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

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

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Page 1: Designing for Behaviour Change

Designing for Behaviour Change

Dr. Anne Hsu

School of Electronic Engineering and Computer ScienceQueen Mary University of London

Page 2: Designing for Behaviour Change

Fundamental

Law of Behaviour

Page 3: Designing for Behaviour Change

3

We really just want two things

Page 4: Designing for Behaviour Change

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More good feelings = rewards

Page 5: Designing for Behaviour Change

5

Fewer bad feelings = costs

Page 6: Designing for Behaviour Change

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Most actions are choices (conscious or not)

Nothing

Page 7: Designing for Behaviour Change

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action choice value =

rewards - costs

Page 8: Designing for Behaviour Change

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Most actions are choices (conscious or not)

Nothing

+10

+5

+5

+3-3-5

Page 9: Designing for Behaviour Change

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Most actions are choices (conscious or not)

Nothing

+10

+5

+5

+3-3-5

Page 10: Designing for Behaviour Change

10

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

Page 11: Designing for Behaviour Change

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Costs:

Effort

Pain

Discomfort

Bad emotions

Embarrassment

Rewards:

Recognition

Pleasure

Comfort

Good emotions

Internal rewards and costs

Page 12: Designing for Behaviour Change

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To increase a behaviour

• Increase rewards

• Decrease costs

Page 13: Designing for Behaviour Change

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Fogg's behaviour design model

Rewards-Cost

Reducing cost of effort

Call to action

Fogg, http:behaviormodel.org

Page 14: Designing for Behaviour Change

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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

Page 15: Designing for Behaviour Change

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Self Determination Theory (Deci)

Mastery

Autonomy

Connection

Used in game design

Designing for needs and motivation

Page 16: Designing for Behaviour Change

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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:

Page 18: Designing for Behaviour Change

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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?

Page 19: Designing for Behaviour Change

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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!

Page 20: Designing for Behaviour Change

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-Clarity and simplicity of user actions

-Incremental steps in behaviour

-Onboarding in game design

Minimize effort

Page 21: Designing for Behaviour Change

Contact info:Anne Hsu

[email protected]