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Page 1: Designing Behaviour Change Toolkit – A Guide to Using … · 2017-11-07 · People confuse actual dollar amounts with the buying power of dollars. MONEY ILLUSION. MONEY ILLUSION

Designing for Behaviour Change

toolkit.bridgeable.comPassword: BEXSD

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Behaviour Change Framework - Cheat Cards

This card deck contains:

BE Principles Cards

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Behaviour Change Framework - Cheat Cards

1. Current State2. Ideal Future State3. BE Principles4. Design Implications5. Ideation

The Behaviour Change Framework has 5 stages. Review the cheat cards for instructions on working through each stage. Assemble the cards as illustrated below to create a mini cheat sheet:

13 4 5

2

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FRAMEWORK CHEAT CARDS

13 4 5

2

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Define whose behaviour you want to change:

What key decisions do you want to influence:

What are the current outcomes of the user’s decisions:

1. CURRENT STATEFRAMEWORK CHEAT CARDS

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FRAMEWORK CHEAT CARDS

Current State

1

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Anchor your project’s strategic intention with a ‘How might we’ statement that sums up the primary goal:

Define what an Ideal Future State would look like if users adopted the behaviour changes you hope to see. What new outcomes would result from these behaviour changes. A good format is from the end-user’s perspective: “Now I (new behaviour), so that (new outcome)”.

2. IDEAL FUTURE STATEFRAMEWORK CHEAT CARDS

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FRAMEWORK CHEAT CARDS

Ideal Future State

2

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UNDERSTANDING & OPTIMIZING

Identify BE Principles that might be causing the Current State behaviour:

Identify BE Principles that you think could help nudge users towards the Future State:

DEVELOPING NEW FEATURES

3. BE PRINCIPLESFRAMEWORK CHEAT CARDS

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FRAMEWORK CHEAT CARDS

BE Principles

3

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UNDERSTANDING & OPTIMIZING

DEVELOPING NEW FEATURES

Develop Design Implications or rules to combat or leverage each BE principle you selected:

Develop Design Implications or rules to leverage each BE principle you selected. The goal is to take each BE principle, extract the insight, and create guidelines for what this might mean in a design context:

4. DESIGN IMPLICATIONSFRAMEWORK CHEAT CARDS

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FRAMEWORK CHEAT CARDS

Design Implications

4

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DEVELOPING NEW FEATURES

Ideate ways to optimize your product or service’s features based on your Design Implications. The goal is to use your Design Implications to help you come up with new ideas that nudge users towards the Future State:

Ideate new features for your product or service based on the Design Implications. The goal is to use your Design Implications to help you come up with new ideas that nudge users towards the Future State:

UNDERSTANDING & OPTIMIZING

5. IDEATIONFRAMEWORK CHEAT CARDS

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FRAMEWORK CHEAT CARDS

Ideation

5

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BE Principles

The following set of BE Principle cards was created and kindly distributed by the Center for Advanced Hindsight.

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>>> Tarot Deck

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The first fact, number, or figure a person hears will

bias their judgements and decisions down the line.

ANCHORING

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ANCHORING

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People give undue weight to what easily

comes to mind: often vivid memories or recent

events.

AVAILABILITY BIAS

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AVAILABILITY BIAS

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People analyze and search for information in ways that support their

current ideas.

CONFIRMATION BIAS

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CONFIRMATION BIAS

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When given many options, people make the

easiest choice, which is often no choice at all.

DECISION PARALYSIS

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DECISION PARALYSIS

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People pick the easiest option to avoid complex decisions. Defaults provide a cognitive

shortcut and signal what people are supposed to do.

DEFAULT BIAS

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DEFAULT BIAS

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People have a habit of holding on to poor investments

too long and selling good investments too soon.

DISPOSITION EFFECT

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DISPOSITION EFFECT

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The ability to make good decisions is a limited resource that can be drained by both

decision overload and external fatigue.

EGO DEPLETION

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EGO DEPLETION

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People overvalue what they own.

ENDOWMENT EFFECT

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ENDOWMENT EFFECT

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People like to play games! They will go to great lengths playing a game even if all

they get are points.

GAMIFICATION

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GAMIFICATION

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People will work harder to achieve a goal as the

goal gets closer.

GOAL GRADIENT

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GOAL GRADIENT

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People tend to do what others are doing.

HERDING

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HERDING

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People put an unrealistically high value on the here and now and an unrealistically

low value on the future.

HYPERBOLIC DISCOUNTING

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HYPERBOLIC DISCOUNTING

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People are more likely to do something when they

specify how, when, and where they will do it.

IMPLEMENTATION INTENTIONS

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IMPLEMENTATION INTENTIONS

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People have a hard time delaying gratification.

LACK OF SELF-CONTROL

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LACK OF SELF-CONTROL

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People react to losses more strongly than gains and they try to prevent

losses more than they try to make gains.

LOSS AVERSION

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LOSS AVERSION

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People categorize and spend money differently depending on where it came from and

where it is going.

MENTAL ACCOUNTING

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MENTAL ACCOUNTING

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People confuse actual dollar amounts with the buying

power of dollars.

MONEY ILLUSION

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MONEY ILLUSION

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People consider harmful actions as worse than equally

harmful inactions.

OMISSION BIAS

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OMISSION BIAS

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People tend to ignore what they give up when they

make decisions.

OPPORTUNITY COST NEGLECT

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OPPORTUNITY COST NEGLECT

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People who are worried they have fallen off track don’t want to know how

they’re doing.

OSTRICH EFFECT

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OSTRICH EFFECT

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Everyone believes they are right and everyone believes

they are above average.

OVERCONFIDENCE

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OVERCONFIDENCE

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Some purchases – such as incremental payments or

paying with cash – are more painful than others, so people

will avoid them.

PAIN OF PAYING

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PAIN OF PAYING

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People place a greater value on services

and products if they can see the amount of effort put

into them.

PAYMENT FOR EFFORT

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PAYMENT FOR EFFORT

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When planning, people underestimate the resources needed to meet their goals

(such as time or level of commitment).

PLANNING FALLACY

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PLANNING FALLACY

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A price of zero is psychologically much more

attractive than any other price, no matter how low.

POWER OF FREE

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POWER OF FREE

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People have an inherent desire to help those who

have helped them in some way.

RECIPROCITY

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RECIPROCITY

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Satisfaction depends both on actual outcomes and ideas about what could

have happened.

REGRET & COUNTERFACTUALS

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REGRET & COUNTERFACTUALS

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People evaluate options by comparing them to what

else is around.

RELATIVITY

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RELATIVITY

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Immediate rewards, which appeal to people’s impulsive

nature, can be used to motivate behaviors that are

beneficial in the long run.

REWARD SUBSTITUTION

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REWARD SUBSTITUTION

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People who lack a resource, such as money, time or

calories, tend to tunnel in on the scarce resource and

carry a larger cognitive load.

SCARCITY MINDSET

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SCARCITY MINDSET

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People are very committed to keeping things the way

that they are.

STATUS QUO BIAS

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STATUS QUO BIAS

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When faced with an emergency, people can

only focus on the emergency.

TUNNELING

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TUNNELING

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When people actively commit to a goal, they are

more likely to achieve it.

PRE-COMMITMENT

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PRE-COMMITMENT

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People give up on their goal once they’ve

fallen off track.

WHAT-THE-HELL EFFECT

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WHAT-THE-HELL EFFECT

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People repeat behaviors that are rewarded,

regardless of whether those behaviors lead to success.

YOU ARE WHAT YOU MEASURE

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YOU ARE WHAT YOU MEASURE

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We overestimate the probability of “things going

right for us” and underestimate the probability of “things going

wrong for us.”

OPTIMISM BIAS

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OPTIMISM BIAS

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It is easier for people to substitute a similar behavior

than to eliminate an entrenched one.

SUBSTITUTION

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SUBSTITUTION

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People want to be like everyone else and are

heavily influenced by what they perceive everyone else

is doing.

SOCIAL PROOF

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SOCIAL PROOF

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One identifiable individual, who is described in great

detail, evokes deeper emotions and sympathy

than does a large group of anonymous individuals.

IDENTIFIABLE VICTIM EFFECT

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IDENTIFIABLE VICTIM EFFECT

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People can be deterred from taking action by

seemingly small barriers.

FRICTION COSTS

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FRICTION COSTS

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People behave in ways that reinforce the type of person they believe themselves to be, even if no one else is

around to witness it.

SELF-SIGNALING

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SELF-SIGNALING

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People make decisions by asking themselves what they did last time and assume that what they already did must

have been a good idea.

SELF-HERDING

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SELF-HERDING

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Password: BEXSD

Download the Designing for Behaviour Change Toolkit at

toolkit.bridgeable.com

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