Designing for behaviour change

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Designing for behaviour change Phil Barrett Director Flow Interactive South Africa A few techniques

description

Behaviour change is the measurable outcome of good UX design. Here's a review of a few design techniques and processes to help UX designers to create sustainable behaviour change.

Transcript of Designing for behaviour change

Page 1: Designing for behaviour change

Designing for behaviour change

Phil Barrett Director Flow Interactive South Africa

A few techniques

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Flickr:Heather H

opkins/ClevergrrlFlickr:M

el/Karamellzucker

Flickr:Darren Tunnicliff/Đ

āżŦ {mostly absent}Flickrr: Etolane

Remove the negative posts: people post more positive stuff.

Facebook manipulated 689,003 users’ emotions for science

Flickr:quantum bunny

Remove the positive posts: people post more negative stuff.

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“I am worried about the ability of Facebook and others to manipulate people’s thoughts […]

If people are being thought-controlled in this kind of way, there needs to be protection and they at least need to know about it.

Jim Sheridan, MPMember of Commons Media Select committee

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Facebook’s real motives

Facebook wants you to use Facebook more.

Facebook always builds a user’s feed by compiling “the content they will find most relevant and engaging.”

Facebook has built a behaviour in users: Smartphone users check Facebook 14 times a day.

…keeping us on Facebook!

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Computers can change people’s behaviour

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…So can TV, Radio, Books, Speeches, Posters, Games, Smells, Conversations, Balloons…

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Behaviour-change is the measurable outcome of UX work

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“Behaviour is our medium.

Robert FabricantFrog Design

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Sustained behaviour change. Creating an itch that people want to keep on scratching

Hay D

ay: A great gam

e on facebook. Play it now!

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And what about in the real world?

Exercise more, eat better, save for retirement, recycle, use less electricity, volunteer to help a charity, spend more time with the kids…

Flickr: El Alvi/alvi2047

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MindbloomFitbit

Do these kinds of things work?A show of hands…

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What kinds of behaviour change can we hope to achieve?

What techniques can we use?

Flickr: Jack Keane/whatknot

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These are helping

Sebastian DeterdingCodingConduct.cc

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Get people to take an action

Exploit mental quirks to persuade

Build habits

Design a compelling behavioural plan

Cheat Flickr: Jack Keane/whatknot

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CONCEPT 1

Getting people to take action is hard

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“BJ Fogg,

Professor of Persuasive Tech Stanford University

Three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger.

Easy to doHard to do

Low motivation

High motivation

No action: Triggers fail here

Ability

Motivation

Action! Triggers succeed here

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Easy to doHard to do

Low motivation

High motivation

No action: Triggers fail here

Action! Triggers succeed here

Ability

Motivation

More compelling

Less effort

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Fogg’s motivation factors

Attain Avoid

Pleasure Pain

Hope Fear

Social acceptance Social rejection

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Even harder: Behaviour change funnel

Execute action

CUE

REACTION

EVALUATION

ABILITY

TIMING

Distractions

Distractions

Distractions

Distractions

Distractions

Doesn’t notice

Negative reaction

Cost > benefit

Can’t act

No urgency

CREATE action funnel

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CONCEPT 2

You can exploit mental quirks to get a more positive reaction

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“System 1” “System 2”

Automatic vs deliberate thinking

• Does the job properly but uses a lot of glucose. • Substitutes easy questions for hard ones

• Believes things that are easy to believe • Operates using habits

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System 2

System 1

Flickr: Thomas/Infidelic

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Exploiting system 1: some examples

§ Free stuff. People make irrational decisions when things are free.

§ Loss aversion: People are more motivated by avoiding a loss than by acquiring a similar gain. If the same choice is framed as a loss, rather than a gain, people will behave differently.

§ Ikea effect: We value things we have made more highly.

§ Social proof: Everyone else is doing it, so it must be a good thing.

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People behave strangely when things are free

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Framing a choice as a loss makes it less popular

Imagine that the US is preparing for the outbreak of a lethal flu, which is expected to kill 600 people. Choose a program to address the problem. !a) 200 people will be saved !b) 1/3rd chance that 600 people will be saved. 2/3rd chance that no people will be saved.

72%

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Framing a choice as a loss makes it less popular

Imagine that the US is preparing for the outbreak of a lethal flu, which is expected to kill 600 people. Choose a program to address the problem. !a) 400 people will die. !b) 1/3rd that no-one will die. 2/3rd chance that 600 people will die.

22%

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The IKEA effect.

With origami frogs.

They were hard to make and most people did a bad job.

How much would people bid for their own frogs?

And the frogs of others? And expert -made frogs?

Flickr: Todd Jordan/Tojosan

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We become attached to the things we make.

• Average bid for expert-made frog: 27¢

• Average bid for own frog: 23¢

• Average bid by someone else for that same frog: ¢5c

Flickr: Nanim

o

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What’s this one?

And this one?

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CONCEPT 3

For sustained behaviour change you need to create habits

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Habits let system 2 offload much of the day’s effort onto system 1.

Create a habit, and the action can be performed many times without conscious thought from the rider.

Flickr: Thomas/Infidelic

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Habit loop

Icons made by Icons8 from flaticon.com

Cue

Routine

Reward

triggers

provides

becomes associated with…

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Habit loop: key details

Cue must be clear, unambiguous, single-purpose.

User must be motivated and able to do the routine.

User must know about the reward, want it and get it immediately after the routine.

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Rewards

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“Promising a reward for an activity is tantamount to declaring that the activity is not worth doing for its own sake.

Remove the reward and the behaviour stops

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But in the commercial world, rewards don’t have to stop.

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Variable rewardVariability causes increased levels of dopamine, the neurotransmitter that drives us to search for rewards.

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Types of reward

TribeHunt Self

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Old habits never die. But sometimes you can get past them.

• Avoid the cue

• Replace the routine

• Get people to think about the habit

• Mindfulness

• Crowd out the old habit with new behaviour

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CONCEPT 4

Design a behaviour plan that helps people build ability and stay motivated

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Behavioural plan*

Get shoes Decide route Set date 1st run!

Expensive Not sure of right distance

Feels unfamiliar Can’t commit

Might forget or chicken out

*AKA Customer journey

Run!

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Behavioural plan*

Get shoes Decide route Set date 1st run!

Expensive Not sure of right distance

Feels unfamiliar Can’t commit

Might forget or chicken out

*AKA Customer journey

Run!

Suggest distance Suggest route Social proof

Social proof Behavioural bridge

Reminder Commitment contract Target/goal Social proof Behavioural bridge

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Learn from game design!

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We don’t need no stinkin’ badgesAdding points and badges does not make a bad game fun.

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7 principles of good games

• Clear, worthwhile goal

• Clear, bite-sized actions and choices

• Clear action-goal relations

• Clear status

• Lots of positive feedback

• Scaffolded challenges

• Social comparison

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Ingredients for a state of Flow

• Clear goal: You know what you’re trying to achieve • Rapid Feedback: Visibility of distance to go and of motion

towards the goal • Challenge/mastery: You have to play better over time if you

want to win

Skills

Challenge

Anxiety

BoredomFlow

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A state of “Flow”

• Optimal performance

• Intense focus and concentration

• Time flies by

• Feels good

Mihaly Csikszentmihalyi Author of Flow

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Epic meaning: Real or imaginary

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Epic meaning: Real or imaginary

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Epic meaning: Real or imaginary

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Lots of positive feedback

Peggle

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1 2 3 4 5 6 7 8 9 10

Scaffolded challenges

Small challenges building to bigger ones.

Social, hunt and intrinsic rewards.

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Like in Plants vs Zombies

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Make the behaviour more challenging, not the interface

Sebastian Deterding, Just add points?

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CONCEPT 5

Cheat

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Choice architecture

In some situations you can make a lasting impact by choosing a positive default and allowing people to opt out.

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“Employees did not have to spend time choosing a savings rate and an asset allocation; they could just tick a yes box for participation. As a result, participation rates jumped from 9 percent to 34 percent.

People really do want to join the plan, and if you dig a channel for them to slide down that removes the seemingly tiny barriers that are getting in their way, the results can be quite dramatic.”

Cheat for pension sign-up

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Cheat for organ donation

Austria Germany

99% registered donors 12% registered donors

Opt in on driving licence

application

Opt out on driving licence application

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Libertarian paternalism

In unfamiliar and complex situations where people often make the wrong choice, it’s best to make a choice for them but important to allow them the freedom to do what they want.

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To create sustained behaviour change!• Be realistic: it’s hard!

• Exploit mental quirks to persuade

• Build habits

• Design a compelling behavioural plan

• Cheat

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Thanks!Phil Barrett @philbuktoo @Flow_SA www.userexperience.co.za