Humans are influenced in our daily behaviour not by rational decision-making but by multiple conscious and sub-conscious factors such as priming, framing, anchoring, copying etc. We are now able to drawn some conclusions for advertising market that can help us turn human understanding into business advantage for our clients.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
Using Evidence-Based Kernels: The DNA for Prevention, Intervention & Treatment
1. Kernels are the smallest units of scientifically proven behavioral influence that produce quick, measurable changes and can be combined to create larger programs. 2. The document discusses four types of kernels - antecedent, reinforcement, physiological, and relational frames - and provides 52 examples of kernels. 3. Kernels can address social issues without stigma and be spread through word-of-mouth or modeling to create positive behavioral changes.
When Culture Eats Enterprise 2.0 Strategy for Breakfastarnohesse
Slides from the Culture Change workshop at the Enterprise2Open unconference on 6/24/2009 during Enterprise 2.0 in Boston. The worksheets for the participants are not included. @ahesse
Design Scripts: Designing (inter)action with intent Bas Leurs
The document discusses design scripts, which are ways that artifacts can prescribe or influence how users interact with and behave around the artifact. Some examples are given, like how speed bumps are designed to signal drivers to slow down. The document also discusses how designers aim to predict how users will interact with their designs and shape user behaviors. Finally, it notes that the principles of design scripts can be found in many fields that aim to influence human cognition, attitudes, and behaviors through the design of artifacts and environments.
This document provides a brief history of the General Enterprise Management (GEM) approach through a series of slides. It introduces the concept that everything is directly connected, like knots in a fishing net. It then presents a 1984 diagram that evolved from this "fishnet" concept to model objects and their relationships, attributes, and changes over time. This became a generalized object model to manage any and every "thing" within an information system.
The document introduces the design methodology, which applies critical and creative thinking skills to understand and visualize complex problems and develop solutions. It involves mapping current and desired systems within an environmental space, and thinking across five spaces - problem, solution, assessment, adaptation, and learning - to address challenges. The goal is to understand problems at a deeper level and solve the right problems, rather than just addressing symptoms.
1. Mark Madsen and Marc Demarest, who trained under data warehousing deity Ralph Kimball in the early 1990s, debate whether big data is a revolution or hype.
2. They discuss five issues: whether data is a true factor of production now, the reality of big data, the impact of commodity hardware and radical scale-out, the relevance of merchant DBMSs, and the future of query, reporting and dashboard tools.
3. Madsen sees big changes in how data is used and stored due to new technologies, while Demarest believes current approaches can still meet most needs with better investment and design.
The document discusses how technology is advancing faster than humans can respond, and how machines and their ability to help extend human knowledge and understanding may be humanity's only hope for dealing with increasingly complex problems. It argues that the combined intelligence of all humanity is insufficient, and that our only hope lies with the combined intelligence of our machines. It also discusses how connectivity and networks are growing exponentially and becoming inherently nonlinear and chaotic, making intuition less reliable and requiring new ways of thinking.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
Using Evidence-Based Kernels: The DNA for Prevention, Intervention & Treatment
1. Kernels are the smallest units of scientifically proven behavioral influence that produce quick, measurable changes and can be combined to create larger programs. 2. The document discusses four types of kernels - antecedent, reinforcement, physiological, and relational frames - and provides 52 examples of kernels. 3. Kernels can address social issues without stigma and be spread through word-of-mouth or modeling to create positive behavioral changes.
When Culture Eats Enterprise 2.0 Strategy for Breakfastarnohesse
Slides from the Culture Change workshop at the Enterprise2Open unconference on 6/24/2009 during Enterprise 2.0 in Boston. The worksheets for the participants are not included. @ahesse
Design Scripts: Designing (inter)action with intent Bas Leurs
The document discusses design scripts, which are ways that artifacts can prescribe or influence how users interact with and behave around the artifact. Some examples are given, like how speed bumps are designed to signal drivers to slow down. The document also discusses how designers aim to predict how users will interact with their designs and shape user behaviors. Finally, it notes that the principles of design scripts can be found in many fields that aim to influence human cognition, attitudes, and behaviors through the design of artifacts and environments.
This document provides a brief history of the General Enterprise Management (GEM) approach through a series of slides. It introduces the concept that everything is directly connected, like knots in a fishing net. It then presents a 1984 diagram that evolved from this "fishnet" concept to model objects and their relationships, attributes, and changes over time. This became a generalized object model to manage any and every "thing" within an information system.
The document introduces the design methodology, which applies critical and creative thinking skills to understand and visualize complex problems and develop solutions. It involves mapping current and desired systems within an environmental space, and thinking across five spaces - problem, solution, assessment, adaptation, and learning - to address challenges. The goal is to understand problems at a deeper level and solve the right problems, rather than just addressing symptoms.
1. Mark Madsen and Marc Demarest, who trained under data warehousing deity Ralph Kimball in the early 1990s, debate whether big data is a revolution or hype.
2. They discuss five issues: whether data is a true factor of production now, the reality of big data, the impact of commodity hardware and radical scale-out, the relevance of merchant DBMSs, and the future of query, reporting and dashboard tools.
3. Madsen sees big changes in how data is used and stored due to new technologies, while Demarest believes current approaches can still meet most needs with better investment and design.
The document discusses how technology is advancing faster than humans can respond, and how machines and their ability to help extend human knowledge and understanding may be humanity's only hope for dealing with increasingly complex problems. It argues that the combined intelligence of all humanity is insufficient, and that our only hope lies with the combined intelligence of our machines. It also discusses how connectivity and networks are growing exponentially and becoming inherently nonlinear and chaotic, making intuition less reliable and requiring new ways of thinking.
Game Theory & Emotional Measurement by Alex Batchelor of BrainJuicer - Presen...InsightInnovation
Human beings use two systems to make their decisions. The fast, intuitive, emotional, system 1 is more powerful, and used more often, than the slower, more cognitively stressful, system 2. But the apparatus of research – be it the survey or the focus group – is designed to investigate system 2, even though it is rarely engaged in making actual consumer decisions. These are the principles of behavioural economics, and most marketers now agree that it is the key to how consumers make decisions about their brands. How do you apply the insights derived from a behavioural lens to create better business effects in your organization? Alex Batchelor, COO, shares how BrainJuicer’s Behavioural Model can be a blueprint for helping companies turn better human understanding into business advantage, especially at the shopper’s moment of truth.
Expoiting Cognitive Biais - Creating UX for the Irrational Human MindYu Centrik
The document discusses how cognitive biases can be used to create more effective user experiences. It argues that while computers are strictly logical, human minds are irrational, subjective, and prone to cognitive biases. To design for humans, user-facing elements need a psychological approach that accounts for how people actually think, feel, and make decisions based on both logic and a variety of non-logical factors. Understanding cognitive biases can help predict human irrationality and apply specific biases to improve the user experience.
Dave snowden practice without sound theory will not scaleAGILEMinds
This document discusses complexity theory and its application to organizational management. It argues that traditional systems thinking has limitations and a new approach is needed that is informed by complexity science and cognitive science. It presents key concepts from complexity theory like emergence and phase transitions. It also emphasizes the importance of narratives, rituals, and networks between groups.
The Persuasive Communication Model offers a convenient system that you can use to design mobile applications, websites, or social media campaigns. You can use the model when you are developing new products, trying to improve old ones, or seeking to identify the success principles that lay behind your competitors’ products.
When designing new technologies or fixing old ones, the model provides a checklist of persuasion principles that you can use to compare your design with scientifically validate influence principles. If you wish to understand what makes your competitors’ technology work, you cannot just copy their product. Rather, you can use the model to reverse engineer their persuasive architecture, and then adapt their persuasive architecture to your unique product and market.
This presentation does not include the Persuasive Design Cheat Sheet. Sign-up for my newsletter to be notified of the next public release: http://www.cugelman.com
Some of the science behind this presentation:
http://www.jmir.org/2011/1/e17/
Decision-making is usually a secondary topic in psychology, relegated to the last chapters of textbooks. Most of the time these chapters acknowledge the failure of the “homo economicus” model and propose to understand human irrationality as the product of heuristic and biases, which may be rational under certain environmental conditions. Psychology pictures decision-making as a deliberative task, studied by multiple-choice tests using the traditional paper and pen method. Psychological research on decision-making assumes that the subjects’ competence in probabilistic reasoning – as revealed by these tests – is a good description of their decision-making capacities. This conception takes for granted (1) that the process of reasoning about action is identical to the process of decision-making and (2) that psychology documents either human failures to comply with rational-choice standards or how mental mechanisms are ecologically rational. In this talk, I argue that decision neuroscience (“neuroeconomics”) may suggest another approach for the study and the nature of decision-making. Research in this field show that information processing in decision is affective, embodied and prosocial: Evolutionary older neural structures, such as the limbic system or dopaminergic neurons, are highly involved in subjective risk and certainty assessment; somatosensory information is integrated in prefrontal areas and helps evaluating choices; In games where players may adopt fair or unfair attitudes, the first ones tend to be more frequent and the second ones elicit emotionally negative reaction.
Moreover, I suggest (against bounded rationality) that these mechanisms achieve near-optimality in social decision-making and (against ecological rationality) that this optimality is not fitness-enhancing. Consequently, I argue that the study of decision-making should be construed as an investigation into “natural rationality” (the mechanisms by which cognitive agents make decisions) and that decision-making should be a central concern for psychology.
Utility and neuroscience: a mechanistic approach of decision-making and ratio...Benoit Hardy-Vallée, Ph.D.
This document discusses neuroeconomics, which is the study of the neural mechanisms of decision-making and their economic significance. It provides several definitions of neuroeconomics from the literature. The key methods of neuroeconomics include developing behavioral tests of decision tasks, comparing theory/data, and using various neural studies like imaging to understand the biological mechanisms underlying decisions. Some examples discussed are studies looking at neural responses related to pricing, risk/ambiguity, ultimatum games, and trust games. The document argues that mechanistic models of decision-making that identify specific causal entities and their interactions have advantages over other types of models in providing explanations and predictions that can be integrated with other domains. However, it notes that inferring preferences from
Playing at the speed of thought-A Decision-Action model for soccer-pt.3Larry Paul
System 1 and System 2 are the two modes of thinking that underlie decision making in soccer. System 1 allows for fast, intuitive reactions while System 2 enables slower, more analytical thinking. Both systems interact across a soft boundary, with System 1 guiding most in-game actions while System 2 learns from experiences to update heuristics. Effective training balances both systems by combining tactical instruction with behavioral practice and feedback.
Measuring the magic of the movies - NCM and Thierry Jourquin @ Brightfis…brightfish_be
The document discusses measuring emotional engagement with movies and advertisements using biometrics. It summarizes research by NCM Media Networks that found viewers had significantly higher emotional engagement and brand resonance when watching TV ads and content on the big screen in a movie theater compared to watching at home on TV. Peak engagement levels for ads and branding moments in the movie theater were much higher and sustained longer than when viewed on TV at home. The research suggests the venue of viewing, whether a movie theater or home television, strongly impacts the emotional response and effectiveness of the content.
The document discusses key drivers and barriers to successful organizational change from a neurological perspective. It finds that the most important driver is involving people early in the change process to get input and influence the outcome. The biggest barrier is poor communication. Successful change requires face-to-face dialogue to build trust and check understanding. Leaders must also listen to employees, address their concerns, and have empathy for how individuals are experiencing the change. Making new connections through discussion and considering different perspectives helps adapt to change.
There are three key points discussed in the document:
1. There are differing standards for enterprise risk management (ERM) and they treat risk and risk aversion differently. Some make little mention of risk attitude while others define terms like risk appetite and risk tolerance.
2. When discussing risk aversion at the corporate level, it is important to consider that corporations are legal fictions and that equity owners are residual claimants who can diversify away non-systematic risk. Management acts on behalf of equity owners.
3. A simplified example of a corporation with a natural gas forward contract asset and payment liability is used to illustrate how taking on more risk could potentially increase shareholder value through higher returns,
Your Brain On Graphics: IA Summit 2011 (can download)Connie Malamed
Research-inspired visual design based principles based on cognitive science. Please see the .pdf version for downloading.
The downloadable PDF version.
System 1 thinking, which is intuitive, instinctive, fast, and effortless, plays a much larger role in decision making than System 2 thinking, which is more considered, logical, slow, and rule-based. Understanding how the two systems of decision making work can help improve research, advertising, design, innovation and strategic planning by providing a firmer foundation. Our behavior is driven by both System 1 and System 2 thinking, with System 1 having a greater processing power and being less effortful than System 2.
Bright talk bringing back the love - finalAndrew White
This document discusses how situational awareness improves user experience. It defines situational awareness as the perception of and reaction to changing events based on understanding the situation rather than just recalling stimuli. Most outages result from a lack of situational awareness. The document explores why situational awareness is lost and how new capabilities can help provide the right information when needed.
This document discusses the distribution of cognition across individuals, tools, language, and methodology (H-LAM/T systems). It suggests that improving individual effectiveness in society should be approached as a system engineering problem by studying the interacting whole using a synthesis-oriented approach. The document also discusses using control theory and information theory to explain cognitive and social phenomena (cybernetics). Finally, it discusses using paired analytics sessions with a visual analyst and domain expert to collaborate on analytic tasks and influence design decisions in aviation safety.
This document provides an introduction to decision making and decision theory. It discusses [1] expected value and expected utility models used by economists to describe how "econs" make decisions. However, these models do not accurately capture how real "humans" make decisions. [2] Prospect theory, proposed by Tversky and Kahneman, better explains human decision making by incorporating concepts like reference dependence, diminishing sensitivity to changes in wealth, and loss aversion. [3] Heuristics and biases research has also demonstrated that human judgment is influenced by cognitive limitations and shortcuts, often resulting in systematic errors.
Games in humans and non-human primates - the prospects for game theoretical a...Kyongsik Yun
1) Game theory combined with neuroscience methods can provide insights into decision making by examining behavior and neural activity during strategic games. 2) Studies in monkeys have found neurons in areas like the lateral intraparietal area and superior colliculus that encode decision values and selection during mixed-strategy games. 3) Neuroimaging studies of games in humans find areas like the anterior insula and dorsolateral prefrontal cortex associated with emotional and cognitive processing during social decisions.
1) Psychopaths have 11% less prefrontal volume than healthy subjects, suggesting reduced prefrontal cortex volume may be biologically linked to criminal behavior.
2) The document discusses several studies on brain size and structure across species, finding that brain size increases over hominid evolution were likely driven by ecological and social pressures selecting for increased cognitive abilities.
3) Brain design is adapted to solve particular cognitive problems influenced by a species' environment and social structure, as seen in specialized brain areas for spatial memory in monogamous versus polygamous voles.
Presentation given by Chris Welty (IBM Research) at Knoesis. We get the permission to upload this presentation from Chris Welty. Event details are at: http://j.mp/Welty-at-Knoesis and the associate video is at: https://www.youtube.com/watch?v=grDKpicM5y0
Design Scripts: Designing (inter)action with intent | LeursHuman Centered ICT
This document discusses design scripts, which are ways that products can prescribe or influence how users interact with them. It provides examples of scripts like speed bumps that encourage drivers to slow down. The document also discusses how designers can understand and improve their processes by learning about how users think and behave. It emphasizes that designers must predict how their designs will affect user behavior in order to specify the necessary actions to achieve desired outcomes. The key is for designers to learn about contexts and users, and then create simple and robust scripts to make the results of their designs predictable.
Recent trends in digital advertising throughout Europe (Alain Heureux - IAB)SEMPL
What kind of internet advertising works in Europe? IAB Europe collects the data about the efficiency of digital advertising and its president is going to reveal them.
The total reset of marketing, branding and media – are you ready for the futu...SEMPL
Powerful technologies and a significant personal habit changes are impacting societal, economic and political developments. Marketing is following media/content as the next big arena for change – consider what has happened to music, film/TV and newspaper industries and then extrapolate on what will happen to marketing, branding and advertising in nearby future. Integration of media and communication channels (online-offline, augmented reality, responsive design, social TV), problems and challenges of editing, distribution and monetizing media content are just some of the challenges in the industry. These are also some of the topics that Gerd Leonhard will touch on; showing examples from around the globe and presenting future scenarios that will become reality quicker than you might think.
More Related Content
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Game Theory & Emotional Measurement by Alex Batchelor of BrainJuicer - Presen...InsightInnovation
Human beings use two systems to make their decisions. The fast, intuitive, emotional, system 1 is more powerful, and used more often, than the slower, more cognitively stressful, system 2. But the apparatus of research – be it the survey or the focus group – is designed to investigate system 2, even though it is rarely engaged in making actual consumer decisions. These are the principles of behavioural economics, and most marketers now agree that it is the key to how consumers make decisions about their brands. How do you apply the insights derived from a behavioural lens to create better business effects in your organization? Alex Batchelor, COO, shares how BrainJuicer’s Behavioural Model can be a blueprint for helping companies turn better human understanding into business advantage, especially at the shopper’s moment of truth.
Expoiting Cognitive Biais - Creating UX for the Irrational Human MindYu Centrik
The document discusses how cognitive biases can be used to create more effective user experiences. It argues that while computers are strictly logical, human minds are irrational, subjective, and prone to cognitive biases. To design for humans, user-facing elements need a psychological approach that accounts for how people actually think, feel, and make decisions based on both logic and a variety of non-logical factors. Understanding cognitive biases can help predict human irrationality and apply specific biases to improve the user experience.
Dave snowden practice without sound theory will not scaleAGILEMinds
This document discusses complexity theory and its application to organizational management. It argues that traditional systems thinking has limitations and a new approach is needed that is informed by complexity science and cognitive science. It presents key concepts from complexity theory like emergence and phase transitions. It also emphasizes the importance of narratives, rituals, and networks between groups.
The Persuasive Communication Model offers a convenient system that you can use to design mobile applications, websites, or social media campaigns. You can use the model when you are developing new products, trying to improve old ones, or seeking to identify the success principles that lay behind your competitors’ products.
When designing new technologies or fixing old ones, the model provides a checklist of persuasion principles that you can use to compare your design with scientifically validate influence principles. If you wish to understand what makes your competitors’ technology work, you cannot just copy their product. Rather, you can use the model to reverse engineer their persuasive architecture, and then adapt their persuasive architecture to your unique product and market.
This presentation does not include the Persuasive Design Cheat Sheet. Sign-up for my newsletter to be notified of the next public release: http://www.cugelman.com
Some of the science behind this presentation:
http://www.jmir.org/2011/1/e17/
Decision-making is usually a secondary topic in psychology, relegated to the last chapters of textbooks. Most of the time these chapters acknowledge the failure of the “homo economicus” model and propose to understand human irrationality as the product of heuristic and biases, which may be rational under certain environmental conditions. Psychology pictures decision-making as a deliberative task, studied by multiple-choice tests using the traditional paper and pen method. Psychological research on decision-making assumes that the subjects’ competence in probabilistic reasoning – as revealed by these tests – is a good description of their decision-making capacities. This conception takes for granted (1) that the process of reasoning about action is identical to the process of decision-making and (2) that psychology documents either human failures to comply with rational-choice standards or how mental mechanisms are ecologically rational. In this talk, I argue that decision neuroscience (“neuroeconomics”) may suggest another approach for the study and the nature of decision-making. Research in this field show that information processing in decision is affective, embodied and prosocial: Evolutionary older neural structures, such as the limbic system or dopaminergic neurons, are highly involved in subjective risk and certainty assessment; somatosensory information is integrated in prefrontal areas and helps evaluating choices; In games where players may adopt fair or unfair attitudes, the first ones tend to be more frequent and the second ones elicit emotionally negative reaction.
Moreover, I suggest (against bounded rationality) that these mechanisms achieve near-optimality in social decision-making and (against ecological rationality) that this optimality is not fitness-enhancing. Consequently, I argue that the study of decision-making should be construed as an investigation into “natural rationality” (the mechanisms by which cognitive agents make decisions) and that decision-making should be a central concern for psychology.
Utility and neuroscience: a mechanistic approach of decision-making and ratio...Benoit Hardy-Vallée, Ph.D.
This document discusses neuroeconomics, which is the study of the neural mechanisms of decision-making and their economic significance. It provides several definitions of neuroeconomics from the literature. The key methods of neuroeconomics include developing behavioral tests of decision tasks, comparing theory/data, and using various neural studies like imaging to understand the biological mechanisms underlying decisions. Some examples discussed are studies looking at neural responses related to pricing, risk/ambiguity, ultimatum games, and trust games. The document argues that mechanistic models of decision-making that identify specific causal entities and their interactions have advantages over other types of models in providing explanations and predictions that can be integrated with other domains. However, it notes that inferring preferences from
Playing at the speed of thought-A Decision-Action model for soccer-pt.3Larry Paul
System 1 and System 2 are the two modes of thinking that underlie decision making in soccer. System 1 allows for fast, intuitive reactions while System 2 enables slower, more analytical thinking. Both systems interact across a soft boundary, with System 1 guiding most in-game actions while System 2 learns from experiences to update heuristics. Effective training balances both systems by combining tactical instruction with behavioral practice and feedback.
Measuring the magic of the movies - NCM and Thierry Jourquin @ Brightfis…brightfish_be
The document discusses measuring emotional engagement with movies and advertisements using biometrics. It summarizes research by NCM Media Networks that found viewers had significantly higher emotional engagement and brand resonance when watching TV ads and content on the big screen in a movie theater compared to watching at home on TV. Peak engagement levels for ads and branding moments in the movie theater were much higher and sustained longer than when viewed on TV at home. The research suggests the venue of viewing, whether a movie theater or home television, strongly impacts the emotional response and effectiveness of the content.
The document discusses key drivers and barriers to successful organizational change from a neurological perspective. It finds that the most important driver is involving people early in the change process to get input and influence the outcome. The biggest barrier is poor communication. Successful change requires face-to-face dialogue to build trust and check understanding. Leaders must also listen to employees, address their concerns, and have empathy for how individuals are experiencing the change. Making new connections through discussion and considering different perspectives helps adapt to change.
There are three key points discussed in the document:
1. There are differing standards for enterprise risk management (ERM) and they treat risk and risk aversion differently. Some make little mention of risk attitude while others define terms like risk appetite and risk tolerance.
2. When discussing risk aversion at the corporate level, it is important to consider that corporations are legal fictions and that equity owners are residual claimants who can diversify away non-systematic risk. Management acts on behalf of equity owners.
3. A simplified example of a corporation with a natural gas forward contract asset and payment liability is used to illustrate how taking on more risk could potentially increase shareholder value through higher returns,
Your Brain On Graphics: IA Summit 2011 (can download)Connie Malamed
Research-inspired visual design based principles based on cognitive science. Please see the .pdf version for downloading.
The downloadable PDF version.
System 1 thinking, which is intuitive, instinctive, fast, and effortless, plays a much larger role in decision making than System 2 thinking, which is more considered, logical, slow, and rule-based. Understanding how the two systems of decision making work can help improve research, advertising, design, innovation and strategic planning by providing a firmer foundation. Our behavior is driven by both System 1 and System 2 thinking, with System 1 having a greater processing power and being less effortful than System 2.
Bright talk bringing back the love - finalAndrew White
This document discusses how situational awareness improves user experience. It defines situational awareness as the perception of and reaction to changing events based on understanding the situation rather than just recalling stimuli. Most outages result from a lack of situational awareness. The document explores why situational awareness is lost and how new capabilities can help provide the right information when needed.
This document discusses the distribution of cognition across individuals, tools, language, and methodology (H-LAM/T systems). It suggests that improving individual effectiveness in society should be approached as a system engineering problem by studying the interacting whole using a synthesis-oriented approach. The document also discusses using control theory and information theory to explain cognitive and social phenomena (cybernetics). Finally, it discusses using paired analytics sessions with a visual analyst and domain expert to collaborate on analytic tasks and influence design decisions in aviation safety.
This document provides an introduction to decision making and decision theory. It discusses [1] expected value and expected utility models used by economists to describe how "econs" make decisions. However, these models do not accurately capture how real "humans" make decisions. [2] Prospect theory, proposed by Tversky and Kahneman, better explains human decision making by incorporating concepts like reference dependence, diminishing sensitivity to changes in wealth, and loss aversion. [3] Heuristics and biases research has also demonstrated that human judgment is influenced by cognitive limitations and shortcuts, often resulting in systematic errors.
Games in humans and non-human primates - the prospects for game theoretical a...Kyongsik Yun
1) Game theory combined with neuroscience methods can provide insights into decision making by examining behavior and neural activity during strategic games. 2) Studies in monkeys have found neurons in areas like the lateral intraparietal area and superior colliculus that encode decision values and selection during mixed-strategy games. 3) Neuroimaging studies of games in humans find areas like the anterior insula and dorsolateral prefrontal cortex associated with emotional and cognitive processing during social decisions.
1) Psychopaths have 11% less prefrontal volume than healthy subjects, suggesting reduced prefrontal cortex volume may be biologically linked to criminal behavior.
2) The document discusses several studies on brain size and structure across species, finding that brain size increases over hominid evolution were likely driven by ecological and social pressures selecting for increased cognitive abilities.
3) Brain design is adapted to solve particular cognitive problems influenced by a species' environment and social structure, as seen in specialized brain areas for spatial memory in monogamous versus polygamous voles.
Presentation given by Chris Welty (IBM Research) at Knoesis. We get the permission to upload this presentation from Chris Welty. Event details are at: http://j.mp/Welty-at-Knoesis and the associate video is at: https://www.youtube.com/watch?v=grDKpicM5y0
Design Scripts: Designing (inter)action with intent | LeursHuman Centered ICT
This document discusses design scripts, which are ways that products can prescribe or influence how users interact with them. It provides examples of scripts like speed bumps that encourage drivers to slow down. The document also discusses how designers can understand and improve their processes by learning about how users think and behave. It emphasizes that designers must predict how their designs will affect user behavior in order to specify the necessary actions to achieve desired outcomes. The key is for designers to learn about contexts and users, and then create simple and robust scripts to make the results of their designs predictable.
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Powerful technologies and a significant personal habit changes are impacting societal, economic and political developments. Marketing is following media/content as the next big arena for change – consider what has happened to music, film/TV and newspaper industries and then extrapolate on what will happen to marketing, branding and advertising in nearby future. Integration of media and communication channels (online-offline, augmented reality, responsive design, social TV), problems and challenges of editing, distribution and monetizing media content are just some of the challenges in the industry. These are also some of the topics that Gerd Leonhard will touch on; showing examples from around the globe and presenting future scenarios that will become reality quicker than you might think.
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The phenomenon of ambush marketing is slowly, but progressively coming to the region. Is ambush marketing an inacceptable advertising approach or an appropriate creative solution? When and how can we profit from the activities of ambush marketing and when can it damage our business? Marketing, PR and law aspects of ambush marketing in the region.
Future Forward: four trends that will change the online world (Béla E. Papp -...SEMPL
We are all digital story painters, but what will be tomorrow’s canvas? How will devices change? How will consumers have fun? And where, when and how is it best for our brands to speak to them? What does Microsoft have to offer to advertisers with its digital assets, will be presented by Béla E. Papp, director of Advertising & Online for CEE at Microsoft. He will especially underline the Microsoft's vision of advertising and online media future.
Ozana Jurković // Challenges of modern marketing: the importance of analyses SEMPL
Ozana Jurković’s professional experience includes a variety of leading multinational companies, such as Henkel, AC Nielsen, a global market research company, where she held one of the top positions and was responsible for two countries, and Styria, one of the largest regional media houses, where she operated as a media consultant.
Due to her analytical skills she is one of the top 8 percent business professionals worldwide. Her approach to work is very practical and client focused, that’s why she is considered trustworthy by large global companies, such as Unilever, Gillete, Kraft and many others.
www.sempl.si
The role of television in the marketing of the 21st century // David Brennan SEMPL
David Brennan was Research and Strategy Director at Thinkbox from its launch in 2006 until a month ago when he set up his own media consultancy – Media Native – specialising in the role of TV in the communications mix in the 21st Century.
As Research & Strategy Director at Thinkbox, he has been responsible for managing all Thinkbox’s research needs, communicating them to the industry, helping to set its main communications messages and providing support and inspiration for the planning community and has managed a number of groundbreaking projects, including the Thinkbox TV Engagement Study, The TV Payback Study, Brain Waves – How TV works on the Brain; and Tellyporting – a look at the future for connected television.
Peter callius // Why the first beer is always the best and other important le...SEMPL
Peter Callius is originaly from the print media industry but then he realised the importance of media research to the whole media industry. He has been heading both the media department and earlier the brand/consumer research department at TNS Sifo – Sweden's largest and leading research agency. He believes in integration, integration between consumer, brand, advertising and media research. And he is a true believer in integration between the different media silos. He is a regular speaker at media and research conferences.
4. System
1
decision-‐making
is
faster
and
less
efforDul
50
bit/sec
System
2
System
1
11,000,000
bit/sec
4
Zimmerman,
M.
(1989)
"The
Nervous
System
in
the
Context
of
Informa@on
Theory".
9. “A
bat
and
a
ball
cost
$1.10
in
total.
The
bat
costs
$1
more
than
the
ball.
How
much
does
the
ball
cost?”
“People
are
not
accustomed
to
thinking
hard,
and
are
oRen
content
to
trust
a
plausible
judgement
that
quickly
comes
to
mind.”
Daniel
Kahneman,
Nobel
Prize
Winner
9
10. Human
behaviour
driven
by
two
decision-‐making
Systems,
1
&
2
…
“We
are
not
thinking
machines
that
feel;
we
are
feeling
machines
that
think”
Antonio
Damasio
System
2
System
1
Slow
Fast
Explicit
Implicit
AnalyWcal
ExperienWal
EfforDul
InsWncWve
CogniWve
EmoWonal
10
13. Environment
“Just as no building
lacks an architecture,
so no choice lacks a
context.”
Thaler
&
Sunstein,
Nudge
13
14. Priming:
When
our
exis0ng
memories
are
ac0vated
by
something
we
see,
hear,
smell,
taste
or
feel
Sales 5:1 Sales 1:2
14
A. North, D. Hargreaves and J. McKendrick (1997)
15. Framing:
The
way
that
informa0on
is
presented
affects
your
percep0on
of
its
value.
Pre-‐2007
0ps
were
roughly
10%.
AEer
2007
it
jumped
to
22%.
15
16. Social
Proof
Copying
Consistency
Reciprocity
DECISION
17. Social
“The true nature of
mankind is that of a
super-social ape. We are
programmed to be
together; sociability is our
species’ key evolutionary
strategy.”
Mark
Earls;
Herd:
How
to
change
mass
behaviour
by
harnessing
our
true
behaviour
17
18. Social
People
pay
2.76
Wmes
more
on
average
when
eyes
are
present
18
Bateson
et
al,
2006
19. Copying:
When
we
see
other
people
do
something
we
oEen
copy
them
–
whether
consciously
or
not.
No
accomplice
Seated
accomplices
ea0ng
pretzels
ea0ng
pretzels
Propor0on
of
passengers
buying
pretzels:
1/12
1/6
19
Herrmann et al, 2011
20. DECISION
EmoIon
Visceral
States
Habits
Hyperbolic
discounIng
21. Personal
“Perhaps there is no such
thing as a fully integrated
human being. We may, in
fact, be an agglomeration
of our multiple-selves.”
Dan
Ariely;
Predictably
Irra@onal;
The
Hidden
Forces
that
Shape
our
Decisions
21
22. Personal:
Feel
Do
Think
Anxious
S Those
happy
Buy
fewer
as
they
start
their
shop
items
on
spend
promo0on
around
10%
more
than
those
who
aren't
happy.
Buy
fewer
impulse
items
10%
S Anxiety
makes
us
more
cauWous,
less
impulsive
and
more
likely
to
use
System
2
Happy
22
23. Average
Monadic
Purchase
Intent
for
Ambient
Food
Concepts
% Def/Prob buy Context
changes
% Probably would buy
% Definitely would buy the
way
we
* 47 * feel,
think
and
behave
42
40
37
34
31
27
38
32 30
29
26
25 19
8 10 9 10 8 8
5
l
ot
d
t
d
l
d
el
ta
h
ol
ite
te
H
ig
w
To
C
ci
xc
n
R
Ex
/u
st
e
Ill
Ju
ot
23
N
Significance shown at 95% level
Jan
11
2
3
24. Hyperbolic
DiscounWng:
The
tendency
for
people
to
have
excessively
stronger
preferences
for
immediate
gains
rela0ve
to
future
gains.
Would
you
rather
be
given
£50
today,
or
£100
tomorrow?
Would
you
rather
be
given
£50
today
or
£100
a
year
from
now?
Would
you
rather
be
given
£50
a
year
from
now
or
£100
a
year
and
a
day
from
now?
Most
people
will
make
commitments
long
in
advance
that
they
would
never
make
if
the
commitment
required
immediate
ac0on.
24
28. Packaging
&
Comms
Brand
A
IntuiWve
&
emoWonal
packaging
“Helps
quick
decision-‐making”
Brand
B
InformaWon-‐based,
message-‐heavy
packaging
“Makes
people
think
too
much”
Jan
11
28
29. What
if
we
could
simulate
System
1
decision-‐making?
50 *
% of all single and multipacks selected
44
41
40 39
System
1
37
condiWons
more
30
indicaWve
of
sales
reality
20
Brand A Brand B Brand A Brand B
System 2 Conditions System 1 Conditions
(Unrestricted Time) (Restricted Time)
Jan
11
Significance shown at 95% level 29
32. The
Wisdom
of
the
Crowd
Why
the
Many
Are
Smarter
Than
the
Few
James
Surowiecki
(2004)
32
33. PredicWve
Markets
called
the
US
elecWon
clearly
&
correctly
– –
3
3
TradiWonal
Polling
(“Who
do
you
think
you
will
vote
for?”):
PredicWve
Markets
(“Who
do
you
think
will
win
the
perhaps
more
entertaining,
as
the
elec0on
race
was
made
elec@on?”):
clearly
much
more
predic0ve
and
accurate
-‐
to
appear
exci0ng
un0l
the
very
last
day
and
hour…
and
therefore
perhaps
much
more
useful
when
you’re
making
investment
decisions
instead
of
newspaper
headlines!
Jan
11
33
34. Unreliable
witnesses
to
our
own
behaviour
We
are
self
deceit
machines
…
Yet
good
at
anWcipaWng
the
behaviour
of
others
34
35. How
a
PredicWve
Market
works
‘Imagine
you
owned
shares
in
all
these
ideas...’
(Consumers
Shown
up
to
15
Ideas
From
Set
at
Random)
Probably
Buy
Shares
In...
Probably
Sell
Shares
In...
Probably
Buy
Shares
Normable
Benchmark
One
To
Double
Shares
In...
One
To
Sell
All
Shares
In...
%
Net
Preference
%
Ranks
Ideas
35
35
36. Works
well
in
‘everyone’s
a
winner
cultures’
like
Nigeria
Please
select
which
one
of
these
ideas
you
would
immediately
sell
/
double
your
shares
in
25 Net Preference Strength of Portfolio
Most Successful - would double shares
76
15 13 Least Successful - would sell shares
57
20
9
15 7 Portfolio Norm This Test
10 20 20
-3 -4
16 -9
13
5 -5 -‐24
% of respondents
8 8 7
4 4
0
-5 -6
-7 -7
-5 -10 -9
-11
-17
-10 Performance
v
norms
Top
QuarWle
2nd
QuarWle
-28
-15
Boeom
50%
-20
-25
Chill Sangria Palm Extra Gold Chief Jewel Djembe Emperor -24
Bold
%s
based
on
total
seeing
each
concept:
c500
Sep
09
36
37. So
if
System
1
is
so
influenWal,
how
do
we
measure
it?
FaceTrace®:
award
winning
measure
of
emoIonal
engagement
“Which
of
these
faces
best
expresses
how
you
feel
right
now?”
“To
what
degree
do
you
feel
[selected
emoIon]?”
“And
what
is
it
that’s
making
you
feel
this
way?”
Captures
‘Reasons
for
EmoIon’
37
39. Irresponsible
Drinking
in
Britain
Brighton
Newc
astle
f New
C ardif cast
le
gham
Leed
s N ottin
d Glouces
Wa tfor te r
39
3
9
40. Meet
Our
DetecWves
Team
Team
Marple
Poirot
The
case
for
Individual
The
case
for
Factors
Social
Factors
Team
Team
Columbo
Holmes
The
case
for
Choice
The
case
for
Local
Environment
Environment
40
4
0
41. The
Case
for
Environmental/Architectural
Factors
“Could
I
have
a
ginger
ale
please?”
“Two
beers
please
–
can
I
pay
by
card?”
“Did
you
want
gin
or
vodka
with
that?”
“Sure
–
minimum
spend
£10
on
the
card
though”
“OK
–
I’ll
get
four
beers
then,
please”
“A
gin
and
tonic
please.”
“Double?”
41
4
1
42. The
Case
for
Environmental/Architectural
Factors
42
Cartoon by Anna Af Hallstrom
4
2
43. The
Case
for
Social
Factors
“A
lot
of
us
started
off
by
buying
rounds
of
pints/
spirits
which
is
probably
one
of
the
main
reasons
that
lead
to
drinking
too
much
-‐
everyone
feels
they
should
buy
a
round
and
so
a
lot
of
booze
goes
down.”
Cartoon by Anna Af Hallstrom
43
4
3
44. The
Case
for
Individual
Factors
“A
lot
of
people
knew
that
they'd
probably
had
enough
to
drink,
but
they
decided
to
carry
on
anyway.
The
classic
'Oh
go
on
then,
one
more!'
tagline
cropped
up
a
few
0mes
(myself
included).”
44
4
4
45. Exercise!
Challenge
1:
Iden0fy
the
individual
/
social
/
environmental
factors
that
could
influence
your
target
group
to
drink
irresponsibly
Challenge
2:
Consider
poten0al
interven0ons
that
could
change
the
behaviour.
(hint:
not
just
what
could
stop
exis0ng
behaviours,
but
also
what
could
trigger
new,
responsible
behaviours)
S Group
one:
18-‐24
year
olds
in
bars
/
pubs
S Group
two:
25+
in-‐home
consump0on
S Group
three:
parents
of
8-‐17
year
olds
–
how
can
they
be
a
more
posi0ve
influence
45
4
5
46. Hints
page
Individual
What
role
does
mood
&
how
they’re
feeling
have
on
behaviour?
What
about
their
established
rou0nes,
do
they
do
things
‘just
because’?
What
role
does
ego
play
in
their
decisions?
Social
Who
are
they
with
and
what
influence
might
they
have?
What
is
the
social
dynamic?
How
does
the
group
define
‘normal’
/
what
are
the
social
norms?
Environmental
What
environmental
primes
might
influence
behaviour
&
the
atmosphere?
E.g.
furniture,
décor
etc
Where
are
drinks
stored,
where
are
they
drunk?
How
are
drinks
served
/
kept?
What
impact
does
this
have?
How
are
drink
choices
presented?
46
4
6
47. Some
of
our
ideas
Environment
Serve
¾
pints
as
standard
and
name
them
‘large’
Ensure
low
abv.
beers
/
wines
are
the
majority
Sell
wine
glasses
with
unit
lines
rather
than
ml
Prominently
display
non-‐alcoholic
beers
/
in
home
store
booze
in
non-‐prominent
place
Encourage
sea0ng
areas
in
pubs
Ensure
there
are
‘quiet’
areas
in
bars
where
music
doesn’t
drown
out
conversa0on
Introduce
word
primes
and
other
auditory/olfactory
interven0ons
to
bars
Social
Provide
jug
of
water
&
glasses
with
each
round
of
drinks
Stop
ringing
the
11:00
bell
signalling
last
round
Discourage
large
round
buying
(e.g.
maximum
number
of
drinks
in
one
transac0on)
A
mobile
app
that
shows
you
what
you
will
look
like
in
20
years
0me
if
you
drink
x
amount
per
week,
share
it
on
Facebook
Prominently
display
pictures
of
irresponsible
drinkers
and
their
‘crime’;
drinking
licence?
Personal
Factors
Table
service
to
break
consump0on
momentum
Your
hung-‐over
self
writes
a
message
to
your
future
Friday
night
self
to
stop
drinking
If
buying
on
a
tab,
regular
reminders
about
how
much
they’ve
spent
–
keep
price
salient
Put
up
‘responsible’
signs
such
as
‘give
blood’
47
4
7