Mobile App Design for Behavior Change

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Mobile App Design for Behavior Change

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

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