More Related Content Similar to DESIGN FOR AWARENESS - SXSW 2010 (20) DESIGN FOR AWARENESS - SXSW 201010. a dramatic shift in
sensory perception
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12. fabio clay musick
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13. fabio clay musick
Design for
Behavior
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14. fabio clay musick
Personal
Informatics
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15. fabio clay musick
Design for
Awareness
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16. fabio clay musick
Augmented
Mindfullness!
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17. fabio clay musick
wtf?
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18. Augmented Mindfullness is a growing field
of user experience design that applies to
methods of recording behavior, processing
the data collected, and feeding it back to
the individual or group so that they can
better understand the patterns of their
activity; and, ostensibly, adapt their behavior
more intelligently than they would without
these augmentations.
Josh Musick
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20. It would be a great tool for people
who have a harder time feeling
what’s going on in their body. It
gives people a way to ‘see’ the
result of an exercise or activity in
their body.
Chiropractor
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22. #1 FEEDBACK
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24. PROCESS
COLLECT
REPORT
REFLECT
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25. PROCESS
COLLECT
REPORT
CHANGE !
REFLECT
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26. PROCESS
Josh
COLLECT
REPORT
REFLECT
© 2008 frog design. Confidential & Proprietary.
27. PROCESS
COLLECT Josh
REPORT
REFLECT
© 2008 frog design. Confidential & Proprietary.
28. PROCESS
Josh
REPORT
COLLECT
REFLECT
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29. STRESSERASER HELICOR
PROCESS
COLLECT
REPORT
REFLECT
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30. NIKEPLUS NIKE
PROCESS
COLLECT
REPORT
REFLECT
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31. AIRSTRIP
PROCESS
COLLECT
REPORT
REFLECT
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32. A.M. DESIGN PRINCIPLE#1
Trust in the system is established
through the e ective balance of
collection and reporting strategies.
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33. LOSEIT
PROCESS
COLLECT
REPORT
REFLECT
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35. FITBIT
PROCESS
COLLECT
REPORT
REFLECT
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36. A.M. DESIGN PRINCIPLE#2
Data visualization is not as
e ective as you think. I’ll take a
badge over a graph any day.
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37. FOURSQUARE
PROCESS
COLLECT
REPORT
REFLECT
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38. A.M. DESIGN PRINCIPLE#3
If you can’t automate collection...
then you better make it fun!
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39. #2 MOTIVATION
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40. from “A Behavioral Model for Persuasive Design” by BJ Fogg
{
pleasure & pain
MOTIVATION hope & fear
acceptance & rejection
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41. from “A Behavioral Model for Persuasive Design” by BJ Fogg
1. MOTIVATION
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42. from “A Behavioral Model for Persuasive Design” by BJ Fogg
1. MOTIVATION
2. ABILITY
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43. A.M. DESIGN PRINCIPLE#4
Designers don’t really
understand motivation.
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44. from “A Behavioral Model for Persuasive Design” by BJ Fogg
r
vio
ha
1. MOTIVATION
t be
e
a rg
t
rm
r fo
pe
to
od
ho
eli
lik
sed
rea
inc
2. ABILITY
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45. from “A Behavioral Model for Persuasive Design” by BJ Fogg
TRIGGER
!
1. MOTIVATION
THRESHOLD
2. ABILITY
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46. As mobile phones become more context aware,
the trigger- behavior coupling will go beyond the
desktop into our active lives. The mobile phone
will be a channel for triggering many behaviors.
As recipients, we’ll be most tolerant of triggers
when they are Signals or Facilitators. Sparks may
annoy us because they will seek to motivate us to
do something we didn’t intend to do.
BJ Fogg
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50. A.M. DESIGN PRINCIPLE#5
People don’t like to set ‘policies’
for themselves. And we’re not
very good at following them even
when we try.
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52. TIME INCONSISTENCY
I want I don’t
fried want
chicken! diabetes!
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53. Looking from one emotional state to another
is di cult. But to make informed decisions we
need to somehow experience and understand
the emotional state we will be in at the other
side of the experience. Learning how to bridge
that gap is essential to making some of the
important decisions of our lives.
Dan Ariely, Predictably Irrational
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54. A.M. DESIGN PRINCIPLE#6
The most e ective triggers
come from other people
(or at least appear to).
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57. #3 RITUAL
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58. t = time
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59. t t+1 t+2 t+3 t+4
! ! ! ! !
t = time
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60. t+2
t+1 ! t+3
! !
t t+4
! !
t = time
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61. a = attention / awareness
t+2
t+1 ! t+3
! !
t t+4
! !
t = time
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62. “My upcoming class is all about
using tech to create new routines.
There's lot to explore here.”
@BJ Fogg
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64. PROJECT MASILULEKE SOUTH AFRICA
Results displayed with strong indication
Availability of low cost / free test kits of how to follow-up and get support.
with prominent mobile # displayed.
a = attention / awareness
Accompanying a friend or Testing and medication reminders
loved one who is sick. Desire delivered by celebirty buddy.
to avoid the health clnic.
Message with information received as
part of day to day communications
with easy call-in mechanism
Community participation in
assembling and distributing test kits,
t = time
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67. REMOTE HOME MONITORING ITALY
Patient feels a great deal of
insecurity on being released from
treatment. Needs reassurance that
a = attention / awareness
someone is paying attention.
Patient has a coronary event
that requires treatment and Smartphone allows patient to
triggers change in awareness. monitor his own signals. Patient
feels safer improving speed of
recovery and easing return to
normal life.
The service filters the feed
from the patient so that the
provider is only alerted in
high risk situations.
t = time
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69. A.M. DESIGN PRINCIPLE#7
Knowledge is transferable. So try
to find the A.M. opportunities in
whatever you are doing.
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70. MINT INTUIT
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71. FIAT ECODRIVE
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73. Understanding is important, but it’s only
the beginning. It’s got to lead to a change
in behavior. The question interaction
designers need to ask ourselves, then, is
this: how can our work help people to not
only understand the change needed, but
also to begin making it?
Tom Igoe, NYU
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74. Technology that augments
mindfulness can help us
address problems we’re not
naturally good at solving.
Josh Musick, frogdesign
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