Is there a neurological recipe for success? #neurocx
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Is there a neurological recipe for success? #neurocx

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How do we design experiences that are intrinsically baked with success? Experiences that force users to learn new tricks and as a by-product modify behavior and become addictive. How do we reward......

How do we design experiences that are intrinsically baked with success? Experiences that force users to learn new tricks and as a by-product modify behavior and become addictive. How do we reward attention rather than demand it?

The brain is genetically wired to react to positivity, releasing the neurotransmitter dopamine which in turn teaches the body the difference between what is good & what is bad. But can we actually tap straight into the brains Reward Center and use it to make an experience something users will want to return too again and again using the following; Joygasms, Kudos & Commas. I believe the answer is yes and I believe there is a way of packaging and creating experiences to generate success every time.

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  • My name is Pete. I work at SapientNitro in London as part of the Experience Studio. I design experiences for clients. <br /> Todays story I’m about to tell is a real privilege to be able to stand here and share. <br /> It’s genuinely changed the way I few the world of design and the goals we set ourselves both as consumers and as designers of consumer interactions. <br /> I’m not a neurologist learning about experience design, I’m an experience designer learning about neurology... <br />
  • In 2012 I started working with the Behavioral Finance Team at one of the UKs biggest banks on a project nicknamed that we nicknamed “Investor Conscience”. <br /> What we wanted to do was see if we could create an experience that would literally change Investors behavior, break bad habits and encourage new ones. <br /> We knew there are triggers in the brain that can be manipulated to modify a consumers deep engrained behavioral biases and possibly change how often and how attached they became to a service, app, game, tool, product or whatever we were going to create to engage the audience. <br /> At Sapient we have a very simple approach to Experience Design; Reward Attention, Don’t Demand it. <br /> And so as part of our project we wanted to discover what a reward to a consumer REALLY means. <br /> What I learnt was pretty incredible & I’m going to quickly share some of that today & hopefully open your eyes to the bigger possibilities of the experiences we’re creating and how they can change the ways brands can communicate with consumers. <br />
  • When we do something out of habit, we use little or no cognitive effort. <br /> Most of us do not spend a long time each morning deliberating on what to eat for breakfast or how to travel to work: such daily routines quickly become ingrained habits <br /> Habits are really important: people do many things without consciously thinking about them. <br /> These habits are hard to change – even though people might want to change their behavior, it is not easy for them. <br /> But can we actually CREATE habits? That was the challenge we set ourselves. <br />
  • There are three main parts to the human brain. <br /> The reptilian part which deals with instinct, fight or flight... it’s this part that traditional advertising tends to engage and stimulate. <br /> The neo-cortex which deals with intelligence and learning and IQ etc... <br /> And the limbic section which is where learned emotions and habits are formed. <br /> To put it crudely, it’s Information Vs. Knowledge Vs. Experience <br /> Now the LIMBIC part is the really juicy bit. There’s a lot of really neat stuff going on in there that we can manipulate. If we can by-passing the reptilian & neo-cortex parts of the brain we can start to help consumers THRIVE instead of SURVIVE. <br />
  • When a human encounters an experience (offline, online, good or bad) and it is deemed a ‘sensation‘ – i.e “that was amazing” or “that was terrible” <br /> The cerebral cortex signals create signals that release the chemical dopamine into a what neurologists refer to as the ‘Reward Centre‘. <br /> Its the reward centre that we can stimulate and manipulate to create habits and in some cases even addictions. <br /> In neuroscience, the reward system is a collection of brain structures that attempts to regulate and control behavior by inducing pleasurable effects. <br /> It is a brain circuit that, when activated, reinforces behaviors. <br /> A reward is a reinforcer that is something when presented after a behavior, causes the probability of that behavior’s occurrence to increase. <br /> It’s also how positive experiences remain engrained with an individual - We are literally genetically programmed to remember positive and negative things and if we like them, repeat them over and over until it literally becomes a habit. <br />
  • There are a lot of complex tests we conducted and research we studied, but in the time I have today it’s only really possible to talk about the output. <br /> So what are the rules we identified for stimulating those magic dopamine bombs to go off and how do we keep the user coming back to our services for more; <br /> - Expanding scenarios linked to sustained progress and instant reward (Joygasms) <br /> - Encouraged altruism (Kudos) <br /> - Repeated, interrupted experiences (Commas) <br /> Let’s take a look at those rules. <br />
  • Rule 2 - Encouraged altruism (Kudos) <br /> People are motivated to ‘do the right thing’: there are cases where say, money is de-motivating as it undermines people’s intrinsic motivation, for example, you would quickly stop inviting friends to dinner if they insisted on paying you. <br /> What is clear however, is that when we’re encouraged to participate in highly structured, self-motivated hard work, we regularly achieve the greatest form of happiness available to human beings: Intense, optimistic engagement with the world around us. <br /> Altruism is a massive trigger for the Reward Center. <br /> The MRI studies we studied revealed that when we perform an act of kindness, the Reward Center is aroused and we experience feelings of pleasure. <br /> The brain is flooded with happiness-inducing dopamine whenever we share something we think other people might find useful or help out someone deemed to be in need, or worse off than ourselves. <br /> So getting people to pass things around is the greatest way of dropping those dopamine bombs and get consumers come back to your service and immersed in your content. <br /> The flip side of this behavior is recognition - Providing a feedback loop to consumer Altruism is vital to create a double whammy - I share, I get high, I get a high-five for sharing, I feel even better. <br /> Other people’s behaviour matters: people do many things by observing others and copying; people are encouraged to continue to do things when they feel other people approve of their behaviour. <br /> We also observed that a participatory approach to problem solving can be highly motivational and effective in encouraging behaviour change, as well as making people happier by stimulating the reward center. <br /> In extroverts, this dopamine response to rewards is more robust so they experience more frequent activation of strong positive emotions. <br /> Its the Eternal Return... Good feeling incites good feeling... The ego. <br /> So bake in viral loops and enough opportunities for a consumer to share and feedback. <br />
  • Rule 3 - Repeated, interrupted experiences (Commas) <br /> All of our projects need to turn into a series of commas not full-stops. <br /> Bluma Zeigarnik was a Soviet psychologist and psychiatrist and a member of Berlin School of experimental psychology. She discovered what we now refer to in UX rather originally as the Zeigarnik effect. <br /> The Zeigarnik effect states that people remember uncompleted or interrupted tasks better than completed tasks. <br /> Zeigarnik noticed that a waiter had better recollections of still unpaid orders. However, after the completion of the task – after everyone had paid – he or she was unable to remember any more details of the orders. <br /> So in order to keep your experience front of mind (literally) and keep the consumers coming back to you, you need to make sure it never has a solid conclusion. <br /> Literally keep them guessing and coming back for more. <br /> It’s the old school cliff-hanger every day & with every task. <br /> What happens next? <br /> Its very simple - Don’t let your experiences come to a conclusion. Cut the consumer off and make them wait for more. Break those joygasms up over periods of time that never end. Cross channel and engrained in real life. <br />
  • For anybody that’s feeling like they’ve heard all this before, you’d be right. It’s not new techniques. In fact they’re as old as the internet now. Gamification, Social Media / UGC, A Comms plan... but here’s the kicker, very few people are smart enough to bake them all in together and here’s the icing on the cake for you. <br /> In October last year Apple announced that they have about 1million apps in the App Store & about 60 billion downloads. <br /> Statistically about 0.5% of those apps are used on a ‘REGULAR’ basis. That&apos;s 5000 out of 1,000,000. <br /> So what makes those 5000 winners? <br /> They’re all deliberately or accidentally baked with these rules and stimulate the reward center. They all follow similar patterns and fire the brains synapses in the same kinds of ways. <br /> - E.On Energy Experiment <br /> - Nike Fuel <br /> - Facebook, Twitter, LinkedIn, KickStarter <br />
  • These three principles have been distilled from the many observed human traits coming from the fields of psychology, behavioral and experimental economics we looked at. They have been chosen as they are thought to be the most relevant to todays experiences. It’s not exhaustive, there are many nuances. <br /> Regardless of whether you are a business owner, a designer, a technologist, a content writer, a creative director, a strategist, young, old, active, passive, inspired or uninspired, When you leave here today I want you to think about your Brain more. <br /> Record what makes you giddy, makes you smile, turns you on and equally all the opposites... Because in those patterns are the answers to your challenges. It&apos;s what will make your services sticky & enjoyable. <br /> Have fun & stay curious. <br />

Transcript

  • 1. #neurocx #BETHESTORY Wednesday, March 26, 14 On the 9th March 2014 at 11:15 @ SXSW 2014 I gave the following presentation on my theory of #NeuroCX. A bunch of people gave me inspiration and contributed to my thinking, but here are the crew that have to be cited; Nir Eyal is one of the most disruptive neuroscientists in the field at the moment and his book "Hooked" is amazing; http://www.amazon.co.uk/gp/aw/d/B00HJ4A43S - Nir was really supportive and helped to validate, contribute and critique my thinking. Nathalie Nahai is mind-bendingly captivating... her book "Webs of Influence" is amazing & should be read; http://websofinfluence.com Stephen Genco who wrote this; http://www.amazon.co.uk/gp/aw/d/1118518586/ref=mp_s_a_1_1?qid=1395342193&sr=8-1&pi=AC_SX110_SY165 - he gave me counsel for purely altruistic reasons and helped move my thinking forward. Any of his work is worth looking at for inspiration.
  • 2. #neurocx #BETHESTORY NH OH HO 2 Wednesday, March 26, 14 My name is Pete and I work at SapientNitro in London. On a good day we try and make the internet better, on a bad day we make it suck a little bit less. I wanted to do this short presentation at SXSW because it was something that genuinely changed the way I do design and also the way I consume design. This is kind of one of those hot topics at the moment... The manipulation of the masses... The cigarette of this century. The press warning us of digitals addictive and potentially destructive side-effects. I'm not going to really get into any of that with this presentation, it's another story for another day. What I do want to talk about is how we might be able to create new habits in from our products, rather than just create bits of wallpaper, digital advertising & ‘yet another app’ or ‘campaign’. Those days are behind us friends. The new wave of natives need us to include them in the story, not fire advertising and infomercials at them dressed up as “experiences”. Day I say it, even NeuroMarketing might have had it’s day. NeuroCX is where the world is heading.
  • 3. #neurocx #BETHESTORY reward attention... ... do not demand it.Wednesday, March 26, 14 In  2012  I  started  working  with  the  Behavioral  Finance  Team  at  one  of  the  UKs  biggest  banks  on  a  project  that  we  nicknamed  <Money  Smart>. What  we  wanted  to  do  was  see  if  we  could  create  experiences  that  would  change  a  consumers  behavior; -­‐  break  bad  habits -­‐  encourage  good  ones -­‐  And  possibly  even  create  whole  new  ones We  know  there  are  triggers  in  the  brain  that  can  be  influenced  to  modify  a  persons  deep  engrained  behavioral  biases  and  possibly  even  change  how  oKen  and  how  aLached  they   became  to  a  service,  app,  game,  tool  or  product  but  could  we  influence  them? We  didn't  want  to  create  something  creepy  or  FarmVille  like,  but  we  did  want  to  see  if  we  could  reward  a:en;on  rather  than  demand  it...  And  by  doing  so  create  a  deeper   connecRon  with  the  customer  by  making  them  feel  like  they'd  really  got  beLer  at  something  and  progressed. The  other  reason  I  was  taken  by  this  project  in  parRcular  was  because  of  our  company  mantra  about  being  renowned  for  changing  the  way  brands  connect  to  their  consumers…   I  love  that  statement but  what  does  it  ACTUALLY  mean…  HOW  can  we  change  those  connecRons??? What  I  learnt  on  this  liLle  adventure  was  preLy  neat  &  Im  going  to  quickly  share  some  of  the  experience  principles  today  and  hopefully  open  your  eyes  to  HOW  we  can  start  to   create  experiences  that  might  be  able  to  change  the  way  brands  connect  with  their  consumers.
  • 4. #neurocx #BETHESTORY ALCO HOL,NIKEFUEL ,FACEBOOK,COFFE E,CLASHOFCLANS,TWITTER, Wednesday, March 26, 14 How do you REALLY make decisions? Every day you make thousands of decisions, big and small, and behind all them is a powerful battle in your mind, pitting intuition against logic. This conflict affects every aspect of your life - from what you eat to what you believe, and especially to how you spend your money. And it turns out that the intuitive part of your mind is a lot more powerful than you may realise When we do something out of habit, we use little or no cognitive effort. Most of us don’t spend a long time each morning deliberating on what to eat for breakfast or how to travel to work, such daily routines have quickly become ingrained habits. Consumers take our technology with them to bed now too - When they wake up they check their notifications, tweets, and updates before they've even said good morning to their loved ones in a lot of cases. HOW MANY OF YOU HERE HAVE ACTUALLY LOOKED AT YOUR TWEETS BEFORE YOU’VE SAID GOOD MORNING TO YOUR LOVED ONE LYING NEXT TO YOU? What I wanted to know, was can we actually start to CREATE habits? ...and I do believe the answer is yes & it's not even that complicated. But before I give my three tips on how to do it, I'm just going to give you a quick, very crude lesson about the Human Brain... Now, I am neither a neurologist or a scientist or a psychologist, so that I think that absolutely qualifies me to do a NeuroScience breakdown at this point... So bear with me!
  • 5. #neurocx #BETHESTORY Wednesday, March 26, 14 We know there are three main parts to the human brain... - The reptilian part which deals with instinct - fight or flight. - The neo-cortex which deals with sensory perception, generation of motor commands, spatial reasoning, conscious thought & language - The limbic section (or paleomammalian brain), which is where, learned behavior, emotions, memories and more importantly where we think habits are formed. Think about it like this - Information vs. Knowledge vs. Experiences. It's that Limbic part where all the really neat stuff seems to be happening.
  • 6. #neurocx #BETHESTORY NH2 OH HO Wednesday, March 26, 14 So you ask 20 neuroscientists about this and you'll get 20 different answers. I'm basing my rules today around the best research we found about how some this stuff supposedly works. However - The best thing to do is just consider my use of the word “dopamine” as a metaphor for Happiness & Joy. I love a good neurotransmitter me... Love them... And If there were a celebrity among brain chemicals, it would be dopamine. It's forever linked to salacious stories of sex, drugs and wild partying in the popular press. The Kim Kardashian of neurotransmitters if you like. It might also be an experience designers secret weapon... When a person encounters an experience and its deemed a sensation i.e that was amazing or that was terrible signals created in the cerebral cortex release the chemical dopamine into the MESO-LIMBIC pathway A small but important brain tract that connects a deep brain area called the NUCLEUS ACCUMBENS to the frontal lobes. More elegantly, it's what we call The Reward Centre The Reward Centre attempts to regulate and control behavior by inducing pleasurable effects. When you activate the reward Center after a behavior, it causes the probability of that behaviors occurrence to increase. Just look at the success of social games like FarmVille & Candy Crush. It's how positive experiences remain engrained with an individual. We are literally genetically programmed to remember things and if we really like them we repeat them over and over until they become a habit.
  • 7. #neurocx #BETHESTORY Wednesday, March 26, 14 So what are the principles we identified for stimulating those magic dopamine bombs to go off? There are 3 core ones; - Joygasms - Expanding scenarios linked to sustained progress and instant gratification - Kudos - The encouragement of altruism - Commas - Experiences that are repeated, interrupted & never end Lets take a look at my experience principles.
  • 8. Joygasms KUDOS commas#neurocx #BETHESTORY Wednesday, March 26, 14 Rule 1 (Expanding scenarios linked to sustained progress and instant gratification) Giving people incentives and information is not necessarily enough. They need to feel involved and effective in a scenario to feel like they achieved something. And when they achieve something positive, BOOM, good feelings. Giving people an opportunity to focus their energy, with relentless optimism, at something they can get better at, encourages the brain to respond with rewards much in the same way that it does with things like food, and sex and social interactions You feel good about reaching your goal. However, what we also discovered is that in task based rewards, the new learned behavior also leads to extraverted behavior Producing positive emotions and feelings of desire that motivate us to work toward obtaining those rewards even more. You literally want to continue to do it and repeat it again. What also became very clear to us, is that when we're encouraged to participate in highly structured, self-motivated hard work, we regularly achieve the greatest form of happiness available to human beings - Satisfaction. The feeling that you're getting better at something. The main trick to the actual reward at the end of the task is variation... You've got to mix it up. For example, the predictable response of your fridge light turning on when you open the door doesn't drive you to keep opening it again and again (Unless you happen to be my 1 year old daughter of course). However, add some variability to the mix - say a different treat magically appearing in the fridge every time you open it, and voila, desire is created. You'll be opening that door like a lab rat in a Skinner box. Nike Fuel nailed it with their task > reward feedback loop. You're working hard, getting fitter, but you're also receiving a myriad of little nods and thumbs up and badges and stuff. Research shows that dopamine surges when the brain is expecting a reward too, not just earning it. So introducing variability multiples that effect.
  • 9. Joygasms KUDOS commas#neurocx #BETHESTORY #BETHESTORY #BETHESTORY #BETHESTORY #BETHESTORY #BETHESTORY Wednesday, March 26, 14 Rule 2 (The encouragement of altruism) Since the beginning of time most people are motivated to do the right thing. There are cases where say, money is de-motivating as it undermines peoples intrinsic motivation. For example, you would quickly stop inviting friends to dinner if they insisted on paying you. Altruism is a massive trigger for the Reward Center. MRI studies reveal that when we perform an act of kindness, the Reward Center is aroused and we experience feelings of pleasure because Dopamine bombs are dropping. The brain is flooded with happiness-inducing dopamine whenever we share something we think other people might find useful Or when we help out someone deemed to be in need, or worse off than ourselves. Think about it, why do we Tweet? Why do we share links on Facebook? Its all about recognition. Stand well back, The Ego Has Landed. Observing other peoples altruistic behavior matters too: People do many things by observing others and copying; People are encouraged to continue to do things when they feel other people not only approve of their behavior, but are behaving in the same way. Its the Eternal Return... Good feeling invites good feeling... Make sure you bake in viral loops and enough opportunities for a consumer to share, give feedback to each other and do good things.
  • 10. Joygasms KUDOS commas#neurocx #BETHESTORY Wednesday, March 26, 14 Rule 3 (Experiences that are repeated, interrupted & never end) This is the biggy. The really important one. The previous two rules are just Gamification and Social Media. Thats easy to think about... Whats hugely important is that all of our projects turn into a series of commas and not full-stops. Bluma Zeigarnik was a Soviet psychologist and psychiatrist and a member of Berlin School of experimental psychology. She discovered what we now refer to in UX rather originally as the Zeigarnik effect. The Zeigarnik effect states that people remember uncompleted or interrupted tasks better than completed tasks. Zeigarnik noticed that a waiter had better recollections of still unpaid orders. However, after the completion of the task after everyone had paid he or she was unable to remember any more details of the orders. When a task ends, we literally forget it. In order to keep our experiences front of mind (literally) and keep the consumers coming back for more, we need to make sure it never has a solid conclusion. When it ends, it becomes just another piece of advertising. Literally keep them guessing and coming back for more. Its the old school cliff-hanger every day & with every task. What happens next? We cannot let our stories come to a conclusion we have to cut the consumer off because... PAUSE FOR DRAMATIC EFFECT ...when we make them wait for more the brain starts to crave it. Welcome to habit. Break our joygasms & kudos moments up over periods of time that never end. Cross channel and engrained in real life, offline and online.
  • 11. #neurocx #BETHESTORY Joygasms KUDOS commas N EXUS Wednesday, March 26, 14 So heres the crucial point - These principles I’ve just gone through aren’t new. In fact they're as old as the hills in digital terms, but its the NEXUS of these three things combined that creates genuine habits and wholesale behavioral change. The proof of it is all around us. Independently they have weight and substance, combined they become something very potent and very powerful.
  • 12. #neurocx #BETHESTORY 4 3 2 1 0 Meaning, Empowerment, s ocialInfluence,Unpredi ctability,Avoidance,scarcity, ownership,accomplishm ent, Milestone Unlock Real-time Control Chain Combos Instant Feedback Friending Social Gifting Bragging Thank-you Economy Mini-Quest Easter Eggs Random Reward Rolling Reward Appointments Fixed Intervals Prize Pacing Count Down Collections Learning Curve Monitoring Profile Building Points & Badges Fixed Action Rewards Progress Bar Level-Up Narrative Elitism Humanity Hero Higher Meaning Progress Loss Evanescence F.O.M.O Downgrading BRAND Y BRAND X Wednesday, March 26, 14 It’s all about Badges and Tweeting, right? Wrong - I clock it at about 32 opportunities for ‘give joygasms’ and ‘gain Kudos’ to get those dopamine bombs dropping. Yukai Chou, the Gamification calls it “Octalysis”. 8 opportunities to delight. However - It’s really important that we get the basics in each of those moment right too. There are three elements that must converge at the same moment for a behavior to occur: motivation, ability, and trigger. So in a nutshell our digital experiences must: 1. Give users motivation to do something (emotional investment, promise of reward, etc.). 2. The ability to complete the action. 3. And finally, a trigger or cue to complete the action. The structure is all about timing – if all components don’t fire simultaneously then the player will lose interest or become frustrated. Here are some principles you can build into our website and apps. • Rewards. A reward is something you receive and feel positive about. The feeling positive part is the key ingredient. Consumers should be rewarded with virtual goods (e.g., points) for specific behavior (e.g., purchase, filling out a form), and those virtual items should offer access to exclusive privileges and rewards, such as levels or prizes. • Loss Aversion. Most people strongly prefer avoiding losses to acquiring gains. One way to get going with this is to give people something right away that they can lose (unless they keep playing). When you join Zynga’s Farmville, you get a starter farm. If you don’t visit the farm and care for your crops, they wither and die. • Status, competition and reputation. Most people inherently want a higher status and not only to keep up, but to out-do the Joneses. This is why leaderboards are a good idea. Also, making achievements social encourages people to continually one-up, and stay motivated to reach clear goals. To learn more about designing reputation systems, check out this presentation. • Feedback. Feedback tells users that their intended action was registered, and shows the outcomes of that action. Seeing points accumulate as actions are taken establishes a clear and instant reward system. It’s also an immediate indication that the user is getting closer to their goal. Continually accomplishing small goals in order to reach a larger goal is often what makes games addictive.
  • 13. #neurocx #BETHESTORY Wednesday, March 26, 14 In October last year Apple announced that they have about 1million apps in the App Store & about 60 billion downloads. Statistically about 0.5% of those apps are used on a REGULAR basis. That's 5000 out of 1 million. So what makes those 5000 winners other than the fact that a lot of stuff in the App Store is simply not very good? Simple - when you strip away the genre differences & technical complexities, they all share 3 traits; joygasms, kudos & commas They all follow similar patterns and fire the brains synapses in the same kinds of ways. Whether they're games or tools or just social networks, they all share the same traits. - Clash of Clans / Social Gaming - Nike Fuel, Jawbone, Fitbit - Facebook, Twitter, LinkedIn, KickStarter With all the rhetoric in the press at the moment about the morality of this supposed brain influence, what I want to say to you is this: Is Weight Watchers wrong? One of the most successful mass-behavioral change products in history? Think about it.
  • 14. #neurocx #BETHESTORY When all you haveisaha mmer,everything lookslikean ail. Wednesday, March 26, 14 In  Abraham  Maslows,  The  Psychology  of  Science,  he  says; “I  suppose  it  is  tempRng,  if  the  only  tool  you  have  is  a  hammer,  to  treat  everything  as  if  it  were  a  nail” Similarly,  Abraham  Kaplan,  states  in  his  book  The  Conduct  of  Inquiry:  Methodology  for  Behavioral  Science; “The  law  of  the  instrument,  may  be  formulated  as  follows:  Give  a  small  boy  a  hammer,  and  he  will  find  that  everything  he  encounters  needs  pounding” They’re  basically  making  the  same  point...  Which  is  that  we’re  prone  to  thinking  about  things  in  the  same  way  that  we  always  have.  As  creators  of   experiences  we  go  straight  to  our  own  cogniRve  bias  of  “Designing  Stuff”. When  in  fact,  for  a  brand  to  success  in  the  new  world  -­‐  a  world  almost  constantly  tapping  in  and  out  of  The  Reward  Centre  -­‐  it’s  Rme  to  look  at  our  brand   engagements  as  a  series  of  opportuniRes  to  delight,  rather  than  a  desRnaRon  for  a  customer  to  go  to  and  engage  with. How  about  this  as  a  thought...  What  if  we  created  365  (or  even  52  to  be  less  effort  on  our  part!)  liLle  experiences  for  our  customers,  pivoRng  around  the   same  “Organizing  Idea”  and  story,  giving  them  the  opportunity  to  get  beLer  and  brag  in  every  one.  It’s  perhaps  the  newest  way  of  looking  at  digital. Reward  aLenRon...  Don’t  demand  it.
  • 15. #neurocx #BETHESTORY keep playingKEEP SHARINGSXSW14KE EPBEINGcurious#neurocx Wednesday, March 26, 14 I've distilled these three principles down from many observed human traits and from the fields of psychology, behavioral and experimental economics and lots of research from lots of really smart people. Its not exhaustive; there are many more nuances of course. But what I'll end by saying is that regardless of whether you are a business owner, a designer, a technologist, a content writer, a creative director, a strategist, young, old, active, passive, inspired or uninspired, when you leave here today I want you to think about your Brain more. Record what makes you giddy, makes you smile, turns you on and equally all the opposites... Because in those patterns are the answers to your challenges. Don’t look at text books or academia. Don’t reach for Google for the answers... You already have them in your head. What makes you happy or sad is what will make your product become part of the fabled 5000. It's what will make your services sticky & enjoyable. Drop Dopamine bombs, have joygasms & earn Kudos Have fun & stay curious. Thank you
  • 16. #neurocx #BETHESTORY #BEENTHESTORY, (you next?) Wednesday, March 26, 14