This document discusses the design of a mobile app to support behavior change using principles of behavioral science. It summarizes theories on motivation for exercise from Ryan & Deci and the need to draw from multiple models of persuasive design. Key features of the proposed app ZING are described, including providing autonomy through customizable exercise plans, feedback on progress, social connections, learning opportunities, and rewards to satisfy needs of autonomy, competence and relatedness. The takeaways emphasize a user-friendly interface, functionality to encourage repeated use, and an architectural design that can be reused for other problems.
The document describes a proposed eye health monitoring device called iHealth. It would use a webcam to detect users' iris dilation and gaze, which indicate eye fatigue. When fatigue levels exceed a threshold, the device would dim the computer screen brightness to reduce eye strain. User studies were conducted and similar existing technologies were reviewed. Potential critiques and future directions are discussed, such as adding mobile synchronization and extending the device to monitor TV usage.
This document outlines a short self-completion questionnaire to evaluate a program. The questionnaire contains 4 sections: [1] questions about past use of the program, [2] a 5-point rating scale to rate different aspects of the program, [3] questions about the extent to which the program achieves key performance indicators using a scale, and [4] an open comment section. It concludes with a demographics section to collect information about attributes of respondents. The questionnaire is designed to collect both quantitative and qualitative feedback to evaluate the program.
The document discusses creating an app to solve public problems and outlines the 5 phases of developing an app: strategy, design, development, implementation, and maintenance. It also lists some government departments and the platforms and technologies that could be used to build the app, including an Android front end using Java and a cloud-based backend.
Meaningful change through specific observable behaviours finalAplustransition
The document discusses leveraging change through specific and observable behaviors. It provides a 4-step strategy for integrating behaviors into an organization: 1) diagnose current behaviors, 2) make recommendations on high-impact behaviors, 3) start integrating observable actions, and 4) measure results. The strategy emphasizes defining concrete actions rather than abstract behaviors in order to drive sustainable changes through employee behaviors.
This presentation discusses visual ergonomics and its importance in workplaces. Visual ergonomics considers how visual capabilities interact with displays, lighting, and signage to help people work safely, comfortably and productively. Common issues include poor posture, displays that are too wide or high, difficult color combinations, and aging workforces. Both short term strategies, like managing individual problems, and long term strategies, like designing adjustability into products, can help address visual ergonomics issues. The goal is to create safe, comfortable and productive workplaces through cooperation among individuals, policymakers, designers, and researchers.
Collaborative technologies and WebinarsAngela Adrar
This document discusses a training on collaborative technologies and webinars. It includes working agreements for the training, an exploration of collaborative technologies and webinars, including their benefits. Attendees are asked to conduct a short practice webinar and provide feedback. The goal is to develop a vision for an organization's webinar strategy for 2011.
Google Glass is a type of wearable technology with an optical head-mounted display (OHMD). It was developed by Google with the mission of producing a mass-market ubiquitous computer .Google Glass displays information in a smartphone-like hands-free format. Wearers communicate with the Internet via natural language voice commands. Google Glass was developed by Google X, the facility within Google devoted to technological advancements such as driverless cars. Google Glass is smaller and slimmer than previous head-mounted display designs. The Google Glass prototype resembled standard eyeglasses with the lens replaced by a head-up display. In mid-2011, Google engineered a prototype that weighed 8 pounds (3,600 g); it is now lighter than the average pair of sunglasses.
Environmental Metrics: A New Way to Drive Enterprise ValueMedgate Inc.
One of the main concerns of environmental managers across all industries is their ability to prove that environmental programs bring tangible value to the company. Because of this, meaningful performance measures need to be collected, analyzed, and presented in a way that can be easily communicated to stakeholders.
This webinar will explain:
How you can leverage environmental metrics to improve enterprise performance
Some of the most common metrics measured by the world’s leading organizations
How to ensure your metrics are being properly tracked
The document describes a proposed eye health monitoring device called iHealth. It would use a webcam to detect users' iris dilation and gaze, which indicate eye fatigue. When fatigue levels exceed a threshold, the device would dim the computer screen brightness to reduce eye strain. User studies were conducted and similar existing technologies were reviewed. Potential critiques and future directions are discussed, such as adding mobile synchronization and extending the device to monitor TV usage.
This document outlines a short self-completion questionnaire to evaluate a program. The questionnaire contains 4 sections: [1] questions about past use of the program, [2] a 5-point rating scale to rate different aspects of the program, [3] questions about the extent to which the program achieves key performance indicators using a scale, and [4] an open comment section. It concludes with a demographics section to collect information about attributes of respondents. The questionnaire is designed to collect both quantitative and qualitative feedback to evaluate the program.
The document discusses creating an app to solve public problems and outlines the 5 phases of developing an app: strategy, design, development, implementation, and maintenance. It also lists some government departments and the platforms and technologies that could be used to build the app, including an Android front end using Java and a cloud-based backend.
Meaningful change through specific observable behaviours finalAplustransition
The document discusses leveraging change through specific and observable behaviors. It provides a 4-step strategy for integrating behaviors into an organization: 1) diagnose current behaviors, 2) make recommendations on high-impact behaviors, 3) start integrating observable actions, and 4) measure results. The strategy emphasizes defining concrete actions rather than abstract behaviors in order to drive sustainable changes through employee behaviors.
This presentation discusses visual ergonomics and its importance in workplaces. Visual ergonomics considers how visual capabilities interact with displays, lighting, and signage to help people work safely, comfortably and productively. Common issues include poor posture, displays that are too wide or high, difficult color combinations, and aging workforces. Both short term strategies, like managing individual problems, and long term strategies, like designing adjustability into products, can help address visual ergonomics issues. The goal is to create safe, comfortable and productive workplaces through cooperation among individuals, policymakers, designers, and researchers.
Collaborative technologies and WebinarsAngela Adrar
This document discusses a training on collaborative technologies and webinars. It includes working agreements for the training, an exploration of collaborative technologies and webinars, including their benefits. Attendees are asked to conduct a short practice webinar and provide feedback. The goal is to develop a vision for an organization's webinar strategy for 2011.
Google Glass is a type of wearable technology with an optical head-mounted display (OHMD). It was developed by Google with the mission of producing a mass-market ubiquitous computer .Google Glass displays information in a smartphone-like hands-free format. Wearers communicate with the Internet via natural language voice commands. Google Glass was developed by Google X, the facility within Google devoted to technological advancements such as driverless cars. Google Glass is smaller and slimmer than previous head-mounted display designs. The Google Glass prototype resembled standard eyeglasses with the lens replaced by a head-up display. In mid-2011, Google engineered a prototype that weighed 8 pounds (3,600 g); it is now lighter than the average pair of sunglasses.
Environmental Metrics: A New Way to Drive Enterprise ValueMedgate Inc.
One of the main concerns of environmental managers across all industries is their ability to prove that environmental programs bring tangible value to the company. Because of this, meaningful performance measures need to be collected, analyzed, and presented in a way that can be easily communicated to stakeholders.
This webinar will explain:
How you can leverage environmental metrics to improve enterprise performance
Some of the most common metrics measured by the world’s leading organizations
How to ensure your metrics are being properly tracked
The document discusses lessons learned from a usability study of fingerprint authentication. It found that the experience of registering fingerprints differed between Apple and Android devices. It also found that users needed to be reminded to enable fingerprint authentication in apps after registering their fingerprint, and had questions about how fingerprints were stored and secured. The study also revealed that users wanted to use multiple fingerprints or another person's fingerprint to authenticate on shared devices. Overall, participants were open to using fingerprint authentication once they understood how it worked.
This document provides an overview of a seminar report on the Internet of Behaviour (IoB). It discusses how IoB analyzes user behavior data from connected devices and digital interactions to influence behaviors. The report acknowledges both benefits and ethical concerns of IoB, such as privacy issues. It also provides examples of how IoB could be applied in various sectors like marketing, healthcare, and insurance. The report aims to educate about the concept of IoB while noting the need for responsible data practices and user consent.
Designing a good digital experience - PDA Europe Virtual Conference 2020 Margaux Lesaffre
The document discusses designing good digital experiences through a user-centered design process. It involves understanding user needs through research, defining problems to solve, ideating and prototyping solutions, testing and iterating based on user feedback, and measuring impact. Key aspects addressed include onboarding users, reducing friction, prompting desired behaviors, and providing rewarding experiences to retain users.
The document outlines the layers of the mobile experience design process, including identifying needs and goals, developing strategies and prototypes, testing, and optimization for mobile contexts. It also discusses several "rules" for mobile design such as focusing on user needs, keeping designs simple, and understanding usage contexts. The layers of the design process are idea, needs and goals, context, strategy, device plan, design, prototype, development, testing, optimization, and porting.
Single subject research design involves repeated measurement of a dependent variable over time when an independent variable is manipulated for one or a small number of subjects. It is used to evaluate interventions or treatments for individuals and determine if there is a functional relationship between the independent and dependent variables. This research design allows the researcher to demonstrate experimental control and whether the intervention is responsible for changes in behavior.
The document discusses the layers of the mobile experience design process which includes idea, needs and goals, context, strategy, device plan, design, prototype, development, testing, optimization, porting, and discussion. It also outlines the context of mobile design and different types of mobile apps based on medium and context.
The document outlines the key areas of a project brief for developing a mobile wellness app for students. It includes sections on aims/objectives, budget/schedule, target audience, materials, style/theme, and definitions of relevant keywords. The overall aim is to create a healthy lifestyle app for students by November. It will be aimed at students aged 5-18 worldwide and use a red-black theme with parental controls. The budget will come from a bank loan and restrictions require non-toxic materials.
WWT Webinar - The Role of Adoption Services in Tech DeploymentsWorld Wide Technology
If you are feeling dejected because no one in your organization is using the applications that your team has spent countless cycles to spin up for your users, what can you do to improve user adoption? The answer is simple. World Wide Technology. We have developed a proven methodology to improve utilization of technology purchases and create quick adoption within your organization. In this presentation, Sean McDonald, WWT Adoption Services Practice Lead provides an overview on how to architect comprehensive post deployment utilization strategies to ensure you are maximizing your investment, including a review of a customer use case example that will demonstrate how all roles in an organization can benefit from these strategies, from the CXO to end users.
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Apply insights gleaned from #behavioraldesign & #persuasion research to your design process to create a massive impact on #userexperience, improve engagement and persuade users to take action.
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Experimentation doesn’t end with the desktop experience. You can experiment everywhere — across all of your digital touchpoints, to drive acquisition, engagement and retention on every channel. In this session you’ll hear how two iconic brands, Fox Networks and Nike, have leveraged multiple channels to build their experimentation programs.
At Fox, experimentation involves testing every new feature on their iOS, TiVo and FireTV applications. For Nike, they want to democratize testing across the entire company. Today, they are empowering PMs, engineers, and marketers across the SNKRS and Training Apps, as well as the core Nike.com experience. Join this session to learn how these retail and media leaders have focused their efforts at pleasing their customers wherever they are.
This document outlines LifeIQ, a digital engagement platform that uses behavioral science and actuarial models to encourage positive daily habits and long-term lifestyle changes. It summarizes the platform's scientific foundations, personalized user experience, social features, reporting capabilities, and what makes it unique compared to other solutions. LifeIQ aims to improve outcomes like productivity, costs, and quality of life for employers, insurers, and individuals through nudges, challenges, rewards and other behavioral economics techniques.
This document provides an overview of common applications of the Dynavision D2 for treatment of low vision. It discusses how the Dynavision D2 can be used to improve visual, cognitive,
This document discusses how a user's mood can impact software requirements and design. It proposes a model to assess a user's mood profile during the requirements gathering process. Key points:
- Mood is a generalized feeling that influences how users interact with and perceive software. Positive moods tend to produce more positive perceptions.
- The model involves gathering mood data on users and using this to modify the requirements specification process. Software developers would also self-report their moods.
- Implementing this mood-aware model could help produce higher quality software requirements that better meet user needs by accounting for psychological and emotional states. This could improve software design and reduce maintenance costs.
- In conclusion, the study supports incorporating
DIFFERENTIATE- The Neuroscience of Better EvaluationsNicole MacDonald
Assess Performance Accurately
DIFFERENTIATE helps managers in your organization to make
informed, accurate, and fair evaluations of employee contributions.
The document outlines the design process for an app called Beehappy, which aims to improve employee health, wellbeing, and career progression. It discusses conducting research through interviews, questionnaires, and competitor analysis to develop user personas and stories. Low- and high-fidelity prototypes were created and tested to refine the simple but colorful design of the app before its completion. The outcome enables a more meaningful user experience by addressing a gap in the market for apps combining mental wellbeing and career tools.
10-steps to a friction-free app: How to run a Friction AuditSequoia Capital
James Buckhouse, on behalf of Sequoia.
A friction audit is a list of every moment of confusion, frustration, concern or delay in your product experience and a plan for how to improve the total experience.
Use this deck to walk your team through the 10-step process.
For more company-building posts, see Sequoia's Medium Publication: https://seq.vc/Sequoia-Medium
For more on the Sequoia Design Lab, visit SequoiaDesignLab.com
For more on Sequoia, visit us at Sequoiacap.com
Seminar Medical Informatics | University UtrechtSynappz
1) The document discusses an overview of medical app development presented by Erik van der Zijden of Synappz Medical Apps. It covers topics like who Synappz is, what mHealth is, the medical app development process, and current and future trends.
2) The medical app development process discussed includes discovering user needs, preparing designs and functionality, creating graphics and coding, marketing the app, and obtaining necessary certifications and validations.
3) Current and future trends mentioned include tracking more health data using mobile devices through wearables and sensors, as well as using standards like HL7 and DICOM to enable data sharing and interoperability.
Grassroots Accessibility: Driving change from the middle outComrade
When we think about accessibility in the context of web technologies, we often associate it with designing products and services for those with disabilities. Yet with digital interactions becoming increasingly common—and often critical to our lives—we should really be thinking of accessibility as a universal design necessity that serves everyone's best interests.
On April 24, 2014, we hosted and moderated a UXPA Meetup, where we discussed accessibility with a specific focus on methods for advancing the practice. We were joined by speakers from SSB BART Group and Kaiser Permanente, who discussed their perspectives and experiences improving accessibility for their companies and their clients.
I also presented on grassroots accessibility, focusing on tools and techniques anyone can use to move the bar within their own company, whether it be a startup or established business. I hope you enjoy my presentation as much as I did creating it.
The document summarizes a workshop on prototyping and piloting organized by Equinox Education. It discusses different types of prototypes including sketches, paper interfaces, storyboards, and role-playing. It emphasizes that all prototypes are disposable and should focus on validating the core idea by testing with real users. A pilot is defined as a productionalized system for a subset of an audience used to better understand how a product will be used and refine it.
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- The model involves gathering mood data on users and using this to modify the requirements specification process. Software developers would also self-report their moods.
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James Buckhouse, on behalf of Sequoia.
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Use this deck to walk your team through the 10-step process.
For more company-building posts, see Sequoia's Medium Publication: https://seq.vc/Sequoia-Medium
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I also presented on grassroots accessibility, focusing on tools and techniques anyone can use to move the bar within their own company, whether it be a startup or established business. I hope you enjoy my presentation as much as I did creating it.
The document summarizes a workshop on prototyping and piloting organized by Equinox Education. It discusses different types of prototypes including sketches, paper interfaces, storyboards, and role-playing. It emphasizes that all prototypes are disposable and should focus on validating the core idea by testing with real users. A pilot is defined as a productionalized system for a subset of an audience used to better understand how a product will be used and refine it.
Similar to Behavioural Application Design - Practical Persuasion (20)
2. I’m Dr. Daryl Foy
I am here to provide a brief insight into how
behavioural science principles can be used
practically to design a mobile app intended for
behaviour support.
You can find me at @mortonandlawson
Hello!
3. We need a foothold in theory to
build effective behaviour change
5. “
Motivation for sustainable exercise
is made possible by satisfaction of
3 basic psychological needs:
autonomy, competence and
relatedness.
Ryan & Deci
6. You need to pick persuasive
design elements from a number of
models to design better apps
There is no ……..
8. ZING enables wearable users to act
on exercise data by providing clinical
context, immediate advice using
evidence-based behavioural design
to sustain long-term positive exercise
Lonelines
s
Confusion
Hope
Pleasure
Indecision
Acceptanc
e
9. Place your screenshot here
DO today
Exercise plan provides
autonomy via choice to DO-
SKIP-or SWAP.
plus
◉ Instruction
◉Self-regulation via 7 day
trackers
10. Place your screenshot here
ZING & PING
Feedback and comparative
scoring with positive visual
framing & relatedness
immediacy
◉ ZING
○ Exercise persistence
○ Exercise volume &
intensity
■ Self-compare
option
◉PING
○ Social connectedness
○ Self affirmation
11. Place your screenshot here
TWEAK
Simple slide control changes to
a few factors that affect the
user’s ZING & PING scores.
Only ZING is shown here.
◉Focus on causality &
priming towards
○ Autonomy
○ Competence
12. Place your screenshot here
DOJO
Microbytes of content (text-
video-sound) aimed at exercise
delivered by ESSA scientists.
Quiz completion allows
progress to recognition for
learning “belts”.
◉Focus on learning to
deliver
○ Autonomy
○ Competence
13. Place your screenshot here
NOTICES
Alerts that help tie together the
user exercise experience with
the ZING environment of
society,
knowledge,reward,interaction &
health
◉Focus on
○ Autonomy
○ Competence
○ Relatedness
○ Reward & recognition
14. Takeaways
◉App test marketing of ZING
Likeable non-obstructionist UI
Must have functionality (ML & EP & rewards)
Encourages repeated use
◉App architectural STACK and codebase
designed for re-use across problem domains
◉Plug and play additional wearable and health
device API’s
15. Turn agency-based behavioural
research into marketable apps.
Using a team expertise that is
world class in terms of behaviour
systems design, machine learning
and software delivery at real-world
rates.
17. Any questions ?
You can find me at
◉ @mortonandlawson
◉ dlfoy@mortonlawson.com
◉ 02-4017-0218
Thanks!
Editor's Notes
This is a brief insight into how contemporary behavioural design principles are applied to the construction of a successful behaviour support app.
Morton & Lawson are evolving a simple framework for this known as B.A.D. = Behavioural App Design
From the established health behaviour change evidence, we make extensive use of the Self Determination Theory and mix in elements of the Transtheoretical Model.
Abandonment rates for fitbits are legend. Over 75% of all fitbit sales are focused on new customers as the returning customer rate is dreadful.
The presentation addresses the design and development of a mobile app that targets wearable users and links them with exercise physiologists dynamically so that their data has a clinical context and affords them an opportunity to receive in situ planning, advice,analysis *using machine learning), management and a dynamic social fabric for support.
From our foothold in SDT and or the Transtheoretical Model we draw evidence-based elements of behaviour change that pre-date Nudge Theory. We tie this in with contemporary unified design models namely Persuasive Systems Design (PSD) and Support for Engineering Persuasive Interactive Applications (SEPIA).
Remembering of course that in the case of a target user base such as those we are looking to be deterred from throwing away their fitbits the overwhelming aim of the app is to use design that facilitates the evolution of self determined exercise behaviour from these users.
Applying theories and models is a deeply pragmatic process but effort is made to compromise the
Fogg & Eyal on User Motivation and Ability
To improve their physical and emotional well-being and be self determined in planning and implementing positive, sustainable exercise behaviour.
Seek PLEASURE vs avoid pain
- ZING needs to be fun and easy to use
Seek HOPE and avoid fear
- ZING EP must be available, prompt, polite,empathetic
Seek ACCEPTANCE and avoid rejection.
- ZING user needs like-minded supportive peers with a means to connect, share, support, recognise, co-operate, compete with and learn from these peers.
Simplicity
TIME - fewest possible steps quickest route to satisfaction of outcome
e.g. COMPRESSION PATH
Register-Connect Devices-Contact EP-Get Plan from EP-Do PLAN- reflect, adjust,compare,learn.
MONEY
Free to download. In-app purchases only; 7 or 28 days. ZING reimburse EP after 30 days.
EFFORT
The less the better; minimal choices but choices
- register-log-in
- connect device
- contact EP and get dialogue going
- get a plan-change
- invite others
- pay
THINKING - as little as possible (do it for them)
- positive simple positive visual framing e.g. size of user ZING and PING scores vs means
- intuitive and consistent screen design; no surprises
ACCEPTABILITY by others
- good enough for friends to feel great about using it
From PSD we apply:Reduction design - compressing information streams and actions into a single elegant screen design.
Personalisation - the plan has been custom written for the individual by the ZING exercise scientist
Social - the ever present chat-messaging system is accessed by the slide drawer menu overlay
From SEPIA
We contribute to user understanding of behaviour by providing the 7 day tracker which because it has =>2 missed exercise sessions.
We reveal their last 7 day’s behaviour making it observable. This is also visible to the ZING ex_sci
We meet the recommend option by affording the user the opportunity to swap different exercise sessions in the plan so that it suits their current condition not the condition when the plan was agreed.
We enable an alert function via system generated prompt if the # skipped sessions rises to 2 or more. This provides them with control in order to adjust.
From PSD we apply:Reduction design - compressing information streams and actions into a single elegant screen design.
Personalisation - the scoring is individually calculated
Social
Learning
Comparison
Against the MEAN for the individual’s profile-type based on Age-Gender-BMI
Against ZING friends
Recognition
From NUDGE
Social conformity & anchoring by the score comparisons.
Priming for sustained positive exercise behaviour
Positive visual framing - the user’s scores are always larger and clearer than that of their peers and friends even if in real terms they currently have a lower score
From SEPIA
We contribute to user understanding of behaviour by providing the 7 day tracker.
We reveal their last 7 day’s exercise and positive online social behaviour making it observable. This is also visible to the ZING ex_sci
We provide discovery; the user sees the correlation between their exercise and online sociability and their scoring.
From PSD we apply:Reduction design - compressing information streams and actions into a single elegant screen design.
Personalisation - the scoring is individually calculated
Simulation and rehearsal
Suggestions - not shown here but movement of each slide control will trigger a callout bubble with text explaining the role of the measure in calculating the score and how the user can improve it.
From NUDGE
Feedback
Priming for sustained positive exercise behaviour by providing the function to visualise positive outcomes from changes.
Positive visual framing - the user’s score uses a simple animation to grow when positive changes are made to ZING factors.
Sympathy having effects of change mirrored in a benign manner is sympathetic to the user’s situation about continuing to use a device and a mobile instant pro to help them manage sustainable exercise
From SEPIA
We contribute to user understanding of behaviour and their ability to affect it (positively or negatively).
We provide discovery; the user sees the correlation between their exercise and online sociability behaviour and efforts and their scoring.
We provide Learnability through Experimentation.
From PSD we apply:Reduction design - compressing information streams and actions into a single elegant screen design.
Personalisation - the DOJO belts are awarded for individual accomplishment
Tunneling - ZING guides user through interactive tips to show the path to belt accomplishment
Self-monitoring - the screen demonstrates the current BELT status and changes if the user accomplishes enough quiz completion to elevate this level
Rewards - the user’s improvement in knowledge is rewarded with BELT conferment
Social role - here the app takes on the support role of tutor, augmenting the primary social role delivered by the ZING exercise scientists
From NUDGE
Framing effect - we keep the number of content carousel choices in the DOJO to a bare minimum (3).
Priming for sustained positive exercise behaviour by providing the function to visualise positive outcomes from changes.
Positive visual framing - the user’s belt grade visual
Sympathy having the content proffered in small digestible chunks of interesting and focused content is sympathetic to the user’s time and attention constraints
Loss aversion ZING is designed to encourage considerable investment from the user which is retained as assets - DOJO Belts, social relationships, professional relationship, reward coupons,data analysis. DOJO reflects part of this investment and seeing their BELT status is a constant reminder of that investment.
From SEPIA
We provide Engagement and Control.
They engage with learning as a means to help shape positive exercise behaviour through knowledge.
The control is afforded the user by the optioned facility to do as little or as much learning as they want. They may be able to ascertain the association between their knowledge attainment and improved levels of self determination.
From PSD we apply:Reduction design - compressing information streams and actions into a single elegant screen design.
Personalisation - each alert is based on the individual’s needs, performance and relationships.
Self-monitoring - the screen provides up-to-the-minute notification of achievement, performance repercussions and social activity.
Rewards - the user’s performance is recognised with the BLING function
Social role - here the app takes on the support role of a PA keeping them informed and up-to-date
Suggestions - the RHR (resting heart rate alert) which is simultaneously shared with the user’s ZING clinician includes explanatory text about what it may mean and what to do about it
Reminders - ZING applies the Zeigarnik & Goal Gradient Effects to remind the user when their current PLAN will expire that their BLING reward coupons have an expiry for redemption ( when clicked )
From NUDGE
Framing effect - we keep the number of content carousel choices in the DOJO to a bare minimum (3).
Priming for positive actions related to their health (RHR), education (new DOJO content) and social interactions (noting which friends are online)
Positive visual framing - new DOJO content, the health alert, lapsing plan and BLING coupon redemption are one click actionable.
Sympathy having the content proffered in small digestible chunks of interesting and focused content is sympathetic to the user’s time and attention constraints.
Loss aversion ZING BLING reward coupon redemptions have a short expiry period.
From SEPIA
We provide Alerts and Prevention.
The alerts are self explanatory
The prevention comes through the plan renewal date notice and the health threatening warning about an excessive resting heart rate.
Along with PSD and SEPIA Morton & Lawson make use of gamification and the Hooked Habit Forming Model from Nir Eyal.
Solid examples of the HOOK for the app are shown on the NOTICES screen.
In terms of the Zeigarnik & Goal Gradient Effects
We provide a "cliffhanger" ending by:
- reminding them when their current plan is about to expire
- notifying them when friend uploads new exercise data
Variable Rewards
A fundamental of habitual use ( e.g. checking email) is the need to alleviate the craving for that reward. Variable rewards are when you positively reinforce a behavior at an non-fixed (ie less predictable) schedule. By varying when you deliver the reward for a certain behavior and how big that reward is, you can quickly reinforce that behavior and make it very strong and resistant to extinction (aka it becomes a habit or routine). Getting a reward increases dopamine levels in your brain, which motivates you to do the thing which got you the reward (rats with missing dopamine receptors struggle to build habits).
But dopamine isn’t just pleasure, it’s about anticipation of pleasure. When we know how the game works (this lever press won’t give us a reward, but the next one will) our novelty seeking brains get bored. But when the rewards are unpredictable, we stay on edge. Studies have shown that unpredictable rewards cause greater increases of dopamine, which may be why the behavior that lead to the reward gets so strongly reinforced.
Some directly incorporate gambling elements, like JetPack Joyride, a popular iOS game which allowed you to collect special bonuses that could be cashed in at the end of a round literal spin the wheel bonus points during a particular round of gameplay, which can be cashed in for wheel spins. It turns out this is not a new idea – Super Mario Bros 2 was using the same tactic 18 years prior.
3 types
HUNT
Actual physical rewards. ZING towel-swim cap-running socks
TRIBE
Recognition e.g. stack overflow status for Q & A IN ZING DOJO grades ZING and PING scores
We need to provide TRIBE rewards that make users feel accepted, attractive,important included.
With every post tweet and pin people anticipate social validation. Rewards of the tribe keep users coming back wanting more.
Bandura - people who observe others being rewarded for behaviour 'x" are more likely to alter their actions to gain congruence better when there is homophily and the observed individual is a "role model"
In ZING - notices of friends DOJO levels; goals reached, ZING improves.
SELF
We need to reflect back their mastery, competence and completion.
PLANS done
ZING and PING up
DOJOs up
JOURNEY Mirror in PROFILE