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Designing the Behavior Change
    frog design internal presentation


                October, 22nd 2010
Since September 19th, 2010

      Workouts: 13

    Duration: 10:01:24

       Km: 109.21

 Average pace: 5’30”/km

  Calories burned: 9956



                             2
The equivalent of 18.43 Big Macs².




Designing the Behavior Change Internal Presentation                       © 2010 frog design. confidential & proprietary.   3
Since September 19th, 2010

  My farthest run: 12.280 km

    My fastest mile: 8’10”

   My fastest 5 km: 26’09”

   My fastest 10 km: 53’26”

The day I run must is: Thursday



                                  4
5
1. Record runs
2.Gather feedback
3.Change behavior
Why does this
matter?
Aging population
By 2050, there will be more than
2 billion people aged 60 or over³.
Growing incidence of
     chronic diseases
Nearly 50% of US population by 2030⁴.
Growing costs of healthcare
2.300 billion dollars a year in the US only⁵.
Healthcare
needs to be
reframed.
Hugh Dubberly, Reframing Health⁶

                                                      Traditional                       Emerging
                                                      healthcare frame                  self-management frame
            Scope                                     Relieve acute conditions now.     Maintain well-being over a lifetime.


            Approach                                  Intervention; treatment           Prevention; healthy living
                                                      Expert directed                   Self-management
                                                      Apply standards of care           Measure, assess, and adjust; iterate
                                                      Lengthy regulatory pre-approval   Learn and adapt as you go

            Subject                                   Symptoms and test results         Whole person, seen in context


            Response                                  Prescribe medication              Improve behavior, environment


            Relies on                                 Medical establishment             Individuals, family and friends
                                                      Social networks, others like me
            HCP as                                    Authority, expert                 Coach, assistant
                                                      Dispensing knowledge              Learning from patients
            Patient as                                Helpless, childlike               Responsible adult
                                                      Taking orders                     Setting goals; testing hunches
            Relationship                              Asymmetric, one way               Symmetric, reciprocal
                                                      Command and control               Discussion and collaboration
            Records                                   HCP’s notes of visit              Patient’s notes, data from sensors
                                                      Sporadic                          Continuously collected
                                                      Dispersed between o ces           Connected; aggregated
                                                      Managed by HCP                    Controlled by patient

Designing the Behavior Change Internal Presentation                                           © 2010 frog design. confidential & proprietary.
Proteus, Ingestible Event Markers (IEMs)
Dexcom, Seven+
                                                             Adidas, micoach




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   15
Fitbit, fitbit tracker
Adidas, micoach




                        16
Philips, micoach
                                                             Adidas, directlife




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   17
Adidas, micoach




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   18
Yamaha, Bodibeat




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   19
Zeo sleepcoach
record




                                                                                            process

                                                                                 me



                                                                             feedback




                                                                            data sharing




          family & friends              social networks           specialized communities    upcoming             traditional              government
                                                                                               HCPs                  HCPs

                                                      end-users                                         HCPs                                institutions



Designing the Behavior Change Internal Presentation                                                     © 2010 frog design. confidential & proprietary.     21
record




                                                                  behavior
                                                                                             process
                                                                   change

                                                                                  me



                                                                              feedback




                                                              support        data sharing




          family & friends              social networks            specialized communities    upcoming             traditional              government
                                                                                                HCPs                  HCPs

                                                      end-users                                          HCPs                                institutions



Designing the Behavior Change Internal Presentation                                                      © 2010 frog design. confidential & proprietary.     22
Behavior can change
in 15 ways.
BJ Fogg, Behavior Grid⁷




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   24
BJ Fogg, 2010




“Put hot triggers
in the path of
motivated people.”
BJ Fogg, Behavior Model⁸


                                                                                                                                    Trigger
                        High Core motivators
                             pleasure/pain
                             hope/fear
                             social acceptance/rejection
                                                                                                                     ior
                                                                                                                h av
                                                                                                              be
                                                                                                         et
                     Motivation


                                                                                                     a rg
                                                                                                 t
                                                                                            rm
                                                                                     e  rfo
                                                                                    p
                                                                                 to
                                                                              ss
                                                                         li ne
                                                                        e
                                                                   g lik
                                                                in
                                                              as
                                                            re
                                                      inc


                                                                                                      Simplicity factors
                                                                                time, money, physical e ort, brain cycles,
                         Low                                                                 social deviance, non routine
                                   Low                                                                                                        High

                                                                            Ability

Designing the Behavior Change Internal Presentation                                                                        © 2010 frog design. confidential & proprietary.   26
BJ Fogg, Behavior Model⁸


                                                                                  Trigger (signal)
                        High Core motivators
                             pleasure/pain
                             hope/fear
                             social acceptance/rejection
                                                                                      Wake-up
                     Motivation




                                                                                  Simplicity factors
                                                            time, money, physical e ort, brain cycles,
                         Low                                             social deviance, non routine
                                   Low                                                                  High

                                                           Ability

Designing the Behavior Change Internal Presentation                                  © 2010 frog design. confidential & proprietary.   27
BJ Fogg, Behavior Model⁸


                                                                                   Trigger (facilitator)
                        High Core motivators
                             pleasure/pain
                             hope/fear
                             social acceptance/rejection

                                                           Accept an invitation
                     Motivation


                                                              on Linked-in




                                                                                       Simplicity factors
                                                                 time, money, physical e ort, brain cycles,
                         Low                                                  social deviance, non routine
                                   Low                                                                       High

                                                              Ability

Designing the Behavior Change Internal Presentation                                       © 2010 frog design. confidential & proprietary.   28
BJ Fogg, Behavior Model⁸


                                                                                  Trigger (spark)
                        High Core motivators
                             pleasure/pain
                             hope/fear
                             social acceptance/rejection
                     Motivation




                                                                          Run faster




                                                                                  Simplicity factors
                                                            time, money, physical e ort, brain cycles,
                         Low                                             social deviance, non routine
                                   Low                                                                    High

                                                           Ability

Designing the Behavior Change Internal Presentation                                    © 2010 frog design. confidential & proprietary.   29
Motivating people
is hard.
BJ Fogg, Behavior Model⁸




                     Pleasure/Pain
                     Hope/Fear
                     Social acceptance/
                     rejection

Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   31
Nike, Nike+ Challenge
Mint.com, Spendspace
Need motivation                                                             Self-motivated



                                           Triggers come                      External Cues
                                                     from
                                                                                                                                Internal Cues
                                                                                        From somebody
                                I change                       From a stranger
                                                                                            I care
                                my behavior for
 Individualist
                                                               “You should lose       “Dad, you should lose
                                               Me                                                                         “I must lose weight.”
                                                                   weight.”                  weight.”



                                                               “You should lose       “Dad, you should lose
                                                                                                                          “I must lose weight. I
                                   Somebody I care            weight. You owe it to    weight. You owe it to
                                                                                                                         owe it to my children.”
                                                                your children.”                me.”


                                                               “You should lose       “Dad, you should lose
                                                                                                                          “I must lose weight. I
                                         Everybody            weight. You owe it to    weight. You owe it to
                                                                                                                          owe it to the others.”
                                                                  the others.”             the others.”
      Altruistic




Designing the Behavior Change Internal Presentation                                             © 2010 frog design. confidential & proprietary.       34
Motivating people
a ected by a disease
can be much harder.
HopeLab, Re-Mission
HopeLab, Re-Mission
Bayer, Didget




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   38
What if we turned
our lives into a game?
(and maybe set
its rules)
Nintendo, Wii-fit
Ubisoft, YourShape
Ubisoft, YourShape (Kinect)
Runkeeper




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.   43
Healthmonth
Games explaining reality                                                              Real-life games




Designing the Behavior Change Internal Presentation   © 2010 frog design. confidential & proprietary.
Well designed games
are fun to play
because they keep us
in the flow.
Mihaly Csikszentmihalyi, Flow


                                                                             Objective

                        High
                                         Frustrating experience.


                                          anxiety
                     Challenge




                                                                                   Boring experience.
                                         Ideal experience.



                                                                           boredom




                         Low
                                   Low
                                                             Skills/Time                      High




Designing the Behavior Change Internal Presentation                        © 2010 frog design. confidential & proprietary.   47
Jesse Schell, 2010


                                                                                                  Objective
                                                 “A very last e ort: run 20 km in the                                             “I wanna lose

                        High
                                                 next 7 days AND give up on all the fried
                                                 AND sweet food”
                                                                                              5                                   10kg in 3 months”



                               anxiety
            “It’s time to go back to work again!
           What about running 15 km in the next 7
           days AND give up on all the fried                              3
                     Challenge


                                                                                            “Great! You can now rest for the
           food?”                                                                           whole weekend and eat whatever
                                                                                     4      you want as long as you don’t exceed
                                                                                            2000 daily kcal”

“Run 10 km in the next
7 days”
                                                      1                                           boredom

                                                              2        “Well done! Choose how to train for
                                                                       the rest of the week as long as you
                                                                       burn at least 500 Kcal”

                         Low
                                   Low
                                                                  Skills/Time                                      High




Designing the Behavior Change Internal Presentation                                             © 2010 frog design. confidential & proprietary.    48
1. Running can be fun.
2. Awareness and behavior
   change can make us
   healthier.
3. Getting motivated is hard.
4. Games motivate us because
   they keep us in the flow.
Questions?
@giorgiobaresi

                                                         #gamification

                                                  giorgio.baresi@frogdesign.com




Designing the Behavior Change Internal Presentation                       © 2010 frog design. confidential & proprietary.   51
Sources
1. Cover image: http://www.flickr.com/photos/kk/133689335/

2. Source: http://en.wikipedia.org/wiki/Big_Mac

3. Source: http://visualization.geblogs.com/visualization/aging/

4. Source: http://www.fightchronicdisease.org/pdfs/ChronicDiseaseFactSheet.pdf

5. Source: http://bit.ly/bDy358

6. Source: http://www.dubberly.com/articles/reframing-health.html

7. Source: http://behaviorgrid.org/

8. Source: http://behaviormodel.org/




Designing the Behavior Change Internal Presentation                        © 2010 frog design. confidential & proprietary.   52
Designing the behavior change

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Designing the behavior change

  • 1. Designing the Behavior Change frog design internal presentation October, 22nd 2010
  • 2. Since September 19th, 2010 Workouts: 13 Duration: 10:01:24 Km: 109.21 Average pace: 5’30”/km Calories burned: 9956 2
  • 3. The equivalent of 18.43 Big Macs². Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 3
  • 4. Since September 19th, 2010 My farthest run: 12.280 km My fastest mile: 8’10” My fastest 5 km: 26’09” My fastest 10 km: 53’26” The day I run must is: Thursday 4
  • 5. 5
  • 6.
  • 7. 1. Record runs 2.Gather feedback 3.Change behavior
  • 9. Aging population By 2050, there will be more than 2 billion people aged 60 or over³.
  • 10. Growing incidence of chronic diseases Nearly 50% of US population by 2030⁴.
  • 11. Growing costs of healthcare 2.300 billion dollars a year in the US only⁵.
  • 13. Hugh Dubberly, Reframing Health⁶ Traditional Emerging healthcare frame self-management frame Scope Relieve acute conditions now. Maintain well-being over a lifetime. Approach Intervention; treatment Prevention; healthy living Expert directed Self-management Apply standards of care Measure, assess, and adjust; iterate Lengthy regulatory pre-approval Learn and adapt as you go Subject Symptoms and test results Whole person, seen in context Response Prescribe medication Improve behavior, environment Relies on Medical establishment Individuals, family and friends Social networks, others like me HCP as Authority, expert Coach, assistant Dispensing knowledge Learning from patients Patient as Helpless, childlike Responsible adult Taking orders Setting goals; testing hunches Relationship Asymmetric, one way Symmetric, reciprocal Command and control Discussion and collaboration Records HCP’s notes of visit Patient’s notes, data from sensors Sporadic Continuously collected Dispersed between o ces Connected; aggregated Managed by HCP Controlled by patient Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary.
  • 14. Proteus, Ingestible Event Markers (IEMs)
  • 15. Dexcom, Seven+ Adidas, micoach Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 15
  • 17. Philips, micoach Adidas, directlife Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 17
  • 18. Adidas, micoach Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 18
  • 19. Yamaha, Bodibeat Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 19
  • 21. record process me feedback data sharing family & friends social networks specialized communities upcoming traditional government HCPs HCPs end-users HCPs institutions Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 21
  • 22. record behavior process change me feedback support data sharing family & friends social networks specialized communities upcoming traditional government HCPs HCPs end-users HCPs institutions Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 22
  • 24. BJ Fogg, Behavior Grid⁷ Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 24
  • 25. BJ Fogg, 2010 “Put hot triggers in the path of motivated people.”
  • 26. BJ Fogg, Behavior Model⁸ Trigger High Core motivators pleasure/pain hope/fear social acceptance/rejection ior h av be et Motivation a rg t rm e rfo p to ss li ne e g lik in as re inc Simplicity factors time, money, physical e ort, brain cycles, Low social deviance, non routine Low High Ability Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 26
  • 27. BJ Fogg, Behavior Model⁸ Trigger (signal) High Core motivators pleasure/pain hope/fear social acceptance/rejection Wake-up Motivation Simplicity factors time, money, physical e ort, brain cycles, Low social deviance, non routine Low High Ability Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 27
  • 28. BJ Fogg, Behavior Model⁸ Trigger (facilitator) High Core motivators pleasure/pain hope/fear social acceptance/rejection Accept an invitation Motivation on Linked-in Simplicity factors time, money, physical e ort, brain cycles, Low social deviance, non routine Low High Ability Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 28
  • 29. BJ Fogg, Behavior Model⁸ Trigger (spark) High Core motivators pleasure/pain hope/fear social acceptance/rejection Motivation Run faster Simplicity factors time, money, physical e ort, brain cycles, Low social deviance, non routine Low High Ability Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 29
  • 31. BJ Fogg, Behavior Model⁸ Pleasure/Pain Hope/Fear Social acceptance/ rejection Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 31
  • 34. Need motivation Self-motivated Triggers come External Cues from Internal Cues From somebody I change From a stranger I care my behavior for Individualist “You should lose “Dad, you should lose Me “I must lose weight.” weight.” weight.” “You should lose “Dad, you should lose “I must lose weight. I Somebody I care weight. You owe it to weight. You owe it to owe it to my children.” your children.” me.” “You should lose “Dad, you should lose “I must lose weight. I Everybody weight. You owe it to weight. You owe it to owe it to the others.” the others.” the others.” Altruistic Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 34
  • 35. Motivating people a ected by a disease can be much harder.
  • 38. Bayer, Didget Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 38
  • 39. What if we turned our lives into a game? (and maybe set its rules)
  • 43. Runkeeper Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 43
  • 45. Games explaining reality Real-life games Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary.
  • 46. Well designed games are fun to play because they keep us in the flow.
  • 47. Mihaly Csikszentmihalyi, Flow Objective High Frustrating experience. anxiety Challenge Boring experience. Ideal experience. boredom Low Low Skills/Time High Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 47
  • 48. Jesse Schell, 2010 Objective “A very last e ort: run 20 km in the “I wanna lose High next 7 days AND give up on all the fried AND sweet food” 5 10kg in 3 months” anxiety “It’s time to go back to work again! What about running 15 km in the next 7 days AND give up on all the fried 3 Challenge “Great! You can now rest for the food?” whole weekend and eat whatever 4 you want as long as you don’t exceed 2000 daily kcal” “Run 10 km in the next 7 days” 1 boredom 2 “Well done! Choose how to train for the rest of the week as long as you burn at least 500 Kcal” Low Low Skills/Time High Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 48
  • 49. 1. Running can be fun. 2. Awareness and behavior change can make us healthier. 3. Getting motivated is hard. 4. Games motivate us because they keep us in the flow.
  • 51. @giorgiobaresi #gamification giorgio.baresi@frogdesign.com Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 51
  • 52. Sources 1. Cover image: http://www.flickr.com/photos/kk/133689335/ 2. Source: http://en.wikipedia.org/wiki/Big_Mac 3. Source: http://visualization.geblogs.com/visualization/aging/ 4. Source: http://www.fightchronicdisease.org/pdfs/ChronicDiseaseFactSheet.pdf 5. Source: http://bit.ly/bDy358 6. Source: http://www.dubberly.com/articles/reframing-health.html 7. Source: http://behaviorgrid.org/ 8. Source: http://behaviormodel.org/ Designing the Behavior Change Internal Presentation © 2010 frog design. confidential & proprietary. 52