Designing for Behaviour Change

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Designing for Behaviour Change Dr. Anne Hsu School of Electronic Engineering and Computer Science Queen Mary University of London

description

Dr Anne Hsu's presentation on Behavioural Design to the London Gamifiers Meetup (http://www.meetup.com/gamifiers)

Transcript of Designing for Behaviour Change

Page 1: Designing for Behaviour Change

Designing for Behaviour Change

Dr. Anne Hsu

School of Electronic Engineering and Computer ScienceQueen Mary University of London

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Fundamental

Law of Behaviour

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We really just want two things

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More good feelings = rewards

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Fewer bad feelings = costs

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Most actions are choices (conscious or not)

Nothing

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action choice value =

rewards - costs

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Most actions are choices (conscious or not)

Nothing

+10

+5

+5

+3-3-5

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Most actions are choices (conscious or not)

Nothing

+10

+5

+5

+3-3-5

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Law of Behavioural Choice

• Actions with higher values are chosen

• Values change over time and context

• Immediate rewards and costs dominate

value of action = rewards - costs

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Costs:

Effort

Pain

Discomfort

Bad emotions

Embarrassment

Rewards:

Recognition

Pleasure

Comfort

Good emotions

Internal rewards and costs

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To increase a behaviour

• Increase rewards

• Decrease costs

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Fogg's behaviour design model

Rewards-Cost

Reducing cost of effort

Call to action

Fogg, http:behaviormodel.org

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Designing for needs and motivation

Maslow's Hierarchy

Physiology (hunger, thirst, sleep, etc.)

Safety/Security/Shelter/Health

Belongingness/Love/Friendship

Self-esteem/Recognition/Achievement

Self actualization

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Self Determination Theory (Deci)

Mastery

Autonomy

Connection

Used in game design

Designing for needs and motivation

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Behavioural Design Considerations

What is the motivational context of my technology?

-Rewards and Costs • Life context• Technology context• Different users (segmentation)• As a function of time

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Example: Travel sitePossible Rewards:

-Good deals

-Exploration/adventure

-Connection to friends and family

-Reconnect to self

Possible idea for enhancing rewards:

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Example: Travel sitePossible Rewards:

-Good deals

-Exploration/adventure

-Connection to friends and family

-Reconnect to self

Possible idea for enhancing rewards:

-Connect automatically to photo album, or trip-diary?

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Example: Travel sitePossible Rewards:

-Good deals

-Exploration/adventure

-Connection to friends and family

-Reconnect to self

Possible idea for enhancing reward:

-Connect automatically to photo album, or trip-diary?

User testing very important!

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-Clarity and simplicity of user actions

-Incremental steps in behaviour

-Onboarding in game design

Minimize effort

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Contact info:Anne Hsu

[email protected]