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behavioral design at scale
chris risdon head of design, capital one labs @chrisrisdon
by design
shaping behavior
Photo: Robert S. Donovan
http://www.flickr.com/photos/10687935@N04/8541178851/
2004
2004: During a layover you’re sitting at the airport bar having a beer. On the news you see reporting about the 2004 Indian Ocean
tsunami. Your heart goes out. It’s not personal - you don’t know anyone, and it’s halfway around the world. But the story of destruction
and loss of life understandably creates sympathy. In the news story there’s a call to action to donate money to the redcross.org.
mental 

note
call to
action
+
Television by Andy Fuchs, Remember by Connie Chan, Time by Richard de Vos, Thinking by Luis Prado, Credit Card by Hugo Medeiros from The Noun Project
time
passes
remember
get to
site
billing
details
how
much?
$?
To do this, you may need to take your flight, get home, remember that you wanted to donate, then go
through traditional ecommerce funnel, providing billing address and credit card details. Then you also
have to think, “how much do I want to donate?”
You have to be fairly motivated to follow-through and donate.
Photo: Robert S. Donovan
http://www.flickr.com/photos/10687935@N04/8541178851/
2010
2010: During a layover you’re sitting at the airport bar having a beer. On the news you see reporting about the 2010 Haiti earthquake.
Your heart goes out. It’s not personal - you don’t know anyone, and it’s in another part of the world. But the story understandably
creates sympathy. In the news story there’s a call to action to donate money to the Red Cross by texting “Haiti” to 90999. $10 will be
added to your phone bill.
90999
http://placeit.breezi.com/afed529
You pull out your phone there at the bar (it can even be a feature
phone), type 90999, and “Haiti”, hit send, and you’re done. No
billing, and it’s just $10. And you feel good about helping out.
•$43 million raised via mobile texting for Haiti relief
•Most of these donations were made on impulse

An immediate response to media coverage of the disaster, especially on television.
•Their interest in Haiti's recovery waned quickly

More than half of the donors reported that they did not follow Haitian relief and reconstruction
efforts much...since making their donation.
•Over half of donors have made text message
contributions to other disaster relief efforts
The Pew Internet and American Life Project
This means, if they didn’t donate when
they saw the story, they likely wouldn’t
have donated at all!
This means it’s sustainable new behavior.
“Life as it is.”
—Dziga Vertov
“A factual film 

which is dramatic”
—Pare Lorentz
Documentaries have been defined variously as "a factual film which is
dramatic." (Pare Lorentz) Or, "life as it is" (Dziga Vertov), and is considered a more
factual or objective form of filmmaking than scripted cinema. But clearly every
decision by the filmmaker, however benign, has an affect on how the audience
receives the story, how they understand or perceives that story. Where the filmmaker
chooses to point the camera, who they may choose to interview, whether there is a
musical score accompanying it, how they edit the story together - all has an affect on
how that story is understood.
Every design decision 

influences the user.
Behavioral
Behavior
Design
Economics
Psychology
Persuasion Marketing
Persuasive
Technology
Habits
Influence
Change
Science
Neuro
Behavioral
Behavior
Design
Economics
Psychology
Persuasion
Neuro
Marketing
Persuasive
Technology
Change
Science
Habits
Influence
Lunch Line Redesign, New York Times, Published: October 21, 2010
By BRIAN WANSINK, DAVID R. JUST and JOE McKENDRY (illustrator)
Changing the environment is the most 

impactful way to influence behavior.
Changing the environment is the most
impactful way to influence behavior.
Our products and services often 

live in an environment over which 

we have little control.
The closer technology is to us—physically—

the more it becomes about us.
Processing
Connectivity
Sensors
We can influence how people 

perceive 

the environment.
We can influence how people 

navigate 

the environment.
We can influence how people 

interact 

with environment.
Micro
Features
Conversion
Previously this was found at the “micro” level -- features designed for
conversion, engagement, onboarding, etc.
Micro
Features
Conversion
Macro
Products/Services
Behavior Change
Now, we’re seeing whole products and services—at the macro-level—
designed to create sustained behavior change. Or, more accurately,
achieve behavior-based outcomes.
This is nothing new: from smoking sessasion to losing wait, there have
been services like this. But technology has made it more effective.
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Micro
(usability / features)
Macro 

(utility / prods. & services)
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Micro
(usability / features)
Macro 

(utility / prods. & services)
Gmail
Basecamp
iTunes
Flickr
Slack
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Micro
(usability / features)
Macro 

(utility / prods. & services)
Smart
defaults
Amazon
One-ClickProgress

indicator
Visualizations
Opt-in selections
Gmail
Basecamp
iTunes
Flickr
Slack
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Micro
(usability / features)
Macro 

(utility / prods. & services)
Smart
defaults
Amazon
One-ClickProgress

indicator
Visualizations
Opt-in selections
Snapchat
Facebook
Pinterest
Gmail
Basecamp
iTunes
Flickr
Slack
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Manipulation
Deception
Dark Patterns
Micro
(usability / features)
Macro 

(utility / prods. & services)
Smart
defaults
Amazon
One-ClickProgress

indicator
Visualizations
Opt-in selections
FreeCreditReport.com
Snapchat
Facebook
Pinterest
Gmail
Basecamp
iTunes
Flickr
Slack
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Fitbit
Mint.com Weight
Watchers
Nest
Ready for Zero
Manipulation
Deception
Dark Patterns
Micro
(usability / features)
Macro 

(utility / prods. & services)
Smart
defaults
Amazon
One-ClickProgress

indicator
Visualizations
Opt-in selections
FreeCreditReport.com
Snapchat
Facebook
Pinterest
Gmail
Basecamp
iTunes
Flickr
Slack
Persuasion
Transparency
High
Low
Utility /Usability
High persuasion
Obvious intent (value prop)
High utility
Obvious intent (value prop)
Fitbit
Mint.com Weight
Watchers
Nest
Ready for Zero
Manipulation
Deception
Dark Patterns
Micro
(usability / features)
Macro 

(utility / prods. & services)
Smart
defaults
Amazon
One-ClickProgress

indicator
Visualizations
Opt-in selections
FreeCreditReport.com
Snapchat
Facebook
Pinterest
Gmail
Basecamp
iTunes
Flickr
Slack
Behavior Change 

as Value Proposition
Products and services designed and
marketed on the premise that their
benefits—the value exchanged—are
specific behavioral-based outcomes.
Behavior Change 

as Value Proposition
Value comes from progress
towards behavior-based outcome
Users “self-select” into 

the val proposition
Data collection is 

a prominent mechanism
System makes prescriptive
recommendations or guidance
Behavior change (progress) 

is measurable
Sense of augmenting ability
Value proposition is time released
Behavior Change 

as Value Proposition
Fawn Ellis: Me, You and Them: Designing Interactions for Healthy Relationships
The closer technology is to us—physically—

the more it becomes about us.
Processing
Connectivity
Sensors
We now have more direct relationships 

with products and services.
We now have more direct relationships 

with products and services.
A relationship invites influence.
People don’t want a relationship 

with their data, they want to achieve
behavior-based goals.
As mass consumer devices, these devices won’t be about quantified self to the
end-users. Data is just a means to an end.
Interaction design is about shaping behavior—
about creating a representational dialogue
between a person and technology. An
interaction designer thinks mostly about
people and works to craft an interface on top of
technology to help a person achieve their goals.
—Jon Kolko
Collection > Story > Communication
Collection > Story > Communication
Framing & Anchors
Feedback & Feedforward
Data & Sensors
Data & Sensors
Collection
GPS
Accelerometers
RFID
Image Capture
Biometric
Sensors
Collection
GPS
Accelerometers
RFID
Image Capture
Biometric
Sensors
Attitudes

& Behaviors
Profiles
Status Updates
Shared credentials
If it can be connected, it will be is connected.
Google’s smart contact lens
Framing & Anchors
How we present feedback, and feedforward, has a big effect—one I don’t
think we’ve fully tapped yet.
Steps
Elevation
Calories
Heart rate
Good? Bad?
Good? Bad?
Good? Bad?
Good? Bad?
Good? Bad?
From your credit score, to your physical activity, there’s a lot of data points to keep track of.
Not only do you need to know the relative value (is it good? is it bad?) of each number, but
then how each number relates to each other for a complete picture.
The average person doesn’t want to do the cognitive “math.” This is where we come in,
framing the information, the story, in a way that will elicit reflection and behavioral change.
Math is hard!
Asian Flu has hit, and expected to kill 600 people...
How We Decide, Jonah Lehrer
Group 1
Group 2
Option A: 200 people will be saved.
Option B: 1/3 probability that 600 people will
be saved and 2/3 probability that no people
will be saved.
Option A: 400 people will die.
Option B: 1/3 probability no one will die 

and 2/3 probability that 600 people will die.
Asian Flu has hit, and expected to kill 600 people...
A = 72%
B = 28%
A = 22%
B = 78%
How We Decide, Jonah Lehrer
Group 1
Group 2
Option A: 200 people will be saved.
Option B: 1/3 probability that 600 people will
be saved and 2/3 probability that no people
will be saved.
Option A: 400 people will die.
Option B: 1/3 probability no one will die 

and 2/3 probability that 600 people will die.
Asian Flu has hit, and expected to kill 600 people...
A = 72%
B = 28%
A = 22%
B = 78%
How We Decide, Jonah Lehrer
Group 1
Group 2
Option A: 200 people will be saved.
Option B: 1/3 probability that 600 people will
be saved and 2/3 probability that no people
will be saved.
Option A: 400 people will die.
Option B: 1/3 probability no one will die 

and 2/3 probability that 600 people will die.
WTF MATH!
How do you add meaning to data?
http://www.guardian.co.uk/news/datablog/2010/apr/01/information-is-beautiful-military-spending
Info is beautiful: defence budgets 

David McCandless/Guardian
Reframing for a different perspective.
http://www.guardian.co.uk/news/datablog/2010/apr/01/information-is-beautiful-military-spending
Info is beautiful: defence budgets 

David McCandless/Guardian
Reframing for a different perspective.
http://www.guardian.co.uk/news/datablog/2010/apr/01/information-is-beautiful-military-spending
Info is beautiful: defence budgets 

David McCandless/Guardian
Reframing for a different perspective.
Feedback 

& Feedforward
Feedback
In the 60s most people didn’t have personal scales. If you joined weight
watchers, you attended a weekly meeting, where you were weighed and
received group therapy style guidance.
The feedback loop was one week. You got feedback on all your decisions and
behaviors over the course of 7 days at one-week intervals, and received
guidance that wasn’t custom for you.
Thirty years ago, your feedback loop on your finances was a manually entered register
that you reconciled with a monthly statement that you got in the mail.
Spreadsheets helped do the math, if you were motivated, and software helps frame
your date with charts and graphs.
Now we hand over our credentials to our accounts and can get instantaneous feedback.
Feedforward
Feedback is still a response after an action—after a decision or behavior has
been made. As we get “smarter” with our services, we will present
feedforward, guidance at the point of a decisions to engage in a behavior,
such as making the right choice on a menu in a fast food restaurant.
1400 cal
salamisoda cookies
If I could walk into my nearby sandwich shop for lunch, and be alerted by an
app, letting me know the different results, depending on my choice, I might
make a different choice.
Choice architecture is largely about changing the environment, but it can be
about guidance for navigating the environment.
1400 cal
salami
600 cal
turkey bakedwatersoda cookies
If I could walk into my nearby sandwich shop for lunch, and be alerted by an
app, letting me know the different results, depending on my choice, I might
make a different choice.
Choice architecture is largely about changing the environment, but it can be
about guidance for navigating the environment.
Feedforward already exists in many places — for example projecting pay
down of your credit card debt. But it’s not accessible when you’re really
making decisions.
Research Insights Ideate Design
In our process
Mental models and personas 

with a behavioral profile
Knowledge (i.e. awareness and understanding)
Motivation
Ability
Doubts/Barriers (i.e. security issues)
Research
What are people thinking, feeling, doing?
Measure Ability
Map touchpoints to motivation,
knowledge, doubts/barriers
Identify prompt opportunities
Strategy
Reveal how story is told 

(data collected, feedback given,
opportunities, etc.)
Identify opportunities for
framing and anchors
Understanding the context of behaviors
Experience
Map
Develop empathy, understanding, and insights
Society / Regulation
This environment in influenced
by these forces.
Interacts directly with
these things
Industry / Community
This environment lives in a larger
industry or community
Company / Experience
These interactions take place in this
immediate environment
Interacts with
Person
Understanding the context 

of an experience.
Ecosystem Mapping
Develop empathy, understanding and insights
Immediate
Environment
Community
Society
Indirect influence
Direct influence
I said we have little control of our consumers’ environment, but we should
understand that environment intimately in order to understand how someone may
perceive it, navigate it, or interact with it.
By means of a participatory process, backcasting asks: "if we
want to attain a certain goal, what actions must be taken to 

get there?”



“…a method in which the future desired conditions are envisioned
and steps are then defined to attain those conditions, rather
than taking steps that are merely a continuation of present
methods extrapolated into the future.”
Backcasting
Backcasting method developed by John B. Robinson, 1982
O•B•I Backcasting
Outcome

(future state achieved by behaviors)
Behaviors 

(required to achieve outcome)
Interactions 

(that can support the behaviors)
determine
this…
…in order to know
what to design
to identify
these…
Insight combination is a method to quickly generate a lot of design
ideas and explicitly tie these ideas to contextual research and the
cultural nuances of your target audience. Insight combination
leverages forced provocation—the ability to constantly ask and
answer "what if" without fear of critique. 



Insights from contextual research combine with trends and
patterns to form design constraints that drive "what if" questions.
Insight Combination
See more at: https://www.wickedproblems.com/5_insight_combination.php#sthash.bKOLZsF3.dpuf
Insight Combination
See more at: https://www.wickedproblems.com/5_insight_combination.php#sthash.bKOLZsF3.dpuf
An insight is a clear, deep, meaningful
perception into human behavior in a
particular design context.
A design pattern (pull-down to refresh) or trend 

(sharing economy) describes a possible solution 

to a problem, based on problem /solution sets 

in other contexts.
+ Time-boxed 

ideation
▶ Behavior #1
▶ Behavior #2
▶ Behavior #3
▶ Behavior #4
▶ Behavior #5
▶ Behavior #6
▶ Behavior #7
▶ Behavior #8
▶ Behavior #9
▶ Behavior #10
Dan Lockton
Design with Intent
Stephen Anderson
Mental Note Cards
Fabrique
Insights
Cialdini
Weapons of influence
Insight Combination
Random pairing
Shaping behavior by design
A D
Aspiration
Needs
Motivations
Goals
Design
Effective
Sustainable
Viable
Shaping behavior by design
A D
F
T
D
Shaping behavior by design
A D
What are people feeling, thinking, and doing?
F
T
D
Shaping behavior by design
E U I
A D
We develop empathy, understanding, and insights about people,
their motivations, and the influence of their environment.
F
T
D
O B I
Shaping behavior by design
E U I
A D
We can understand what actual outcome they want to achieve, and
then analyze the behaviors required to achieve it, and what
interactions we can design to support those behaviors.
F
T
D
O B I
C
S
C
Shaping behavior by design
E U I
A D
In designing those interactions, we can understand how we COLLECT the information (data
and sensors) around behaviors, define the STORY that makes sense to the user (framing and
anchors) and how we can prompt and COMMUNICATE (feedback & feedforward) to people.
Behavioral
Behavior
Design
Economics
Psychology
Persuasion
Neuro
Marketing
Persuasive
Technology
Change
Science
Habits
Influence
We must embrace the squishy
Tacit Knowledge
Ethnography
Qualitative observation
Anthropology
Abductive leaps
Inference
Latent patterns
Empathy
Machine learning
Behavior change is a system,
experienced over time
across many different touchpoints,
with many different decisions,
in a complex environment.
We should look at what kind of impact
people’s behavior should have on design.
—Paola Antonelli
“ ”
behavioral design at scale
chris risdon head of design, capital one labs @chrisrisdon
shaping behavior, by design
THANK YOU!

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Shaping Behavior by Design SxSW 2016

  • 1. behavioral design at scale chris risdon head of design, capital one labs @chrisrisdon by design shaping behavior
  • 2. Photo: Robert S. Donovan http://www.flickr.com/photos/10687935@N04/8541178851/ 2004 2004: During a layover you’re sitting at the airport bar having a beer. On the news you see reporting about the 2004 Indian Ocean tsunami. Your heart goes out. It’s not personal - you don’t know anyone, and it’s halfway around the world. But the story of destruction and loss of life understandably creates sympathy. In the news story there’s a call to action to donate money to the redcross.org.
  • 3. mental 
 note call to action + Television by Andy Fuchs, Remember by Connie Chan, Time by Richard de Vos, Thinking by Luis Prado, Credit Card by Hugo Medeiros from The Noun Project time passes remember get to site billing details how much? $? To do this, you may need to take your flight, get home, remember that you wanted to donate, then go through traditional ecommerce funnel, providing billing address and credit card details. Then you also have to think, “how much do I want to donate?” You have to be fairly motivated to follow-through and donate.
  • 4. Photo: Robert S. Donovan http://www.flickr.com/photos/10687935@N04/8541178851/ 2010 2010: During a layover you’re sitting at the airport bar having a beer. On the news you see reporting about the 2010 Haiti earthquake. Your heart goes out. It’s not personal - you don’t know anyone, and it’s in another part of the world. But the story understandably creates sympathy. In the news story there’s a call to action to donate money to the Red Cross by texting “Haiti” to 90999. $10 will be added to your phone bill.
  • 5. 90999 http://placeit.breezi.com/afed529 You pull out your phone there at the bar (it can even be a feature phone), type 90999, and “Haiti”, hit send, and you’re done. No billing, and it’s just $10. And you feel good about helping out.
  • 6. •$43 million raised via mobile texting for Haiti relief •Most of these donations were made on impulse
 An immediate response to media coverage of the disaster, especially on television. •Their interest in Haiti's recovery waned quickly
 More than half of the donors reported that they did not follow Haitian relief and reconstruction efforts much...since making their donation. •Over half of donors have made text message contributions to other disaster relief efforts The Pew Internet and American Life Project This means, if they didn’t donate when they saw the story, they likely wouldn’t have donated at all! This means it’s sustainable new behavior.
  • 7. “Life as it is.” —Dziga Vertov “A factual film 
 which is dramatic” —Pare Lorentz Documentaries have been defined variously as "a factual film which is dramatic." (Pare Lorentz) Or, "life as it is" (Dziga Vertov), and is considered a more factual or objective form of filmmaking than scripted cinema. But clearly every decision by the filmmaker, however benign, has an affect on how the audience receives the story, how they understand or perceives that story. Where the filmmaker chooses to point the camera, who they may choose to interview, whether there is a musical score accompanying it, how they edit the story together - all has an affect on how that story is understood.
  • 8. Every design decision 
 influences the user.
  • 11.
  • 12.
  • 13. Lunch Line Redesign, New York Times, Published: October 21, 2010 By BRIAN WANSINK, DAVID R. JUST and JOE McKENDRY (illustrator)
  • 14. Changing the environment is the most 
 impactful way to influence behavior.
  • 15. Changing the environment is the most impactful way to influence behavior. Our products and services often 
 live in an environment over which 
 we have little control.
  • 16. The closer technology is to us—physically—
 the more it becomes about us. Processing Connectivity Sensors
  • 17. We can influence how people 
 perceive 
 the environment. We can influence how people 
 navigate 
 the environment. We can influence how people 
 interact 
 with environment.
  • 18. Micro Features Conversion Previously this was found at the “micro” level -- features designed for conversion, engagement, onboarding, etc.
  • 19. Micro Features Conversion Macro Products/Services Behavior Change Now, we’re seeing whole products and services—at the macro-level— designed to create sustained behavior change. Or, more accurately, achieve behavior-based outcomes. This is nothing new: from smoking sessasion to losing wait, there have been services like this. But technology has made it more effective.
  • 20. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Micro (usability / features) Macro 
 (utility / prods. & services)
  • 21. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Micro (usability / features) Macro 
 (utility / prods. & services) Gmail Basecamp iTunes Flickr Slack
  • 22. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Micro (usability / features) Macro 
 (utility / prods. & services) Smart defaults Amazon One-ClickProgress
 indicator Visualizations Opt-in selections Gmail Basecamp iTunes Flickr Slack
  • 23. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Micro (usability / features) Macro 
 (utility / prods. & services) Smart defaults Amazon One-ClickProgress
 indicator Visualizations Opt-in selections Snapchat Facebook Pinterest Gmail Basecamp iTunes Flickr Slack
  • 24. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Manipulation Deception Dark Patterns Micro (usability / features) Macro 
 (utility / prods. & services) Smart defaults Amazon One-ClickProgress
 indicator Visualizations Opt-in selections FreeCreditReport.com Snapchat Facebook Pinterest Gmail Basecamp iTunes Flickr Slack
  • 25. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Fitbit Mint.com Weight Watchers Nest Ready for Zero Manipulation Deception Dark Patterns Micro (usability / features) Macro 
 (utility / prods. & services) Smart defaults Amazon One-ClickProgress
 indicator Visualizations Opt-in selections FreeCreditReport.com Snapchat Facebook Pinterest Gmail Basecamp iTunes Flickr Slack
  • 26. Persuasion Transparency High Low Utility /Usability High persuasion Obvious intent (value prop) High utility Obvious intent (value prop) Fitbit Mint.com Weight Watchers Nest Ready for Zero Manipulation Deception Dark Patterns Micro (usability / features) Macro 
 (utility / prods. & services) Smart defaults Amazon One-ClickProgress
 indicator Visualizations Opt-in selections FreeCreditReport.com Snapchat Facebook Pinterest Gmail Basecamp iTunes Flickr Slack
  • 27. Behavior Change 
 as Value Proposition
  • 28. Products and services designed and marketed on the premise that their benefits—the value exchanged—are specific behavioral-based outcomes. Behavior Change 
 as Value Proposition
  • 29. Value comes from progress towards behavior-based outcome Users “self-select” into 
 the val proposition Data collection is 
 a prominent mechanism System makes prescriptive recommendations or guidance Behavior change (progress) 
 is measurable Sense of augmenting ability Value proposition is time released Behavior Change 
 as Value Proposition
  • 30. Fawn Ellis: Me, You and Them: Designing Interactions for Healthy Relationships
  • 31. The closer technology is to us—physically—
 the more it becomes about us. Processing Connectivity Sensors
  • 32. We now have more direct relationships 
 with products and services.
  • 33. We now have more direct relationships 
 with products and services. A relationship invites influence.
  • 34. People don’t want a relationship 
 with their data, they want to achieve behavior-based goals. As mass consumer devices, these devices won’t be about quantified self to the end-users. Data is just a means to an end.
  • 35. Interaction design is about shaping behavior— about creating a representational dialogue between a person and technology. An interaction designer thinks mostly about people and works to craft an interface on top of technology to help a person achieve their goals. —Jon Kolko
  • 36. Collection > Story > Communication
  • 37. Collection > Story > Communication Framing & Anchors Feedback & Feedforward Data & Sensors
  • 41. If it can be connected, it will be is connected.
  • 42.
  • 43.
  • 45. Framing & Anchors How we present feedback, and feedforward, has a big effect—one I don’t think we’ve fully tapped yet.
  • 46. Steps Elevation Calories Heart rate Good? Bad? Good? Bad? Good? Bad? Good? Bad? Good? Bad? From your credit score, to your physical activity, there’s a lot of data points to keep track of. Not only do you need to know the relative value (is it good? is it bad?) of each number, but then how each number relates to each other for a complete picture. The average person doesn’t want to do the cognitive “math.” This is where we come in, framing the information, the story, in a way that will elicit reflection and behavioral change.
  • 48. Asian Flu has hit, and expected to kill 600 people... How We Decide, Jonah Lehrer Group 1 Group 2 Option A: 200 people will be saved. Option B: 1/3 probability that 600 people will be saved and 2/3 probability that no people will be saved. Option A: 400 people will die. Option B: 1/3 probability no one will die 
 and 2/3 probability that 600 people will die.
  • 49. Asian Flu has hit, and expected to kill 600 people... A = 72% B = 28% A = 22% B = 78% How We Decide, Jonah Lehrer Group 1 Group 2 Option A: 200 people will be saved. Option B: 1/3 probability that 600 people will be saved and 2/3 probability that no people will be saved. Option A: 400 people will die. Option B: 1/3 probability no one will die 
 and 2/3 probability that 600 people will die.
  • 50. Asian Flu has hit, and expected to kill 600 people... A = 72% B = 28% A = 22% B = 78% How We Decide, Jonah Lehrer Group 1 Group 2 Option A: 200 people will be saved. Option B: 1/3 probability that 600 people will be saved and 2/3 probability that no people will be saved. Option A: 400 people will die. Option B: 1/3 probability no one will die 
 and 2/3 probability that 600 people will die. WTF MATH!
  • 51. How do you add meaning to data?
  • 52. http://www.guardian.co.uk/news/datablog/2010/apr/01/information-is-beautiful-military-spending Info is beautiful: defence budgets 
 David McCandless/Guardian Reframing for a different perspective.
  • 53. http://www.guardian.co.uk/news/datablog/2010/apr/01/information-is-beautiful-military-spending Info is beautiful: defence budgets 
 David McCandless/Guardian Reframing for a different perspective.
  • 54. http://www.guardian.co.uk/news/datablog/2010/apr/01/information-is-beautiful-military-spending Info is beautiful: defence budgets 
 David McCandless/Guardian Reframing for a different perspective.
  • 57. In the 60s most people didn’t have personal scales. If you joined weight watchers, you attended a weekly meeting, where you were weighed and received group therapy style guidance. The feedback loop was one week. You got feedback on all your decisions and behaviors over the course of 7 days at one-week intervals, and received guidance that wasn’t custom for you.
  • 58.
  • 59.
  • 60. Thirty years ago, your feedback loop on your finances was a manually entered register that you reconciled with a monthly statement that you got in the mail. Spreadsheets helped do the math, if you were motivated, and software helps frame your date with charts and graphs. Now we hand over our credentials to our accounts and can get instantaneous feedback.
  • 61. Feedforward Feedback is still a response after an action—after a decision or behavior has been made. As we get “smarter” with our services, we will present feedforward, guidance at the point of a decisions to engage in a behavior, such as making the right choice on a menu in a fast food restaurant.
  • 62. 1400 cal salamisoda cookies If I could walk into my nearby sandwich shop for lunch, and be alerted by an app, letting me know the different results, depending on my choice, I might make a different choice. Choice architecture is largely about changing the environment, but it can be about guidance for navigating the environment.
  • 63. 1400 cal salami 600 cal turkey bakedwatersoda cookies If I could walk into my nearby sandwich shop for lunch, and be alerted by an app, letting me know the different results, depending on my choice, I might make a different choice. Choice architecture is largely about changing the environment, but it can be about guidance for navigating the environment.
  • 64. Feedforward already exists in many places — for example projecting pay down of your credit card debt. But it’s not accessible when you’re really making decisions.
  • 65. Research Insights Ideate Design In our process
  • 66. Mental models and personas 
 with a behavioral profile Knowledge (i.e. awareness and understanding) Motivation Ability Doubts/Barriers (i.e. security issues) Research What are people thinking, feeling, doing?
  • 67. Measure Ability Map touchpoints to motivation, knowledge, doubts/barriers Identify prompt opportunities Strategy Reveal how story is told 
 (data collected, feedback given, opportunities, etc.) Identify opportunities for framing and anchors Understanding the context of behaviors Experience Map Develop empathy, understanding, and insights
  • 68. Society / Regulation This environment in influenced by these forces. Interacts directly with these things Industry / Community This environment lives in a larger industry or community Company / Experience These interactions take place in this immediate environment Interacts with Person Understanding the context 
 of an experience. Ecosystem Mapping Develop empathy, understanding and insights
  • 69. Immediate Environment Community Society Indirect influence Direct influence I said we have little control of our consumers’ environment, but we should understand that environment intimately in order to understand how someone may perceive it, navigate it, or interact with it.
  • 70. By means of a participatory process, backcasting asks: "if we want to attain a certain goal, what actions must be taken to 
 get there?”
 
 “…a method in which the future desired conditions are envisioned and steps are then defined to attain those conditions, rather than taking steps that are merely a continuation of present methods extrapolated into the future.” Backcasting Backcasting method developed by John B. Robinson, 1982
  • 71.
  • 72. O•B•I Backcasting Outcome
 (future state achieved by behaviors) Behaviors 
 (required to achieve outcome) Interactions 
 (that can support the behaviors) determine this… …in order to know what to design to identify these…
  • 73. Insight combination is a method to quickly generate a lot of design ideas and explicitly tie these ideas to contextual research and the cultural nuances of your target audience. Insight combination leverages forced provocation—the ability to constantly ask and answer "what if" without fear of critique. 
 
 Insights from contextual research combine with trends and patterns to form design constraints that drive "what if" questions. Insight Combination See more at: https://www.wickedproblems.com/5_insight_combination.php#sthash.bKOLZsF3.dpuf
  • 74. Insight Combination See more at: https://www.wickedproblems.com/5_insight_combination.php#sthash.bKOLZsF3.dpuf An insight is a clear, deep, meaningful perception into human behavior in a particular design context. A design pattern (pull-down to refresh) or trend 
 (sharing economy) describes a possible solution 
 to a problem, based on problem /solution sets 
 in other contexts. + Time-boxed 
 ideation
  • 75. ▶ Behavior #1 ▶ Behavior #2 ▶ Behavior #3 ▶ Behavior #4 ▶ Behavior #5 ▶ Behavior #6 ▶ Behavior #7 ▶ Behavior #8 ▶ Behavior #9 ▶ Behavior #10 Dan Lockton Design with Intent Stephen Anderson Mental Note Cards Fabrique Insights Cialdini Weapons of influence Insight Combination Random pairing
  • 76. Shaping behavior by design A D Aspiration Needs Motivations Goals Design Effective Sustainable Viable
  • 77. Shaping behavior by design A D
  • 78. F T D Shaping behavior by design A D What are people feeling, thinking, and doing?
  • 79. F T D Shaping behavior by design E U I A D We develop empathy, understanding, and insights about people, their motivations, and the influence of their environment.
  • 80. F T D O B I Shaping behavior by design E U I A D We can understand what actual outcome they want to achieve, and then analyze the behaviors required to achieve it, and what interactions we can design to support those behaviors.
  • 81. F T D O B I C S C Shaping behavior by design E U I A D In designing those interactions, we can understand how we COLLECT the information (data and sensors) around behaviors, define the STORY that makes sense to the user (framing and anchors) and how we can prompt and COMMUNICATE (feedback & feedforward) to people.
  • 83. We must embrace the squishy Tacit Knowledge Ethnography Qualitative observation Anthropology Abductive leaps Inference Latent patterns Empathy Machine learning
  • 84. Behavior change is a system, experienced over time across many different touchpoints, with many different decisions, in a complex environment.
  • 85.
  • 86. We should look at what kind of impact people’s behavior should have on design. —Paola Antonelli “ ”
  • 87. behavioral design at scale chris risdon head of design, capital one labs @chrisrisdon shaping behavior, by design THANK YOU!