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Mobile App Design for Behavior Change Eva Kaniasty
Agenda Introduction to Behavior Change Why Mobile? Mobile Design for Behavior Change – State of the Art Mobile Design for Behavior Change – The Future! Persuasive Design Exercise Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 2
Behavior Grid Source: BJ Fogg, Persuasive Technology Lab at Stanford University; http://www.behaviorwizard.org/ Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 3
Dots (Attempts) Source: BJ Fogg, Persuasive Technology Lab at Stanford University Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 4 Buy whole wheat pasta  at the SuperMarket tomorrow.
Span (Streaks) Source: BJ Fogg, Persuasive Technology Lab at Stanford University Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 5 Cut back on sugar for 30 days.
Path (Habits) Stop drinking soda.  Source: BJ Fogg, Persuasive Technology Lab at Stanford University Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 6
Exercise: Part I I wanted to go to yoga class twice  a week from now on. Purple Path Fail* *Succeeded as Span Behavior for 1 month;  Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 7
Likelihood of Behavior Occurrence Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 8
Likelihood of Success Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 9
What is necessary for behavior to occur? Trigger (Internal or External) Motivation (Sensation, Anticipation, Belonging) Ability (Knowledge, Skills, Capacity) We make good decisions when we have experience, good information, and prompt feedback.  Source: BJ Fogg / Source: Thaler/Sunstein  (Nudge: Improving decisions about  health, wealth, and happiness) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 10
Trigger + Context Buy whole wheat pasta  at the SuperMarket tomorrow. Trigger - During or right before shopping trip Motivation - Fear of health consequences - Hope of weight loss  Ability - Knowing whole wheat pasta is healthier - Finding whole wheat pasta at the Supermarket Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 11
Span (Streaks) Cut back on sugar for 30 days. Trigger Motivation Ability - Sugar alternatives Experience Good Information Feedback - How much less sugar are you consuming? ,[object Object]
  How does it affect risk     of diseaseRed Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 12
Why Mobile? Ubiquitous At the Right Time Knowledge Triggers Monitoring Feedback Social Presence Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 13
Persuasive Technology Computers as Tools Simulations Computers as Social Actors Source: BJ Fogg (Persuasive Technology). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 14
Computers as Tools  Reduction (Simplifying task) Tunneling (Step by step process) Tailoring (Custom Information) Suggestion (At the right time) Self-monitoring (Tracking) Surveillance (Observation) Conditioning (Repetition & Reinforcement) Source: BJ Fogg (Persuasive Technology). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 15
100 Pushups Motivation Reduction (Simplifying task) Tunneling (Step by step process) Tailoring (Custom Information) Social Actor Alert!  Coaching Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 16
100 Pushups Motivation Self-monitoring (Tracking) Conditioning (Repetition & Reinforcement) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 17
100 Pushups Ability/Knowledge Trigger Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 18
Streaks Motivation Self-monitoring (Tracking) Game Alert! Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 19
WaveSense Diabetes Manager Feedback Self-monitoring (Tracking) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 20
myNetDiary Self-monitoring (Tracking) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 21
Eat This? Reduction (Simplifying task) Tailoring (Custom Information) Suggestion (At the right time) Conditioning (Repetition & Reinforcement) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 22
Meal Snap Reduction (Simplifying task) Tailoring (Custom Information) Suggestion (At the right time) Conditioning (Repetition & Reinforcement) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 23
Harvest Ability Reduction (Simplifying task) Tailoring (Custom Information) Suggestion (At the right time) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 24
Surveillance Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 25
The Future Simulation Social Game Dynamics Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 26
Computer Simulations Cause-and-effect Simulated Environments Simulated Objects Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 27
Bonsai Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 28
Computers as Social Actors  Physical Cues (Design) Psychological (Personality, Humor) Language (Dialog, Praise) Social Dynamics (Peer Pressure, Competition) Social Roles (Coaching, Authority Figure) Source: BJ Fogg (Persuasive Technology). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 29
Angry Birds Physical Cues (Design) Psychological (Personality, Humor) * http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/ Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 30
Little Buddha Physical Cues (Design) Psychological: personality/humor Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 31
Groupon Psychological: personality/humor Language (Dialog, Praise) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 32
Nike (Social Dynamics) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 33
iStress Social Roles (Coaching, Authority Figure) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 34
Choice Architecture Consumption of food items was increased or decreased by as much as 50% by rearranging which items were at eye level in a school cafeteria. Source: Thaler/Sunstein (Nudge: Improving decisions about  health, wealth, and happiness.) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 35
Exercise: Part I I wanted to go to yoga class twice  a week from now on. Purple Path Failed* *Succeeded as Span Behavior for 1 month;  * Ideas are free! Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 36
Exercise: Part II ,[object Object]
Set reminders to go off half an hour before class starts.

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Mobile App Design for Behavior Change

  • 1. Mobile App Design for Behavior Change Eva Kaniasty
  • 2. Agenda Introduction to Behavior Change Why Mobile? Mobile Design for Behavior Change – State of the Art Mobile Design for Behavior Change – The Future! Persuasive Design Exercise Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 2
  • 3. Behavior Grid Source: BJ Fogg, Persuasive Technology Lab at Stanford University; http://www.behaviorwizard.org/ Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 3
  • 4. Dots (Attempts) Source: BJ Fogg, Persuasive Technology Lab at Stanford University Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 4 Buy whole wheat pasta at the SuperMarket tomorrow.
  • 5. Span (Streaks) Source: BJ Fogg, Persuasive Technology Lab at Stanford University Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 5 Cut back on sugar for 30 days.
  • 6. Path (Habits) Stop drinking soda. Source: BJ Fogg, Persuasive Technology Lab at Stanford University Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 6
  • 7. Exercise: Part I I wanted to go to yoga class twice a week from now on. Purple Path Fail* *Succeeded as Span Behavior for 1 month; Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 7
  • 8. Likelihood of Behavior Occurrence Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 8
  • 9. Likelihood of Success Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 9
  • 10. What is necessary for behavior to occur? Trigger (Internal or External) Motivation (Sensation, Anticipation, Belonging) Ability (Knowledge, Skills, Capacity) We make good decisions when we have experience, good information, and prompt feedback. Source: BJ Fogg / Source: Thaler/Sunstein (Nudge: Improving decisions about health, wealth, and happiness) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 10
  • 11. Trigger + Context Buy whole wheat pasta at the SuperMarket tomorrow. Trigger - During or right before shopping trip Motivation - Fear of health consequences - Hope of weight loss Ability - Knowing whole wheat pasta is healthier - Finding whole wheat pasta at the Supermarket Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 11
  • 12.
  • 13. How does it affect risk of diseaseRed Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 12
  • 14. Why Mobile? Ubiquitous At the Right Time Knowledge Triggers Monitoring Feedback Social Presence Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 13
  • 15. Persuasive Technology Computers as Tools Simulations Computers as Social Actors Source: BJ Fogg (Persuasive Technology). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 14
  • 16. Computers as Tools Reduction (Simplifying task) Tunneling (Step by step process) Tailoring (Custom Information) Suggestion (At the right time) Self-monitoring (Tracking) Surveillance (Observation) Conditioning (Repetition & Reinforcement) Source: BJ Fogg (Persuasive Technology). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 15
  • 17. 100 Pushups Motivation Reduction (Simplifying task) Tunneling (Step by step process) Tailoring (Custom Information) Social Actor Alert! Coaching Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 16
  • 18. 100 Pushups Motivation Self-monitoring (Tracking) Conditioning (Repetition & Reinforcement) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 17
  • 19. 100 Pushups Ability/Knowledge Trigger Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 18
  • 20. Streaks Motivation Self-monitoring (Tracking) Game Alert! Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 19
  • 21. WaveSense Diabetes Manager Feedback Self-monitoring (Tracking) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 20
  • 22. myNetDiary Self-monitoring (Tracking) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 21
  • 23. Eat This? Reduction (Simplifying task) Tailoring (Custom Information) Suggestion (At the right time) Conditioning (Repetition & Reinforcement) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 22
  • 24. Meal Snap Reduction (Simplifying task) Tailoring (Custom Information) Suggestion (At the right time) Conditioning (Repetition & Reinforcement) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 23
  • 25. Harvest Ability Reduction (Simplifying task) Tailoring (Custom Information) Suggestion (At the right time) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 24
  • 26. Surveillance Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 25
  • 27. The Future Simulation Social Game Dynamics Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 26
  • 28. Computer Simulations Cause-and-effect Simulated Environments Simulated Objects Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 27
  • 29. Bonsai Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 28
  • 30. Computers as Social Actors Physical Cues (Design) Psychological (Personality, Humor) Language (Dialog, Praise) Social Dynamics (Peer Pressure, Competition) Social Roles (Coaching, Authority Figure) Source: BJ Fogg (Persuasive Technology). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 29
  • 31. Angry Birds Physical Cues (Design) Psychological (Personality, Humor) * http://www.mauronewmedia.com/blog/2011/02/why-angry-birds-is-so-successful-a-cognitive-teardown-of-the-user-experience/ Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 30
  • 32. Little Buddha Physical Cues (Design) Psychological: personality/humor Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 31
  • 33. Groupon Psychological: personality/humor Language (Dialog, Praise) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 32
  • 34. Nike (Social Dynamics) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 33
  • 35. iStress Social Roles (Coaching, Authority Figure) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 34
  • 36. Choice Architecture Consumption of food items was increased or decreased by as much as 50% by rearranging which items were at eye level in a school cafeteria. Source: Thaler/Sunstein (Nudge: Improving decisions about health, wealth, and happiness.) Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 35
  • 37. Exercise: Part I I wanted to go to yoga class twice a week from now on. Purple Path Failed* *Succeeded as Span Behavior for 1 month; * Ideas are free! Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 36
  • 38.
  • 39. Set reminders to go off half an hour before class starts.
  • 41. Post on your Facebook wall that you are committing to doing this.
  • 42. Find a friend to do it with you. * Ideas are free! Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 37
  • 43. What is necessary for behavior to occur? Trigger (Internal or External) Motivation (Sensation, Anticipation, Belonging) Ability (Knowledge, Skills, Capacity) We make good decisions when we have experience, good information, and prompt feedback. Source: BJ Fogg / Source: Thaler/Sunstein (Nudge: Improving decisions about health, wealth, and happiness). Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 38
  • 44. Questions? Eva Kaniasty evak@redpillux.com Look for slides on SlideShare. Red Pill UX, 6/2011 evak@redpillux.com Mobile App Design for Behavior Change, page 39