target_audience, theory - 4 | id:1484399 -

Personas are a widely used tool to keep real users in mind, while avoiding stereotypical thinking in the design process. Yet, creating personas can be challenging. Starting from Cooper's approach for constructing personas, this paper details how behavioral theory can contribute substantially to the development of personas. We describe a case study in which Self-Determination Theory (SDT) is used to develop five distinctive personas for the design of a digital coach for sustainable weight loss. We show how behavioral theories such as SDT can help to understand what genuinely drives and motivates users to sustainably change their behavior. In our study, we used SDT to prepare and analyze interviews with envisioned users of the coach and to create complex, yet engaging and highly realistic personas that make users' basic psychological needs explicit. The paper ends with a critical reflection on the use of behavioral theories to create personas, discussing both challenges and strengths.

[https://www.thelancet.com/pdfs/journals/lanplh/PIIS2542-5196(22)00336-9.pdf] - - public:weinreich
behavior_change, design, international - 3 | id:1484396 -

To do so, we propose a framework, which rearranges the 17 SDGs into five main categories to which concepts from behavioural and social scientists can relate: wellbeing, inclusivity, sufficiency, empowerment, and resilience (WISER; panel). The WISER framework can enable behavioural scientists to both design their interventions in a way that encompasses several SDGs, and to more clearly report and review how their interventions contribute to behavioural change towards SDGs, thus enhancing progress towards planetary health

[https://www.insidehook.com/daily_brief/health-and-fitness/what-is-nocebo-effect-fitness-tracking/amp] - - public:weinreich
behavior_change, design, ethics - 3 | id:1484395 -

But this deluge of information — in which you are naturally very invested — can also prove overwhelming and unhelpful. We’re big fans of brands like WHOOP and Oura, and regularly encourage readers to dig through Apple’s Health app…but you need to be honest with yourself. If fitness tracking is psychologically increasing your feelings of inadequacy and physically increasing your perception of pain, it’s not worth it. At the least, it’s going to torpedo your performance (at work, in workouts, etc.)

[https://www.linkedin.com/pulse/how-systems-thinking-compliments-behavioural-solving-slattery-phd/] - - public:weinreich
behavior_change, design, social_change, theory - 4 | id:1484388 -

In this short follow up post we explain how and why we combine systems thinking and behavioural approaches. We start by introducing the concepts of ‘systems’ and ‘systems thinking’ before explaining why Systems thinking is useful to combine with a behavioural approach.

[https://www.theresearchagency.com/insights/overcoming-unknown-six-behavioural-insights-help-manage-uncertainty?utm_campaign=2023_rebrand_redirect] - - public:weinreich
behavior_change, design, management - 3 | id:1484385 -

There are ways that we can overcome the unknown, the uncertain, and the ambiguous to help people feel more confident. The following behavioural insights are all practical examples of how to follow the four guiding stars of navigating uncertainty. Transparency Consistency Managing expectations Social proof

[https://customercentricllc.com/the-wheel-of-progress-overview] - - public:weinreich
behavior_change, design, research, theory - 4 | id:1484380 -

The Wheel of Progress® is a framework created by Eckhart Boehme and Peter Rochel leveraging jobs-to-be-done principles and methods to evaluate why customers “hire“ a given product or service to accomplish a Customer Job. Jobs to be done It provides a canvas to be used when conducting consumer research to evaluate the journey a customer takes from first thought to use of the solution (consumption/job satisfaction). In addition, it enables one to evaluate the four forces of progress at play (push, pull, habits, anxieties) in regards to 'switching behavior'. Finally, one is able to evaluate constraints (internal, external, time-based) that impact the customer journey.

[https://www.tandfonline.com/doi/full/10.1080/09544828.2023.2227933] - - public:weinreich
behavior_change, design, theory - 3 | id:1484373 -

Long-term behaviour change is essential to many societal and personal challenges, ranging from maintaining sustainable lifestyles to adherence to medical treatment. However, prior research has generally focused on interventions dealing with bounded, present-tense, and discretely measurable behaviour change problems, evaluated via relatively short-term trials. This has led to a skewed prioritisation of behaviour change techniques and left a critical gap in design guidance. Hence, there is an urgent need to (i) examine how behaviour change techniques can be abstractly prioritised and (ii) related to contextual, embodied interventions during long-term behavioural design. We address this need using a Delphi survey method with 12 international experts on behavioural intervention complemented by a reanalysis of over 100 real-world cases. This provides the basis for examining how experts prioritise the Behaviour Change Technique Taxonomy (BCTT) for the long-term, as well as how this corresponds to real-world long-term interventions. Based on this we provide essential, and as a first, guidance for long-term behavioural design as well as contributing to wider research on how to deal with the demands of long-term behaviour change.

[https://www.youtube.com/watch?v=KUOOHDMA2JI&t=2673s] - - public:weinreich
behavior_change, design, management, research, video - 5 | id:1420437 -

This is a map of subcultures within an organization (it's called a fitness landscape). It's built from stories told by the people in the organization. What can you do with it? Understand where the culture(s) are and request changes by saying I want “More stories like these...“ and “Fewer like those...“ Dave Snowden and The Cynefin Company (formerly Cognitive Edge) are offering impactful ways to visualize culture, and communicate direction in a manner that is customized to where each subculture is now and where their next best step is. Watch this video until 48:48 for more on the science and method (Link at 44:33) https://lnkd.in/emuAzp6E Stories collected using The Cynefin Co's Sensemaker tool.

[https://www.schwab.com/learn/story/power-do-overs-with-guests-jeff-ryan-marissa-sharif] - - public:weinreich
behavior_change, design, gaming - 3 | id:1385021 -

When you fail to reach a challenging goal, say, saving a certain amount of money each month or getting to the gym a certain number of times a week, it can be tempting to just give up on the plan entirely. But new research shows that building some flexibility into that plan can actually improve your chances of success. In this episode of Choiceology with Katy Milkman, we look at how mulligans, skip days, cheat meals, and get-out-of-jail free cards are important strategies for sticking to your long-term goals.

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