Mobile App Design for Behavior Change

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  • 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. 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?
    • Does it affect weight?
    • 13. How does it affect risk of disease
    Red 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. Exercise: Part II
    • Set a span goal instead: go to yoga twice a week for the next 2 months.
    • 39. Set reminders to go off half an hour before class starts.
    • 40. Track your “streak.”
    • 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