As noted here, common principles underlie and unify many key features of human behaviour. A quick guide - "SIMPLER" - articulates a set of common "nudges" that can be used to improve programme outcomes and efficiency: Social influence - e.g., persuade by referencing peers Implementation prompts - e.g., establish steps to desired action Mandated deadlines - e.g., make deadlines prominent Personalisation - e.g., use name, not generic greeting Loss aversion - e.g., emphasise losses, not just gains Ease - e.g., reduce steps in a process Reminders - e.g., use phone calls, texts, postcards
dopamine, cortisol, oxytocin, serotonin
neurochemicals of emotions - esp oxytocin
Great site overall for how to use mTurk for research
Lifestyle Gamification Case Stats and Figures OPower: reduced measurable energy consumption by over $100M Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53% Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank. The World’s Deepest Bin: 132% more trash collected compared to conventional bin Piano Stairs: 66% more of people use the stairs, if they can produce music with it Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed Toilette Seat: 44% of increase in lifting the toilet seat when urinating Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year Recycle Bank grew a community of 4 million members by providing a gamified recycling platform. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%
https://www.k4health.org/resources/making-content-meaningful-guide-adapting-existing-global-health-content-different
Summary: Overreliance on narrative details and assumptions about cause-and-effect explanations can lead to errors in judgment by UX practitioners.
Summary: Design for each channel’s unique strengths and role in the customer journey to create usable context-specific experiences.