Posts Tagged ‘design’

Behavior Design

Monday, December 20th, 2010

Behavior DesignThe best design solutions today change human behavior. Yet despite decades of research, challenges remain for people who design to influence.

First, “persuasion” seems a dirty word. It shouldn’t be. We should now embrace that we’re in the business of behavior change. Next problem: conceptual confusion. The landscape of persuasion can be disorienting, muddied by impractical theories and over-hyped techniques. Our new work provides a clear view of behavior change, including language that is simple yet accurate.

Behavior change is a step-by-step process. This explains why one-shot solutions rarely achieve outcomes that matter most. To help designers and researchers succeed more often, my Stanford lab has created the “Behavior Wizard,” which maps routes to the 15 ways behavior can change.

What Matters in Behavior Design

1. We humans are lazy. BJ Fogg has mapped out the six elements of simplicity that account for this reality. With this new insight, we can pinpoint why many designs fail to achieve results. Simplicity matters more than motivation when it comes to influencing people.

2. Hot triggers change people. Many people would argue that information matters most when designing for behavior change. Not so. Hot triggers are the most powerful element in changing behavior.

3. Daily habits are powerful. In fact, daily habits are the most powerful of all behaviors. While technology can help people create good habits most attempts fail. Why? Few designers understand the psychology of long-term behavior change. We know what it takes to create a habit – in yourself, a customer, your dog.

Designing for behavior change via social and mobile tech is new, with no leading books or conferences to provide guidance. Our goal is to explain human nature clearly and map those insights onto the emerging opportunities in technology.

Behavior Design Project Team

The following people have contributed their time and energy to this project.

Behavior Wizard

Friday, December 3rd, 2010

The Behavior Wizard is a method for matching target behaviors with solutions for achieving those behaviors. It is a systematic way of thinking about behavior change. The Behavior Wizard expands the Behavior Grid and the Behavior Model by combining our best work into one easy-to-use solution.

Behavior Grid

Fogg Behavior Grid – 15 Ways Behavior Can Change

The Fogg Behavior Grid outlines 15 types of behavior as defined by BJ Fogg. The grid describes the ways behavior can change. Its purpose is to help people think more clearly about behavior change.

Each of the 15 behaviors types uses different psychology strategies and persuasive techniques. For example, the methods for persuading people to buy a book online (BlueDot Behavior) are different than getting people to quit smoking forever (BlackPath Behavior).

With this framework, people can refer to specific behaviors like a “PurpleSpan Behavior” or a “GrayPath Behavior.” For example one might say, “The Google Power meter focuses on a GrayPath behavior.” These new terms give precision.

But this innovation goes beyond identifying the 15 types of behavior change and giving them clear names. The model also propose that each behavior type has its own psychology. And this has practical value: Once you know how to achieve a GrayPath Behavior, you can use a similar strategy to achieve other GrayPath Behaviors (for example, getting people to watch less TV). In this way, the Behavior Grid can help designers and researchers work more effectively.

Fogg Behavior Model – What Causes Behavior Change?

The Fogg Behavior Model shows that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing.

Using the Fogg Behavior Model (FBM) as a guide, designers can identify what stops users from performing behaviors that designers seek. For example, if people are not performing a target behavior, such as rating hotels on a travel web site, the FBM helps designers see what psychological element is lacking.

The FBM also helps academics understand behavior change better. What was once a fuzzy mass of psychological theories now becomes organized and specific – and practical –when viewed through this model.

Purple Path Behavior Guide

The Behavior Wizard & Resource Guides

To make this approach to behavior change clearer and more useful, we created the Behavior Wizard and Resource Guides for each of the 15 types of behavior change. Each guide gave more examples, explained relevant theories, and highlighted real-world techniques for achieving the specific behavior type.

We felt that in the past, most designers and researchers guessed at solutions for changing behavior. And frankly we saw that most attempts failed. Rather than guessing at solutions, people who used our Resource Guides had clear guidance. The Behavior Wizard generated these Resource Guides, drawing on the ever-improving content our team created (it was like wikipedia for specific types of behavior change).

UPDATE

The Behavior Guides were created in 2010 and we are no longer updating or selling them.

There is still lots of useful information in these guides. If you’re interested in obtaining a specific guide, please email us (captology@stanford.edu) and let us know in which guide you’re interested and why. We may be able to share a copy with you.

Behavior Wizard Project Team

The following people have contributed their time and energy to this project.

BJ Fogg, Project Director
Jason Hreha, Project Lead
Robin Krieglstein, Web Developer
Kara Chanasyk, UX Designer
Gaj Krishna, Research Specialist
Gaju Bhat
Shuqiao Song

Visit www.behaviorwizard.org to learn more.

Video: BJ Fogg discusses Simplicity

Monday, November 22nd, 2010

In this video BJ Fogg discusses the six resources in his model of simplicity. They include: time, money, physical effort, brain cycles, social deviance and non-routine. Simplicity is a function of the scarcest resource at that moment.

(we’re trying to get the embed code to work properly — for now, we’re linking out to Vimeo for you to see the video)

Behavior Grid

Wednesday, November 17th, 2010

Behavior Grid

Not all behaviors are created alike.

There are 15 distinct behavior types as outlined on the Behavior Grid.

If you are a designer of health interventions, it’s important to know exactly what type of behavior you are designing for. Techniques may differ depending on the type of behavior “flavor”. The slideshare below explains the various behavior types and examples for each.

Examples of each Behavior Type

A Guide to the Behavior Grid

We find that people sometimes need a little help navigating the grid at first. If you want help determining your target behavior type, use the Behavior Wizard to guide you through the process. In addition, the lab has produced Behavior Guides for each of the behavior types, accessible after completing the Behavior Wizard.

Behavior Model

Wednesday, November 17th, 2010

Behavior Model

What Causes Behavior Change? My Behavior Model shows that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing. Learn more at www.behaviormodel.org

Behavior Model Paper

This paper presents a new model for understanding human behavior. In this model (FBM), behavior is a product of three factors: motivation, ability, and triggers, each of which has subcomponents. The FBM is useful in analysis and design of persuasive technologies.

Download the paper, A Behavior Model for Persuasive Design. (PDF)

Design for Impact

Saturday, November 21st, 2009

The Persuasive Tech Lab studies and practices persuasive design. We have seen the lack of a well-defined process for designing persuasive technologies. The resources on this page aim to change that. They include best practices for developing digital experiences that influence people and other critical tools for understanding how to design for persuasion successfully.