By Stephen Wendel
A new wave of goods helps humans switch their habit and day-by-day workouts, no matter if it’s exercise extra (Jawbone Up), taking keep watch over in their funds (HelloWallet), or organizing their e mail (Mailbox). This sensible consultant indicates you ways to layout all these items for clients looking to take motion and attain particular goals.
Stephen Wendel, HelloWallet’s head researcher, takes you step by step in the course of the strategy of using behavioral economics and psychology to the sensible difficulties of product layout and improvement. utilizing a mixture of lean and agile improvement tools, you’ll study an easy iterative procedure for choosing aim clients and behaviors, construction the product, and gauging its effectiveness. realize tips to create easy-to-use items to assist humans make optimistic changes.
• examine the 3 major techniques to assist humans swap habit
• determine your audience and the behaviors they search to alter
• Extract consumer tales and determine hindrances to behaviour swap
• boost potent interface designs which are stress-free to exploit
• degree your product’s impression and research how one can enhance it
• Use sensible examples from items like Nest, Fitbit, and Opower
Read Online or Download Designing for Behavior Change: Applying Psychology and Behavioral Economics PDF
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Additional resources for Designing for Behavior Change: Applying Psychology and Behavioral Economics
That’s it. However, if you’re looking for a more formal chapter outline, here you go: Part I: Understanding the Mind and Behavior Change Chapter 1 arms you with your first skill: an understanding of how the mind makes decisions. You’ll get an overview of the current literature on decision making, as well as a dozen key lessons and their implications for the design process. | PREFACE xxxi Chapter 2 describes the five high-level factors that must come together at the same time for a person to take action.
You can encourage action with an immediate cue to act, a feedback loop, removing distractions, and avoiding user-specific obstacles. Chapter 8 completes the design process with a discussion of how a product can prepare users for action ahead of time. I talk about how to help users rewrite their personal narrative to weave in action, how to build a behavioral bridge between the new action and other things they are familiar with, and how to provide users with information and education, especially about the task ahead.
What value does the app provide to you? Is it worth the effort of getting up and working through some meal plans? 26 | DESIGNING FOR BEHAVIOR CHANGE 4. Ability. Fourth, you’ll check whether actually using the app now is feasible. Do you know where your mobile phone is? Do you have your username and password for the app? If not, you’ll need to solve those logistical problems first, and then use the app. 5. Timing. Fifth, you’d gauge when you should take the action.