ARTICLE

Behaviour Change Design

A summary of Stephen Wendel's book, Designing for Behaviour Change.

What it isn’t

Designing for Behaviour Change and the associated methods of this philosophy are not intended to be used as a way to coerce customers into buying something they do not want, or performing any action that they don't already want to perform.

WHAT IT IS

Creating products that will support an action people aspire to but have had difficulty taking.

There are two big groups of behaviours that fit this criteria:


Behaviours that users want to change within their daily lives

Behaviours within the product itself that are part of using the product

Designing for Behaviour Change is about getting a customer through the practical, mental and emotional hurdles that they face when trying to perform a function.

This includes:

Behaviour change is the measurable outcome of good UX design.

Designing for behaviour change integrates behavioural research, pragmatic product development, and rigorous data analysis.

In order to make behaviourally effective products, you need three things:

the process

Understand how the mind decides to act and what that means for behavior change

Discover the right behaviors to change, given your goals and your users’ goals

Design the product itself around that behavior

Refine the product’s impact based on careful measurement and analysis

Understand

Cue
Something needs to cue the person to think about acting. Why would your users think about running? Maybe a push notification, an SMS invite from a friend, or an ad on TV.

Reaction
The mind automatically reacts intuitively and emotionally. What do your users think about running? For some, it’s great; for others it’s new and strange, or embarrassing to be out of shape.

Evaluation
With conscious awareness, the mind does a quick cost-benefit analysis. How hard will the action be to take, what’s the action’s value for the user, what are other alternatives, etc.? For some users, running is a net negative (maybe it aggravates a knee condition) and for others, positive.

Ability
The person must actually be able to act and know it. The person must know logistically what to do, have the resources to do it, and not be dissuaded by an assumption of failure. Some users may not have running shoes, for others it’s raining outside: they can’t run even though they want to.

Time pressure
The person needs to have a reason to act now, rather than doing something else that is more urgent. The user may want to run, but is busy doing something else.

Execution
If all of the above are in place, then a person can execute the action.

The Elephant and the Rider

“the elephant is our immensely powerful but uncritical, intuitive self. The rider is our conscious self, trying to direct the elephant where to go. The rider thinks it’s always in charge, but it’s the elephant doing the work; if the elephant disagrees with the rider, the elephant usually wins.”

Discover

Define the Outcome:
Make sure it’s observable. Avoid states of mind like “knowing how to eat healthy” that fall short of the outcome you really care about. E.g. Weight loss.

Identify the Actor:
Who is your target market? The clinically obese? Active 20-25 year olds? Be specific as possible. E.g. Sedentary office workers in New York City.

Select the Action:
Brainstorm at least 5 very different ideas about what action your actors can take that will meet the outcome (for example: healthier eating, a diet pill, gastric bypass, exercise). Then, evaluate according to four criteria:

4 factors in evaluating an action idea

Impact
How well will the action actually achieve the target outcome?

Ease
How difficult is it for the user to take that action?

Cost
How costly will it be for you to build a product supporting that action?

Fit
Does the action make sense for the company’s larger goals and culture?

Persuading people through technology is the next social revolution. Facebook demonstrates just how powerful it will be.- BJ Fogg

“Often these behaviors relate to big-picture social issues, like health and wellness. When we design products that support these behaviors, we help the individual and impact our society at the same time.”

Discovery Phase: Deliverables

Design

Structure the action

Construct the environment

Prepare the user

Design Phase: Deliverables

BEHAVIOUR PLAN

Accurate
It actually measures the outcome you want to measure.

Reliable
If you measure the exact same thing more than once, you’ll get the exact same result.

Rapid
You can quickly tell what the value of the metric is. Rapidness encourages repeated measurement, and makes it easier to see if a change in the product was effective.

Responsive
The metric should quickly reflect changes in user behavior. If you have to wait a month until you can measure the impact of a change (even if it only takes a minute to measure it; i.e., even if it is rapid), that’s 29 days wasted that you could have been learning and improving the product.

Sensitive
You can tell when small changes in the outcome and behavior have occurred. For the developers among you: floating-point values are great; Booleans are not.

Cheap
Measuring the outcome multiple times shouldn’t be costly for the organization or it will shy away from measuring the impact of individual changes to the product and have difficulty improving it.

Refine

A few things you need to have a successful experiment

6 Factors in measuring impact…

Accurate
It actually measures the outcome you want to measure.

Reliable
If you measure the exact same thing more than once, you’ll get the exact same result.

Rapid
You can quickly tell what the value of the metric is. Rapidness encourages repeated measurement, and makes it easier to see if a change in the product was effective.

Responsive
The metric should quickly reflect changes in user behavior. If you have to wait a month until you can measure the impact of a change (even if it only takes a minute to measure it; i.e., even if it is rapid), that’s 29 days wasted that you could have been learning and improving the product.

Sensitive
You can tell when small changes in the outcome and behavior have occurred. For the developers among you: floating-point values are great; Booleans are not.

Cheap
Measuring the outcome multiple times shouldn’t be costly for the organization or it will shy away from measuring the impact of individual changes to the product and have difficulty improving it.

How do measure the success of an action?

Define two metrics that say how you’ll measure the product’s target outcome and target action.

PLAN A
If the outcome and action are within the application, great. Measure them directly.

PLAN B
If not, try to find creative ways to get that data from someone else or build it into your application.

PLAN C
If both of those fail, you’ll need to build a model of how behavior with the product affects the outcome and action: a data bridge.

Designing for Behaviour ChangeApplying psychology and behavioral economics

Steven Wendel
Forward by BJ Fogg

https://amzn.to/2ozHPYp

HookedHow to build habit forming product
By Nir Eyal
with Ryan Hoover
https://amzn.to/333MSiR

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