Presentation from User Experience Professional Association (UXPA) Boston 2014 conference on self-determination theory, motivational design, and applying these concepts to your digital product to motivate and engage users.
The Psychology of Motivation for Design, UXFest, Fresh Tilled Soil, Amy Buche...Amy Bucher
Amy Bucher's presentation from UX Fest at Fresh Tilled Soil on Oct 1, 2013: The Psychology of Motivation for Design. Describes self-determination theory and its applications.
Intelligent.ly class with behavioral psychologist, Amy Bucher. Learn how to apply principles of self-determination theory to product design, UX and marketing. Learn more from the experts by visiting http://intelligent.ly/learn.
Intelligent.ly class with behavioral psychologist, Amy Bucher. Learn how to apply principles of self-determination theory to product design, UX and marketing. Learn more from the experts by visiting http://intelligent.ly/learn.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Psychology influencedesign ashtonthomasAshton Thomas
Video: https://youtu.be/VRYDvIflgIM?t=13m
Most of us are developing products to influence behavior. What are the psychological principles we can leverage in our design, and how do we avoid neglecting social responsibility?
We’ll talk about about research-based design methods for behavior change, introduce principles into our common vocabulary, and propose a way to coordinate while maintaining social responsibility and avoiding crossing the line into manipulation.
By the end of this talk, you’ll have new vocabulary to drive design decisions.
Dr. Cugelman played a very large role in jump starting my interest in psychology as well as the source of a lot of examples in this talk:
https://www.linkedin.com/in/cugelman
The Psychology of Motivation for Design, UXFest, Fresh Tilled Soil, Amy Buche...Amy Bucher
Amy Bucher's presentation from UX Fest at Fresh Tilled Soil on Oct 1, 2013: The Psychology of Motivation for Design. Describes self-determination theory and its applications.
Intelligent.ly class with behavioral psychologist, Amy Bucher. Learn how to apply principles of self-determination theory to product design, UX and marketing. Learn more from the experts by visiting http://intelligent.ly/learn.
Intelligent.ly class with behavioral psychologist, Amy Bucher. Learn how to apply principles of self-determination theory to product design, UX and marketing. Learn more from the experts by visiting http://intelligent.ly/learn.
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
Psychology influencedesign ashtonthomasAshton Thomas
Video: https://youtu.be/VRYDvIflgIM?t=13m
Most of us are developing products to influence behavior. What are the psychological principles we can leverage in our design, and how do we avoid neglecting social responsibility?
We’ll talk about about research-based design methods for behavior change, introduce principles into our common vocabulary, and propose a way to coordinate while maintaining social responsibility and avoiding crossing the line into manipulation.
By the end of this talk, you’ll have new vocabulary to drive design decisions.
Dr. Cugelman played a very large role in jump starting my interest in psychology as well as the source of a lot of examples in this talk:
https://www.linkedin.com/in/cugelman
Data Visualization: Cognitive Psychology and Design PrinciplesDan Sweet
I presented a version of this at a P&G Pet Care Global F&A Lunch and Learn. P&G-specific slides have been removed. Content from a Dan Young (P&G Corporate CMK) presentation shared with permission.
Sensory Deprivation, Memory and Smell, and Death Anxiety.
Three design concepts that are informed by psychology articles and experiments and that demonstrate their findings.
Review of "Survey Research Methods & Design in Psychology"James Neill
Reviews the 150 hour, third year psychology unit which examined survey research methods, with an emphasis on the second-half of the unit on MLR, ANOVA, power, and effect size.
Psychology of Design: Brand Story & Virtual Reality - Media Summit 2016Pamela Rutledge
Dr. Pamela Rutledge, Media Summit 2016.
A brand is a virtual reality. If you're creating VR to sell your brand, don't screw up the brand story that already lives in the consumer's brain. Stories are essential to bridge the gap between human cognition and digital experience. Too much technology and not enough attention to consumer experience will result in #VRfail.
Psychology behind product development orang fabPiotr Biegun
During last workshops at Orange Fab in Warsaw we were talking about the role of a psychology in building digital products. Understanding how people are taking their decisions is important to deliver new products & services. It is affecting all aspects of a business like sales, marketing, customer experience and way we deliver our services.
Seductive Design (Psychology in Design)Luke Brooker
Using psychology to engage and influence users interactions on the web. Kudos to Stephen Anderson for pretty much everything in this presentation. http://getmentalnotes.com
Psychology and the Perfect Design by @mrjoecxpartners
In this talk, Joe will take you on a journey to find the holy grail we are all looking for: the “perfect” design. We’ll look at a practical strategy that uses psychology to produce the ideal design for those tricky user experience design problems we face everyday.
What exactly is the perfect design? Well, that’s what you will find out in the session. We’ll look at the three aspects that define the perfect design and how you can make it work in your projects.
Susan Mercer's talk from the UXPA 2014 Ignite session "Are you a Super Hero or a Super Villain? Using Design Psychology for Good (and Evil)."
Design Psychology is a powerful tool to wield and can be used to the benefit or detriment of our users; motivating them to behave in ways that can be in their interest, or our own. Our panel of experienced professionals, each with an interest in different facets of design psychology, will choose a white hat or black hat - some taking the side of good and honest intentions, with others taking the dark side where manipulation and coercion reign. On which side will you fall?
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Using Design Psychology for Good and Evil - IGNITE UXPA 2014Susan Mercer
This was part of an IGNITE session at UXPA 2014 in London, called "Super Heroes and Super Villains: Using Design Psychology for Good (and Evil)". I describe a website where users are deceptively encouraged to sign up for junk mail using several dark patterns, and the company sponsoring the website makes money off of every sign up.
An overview of, and introduction to, survey-based research in the social sciences.
http://en.wikiversity.org/wiki/Survey_research_and_design_in_psychology/Lectures/Survey_research
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
Data Visualization: Cognitive Psychology and Design PrinciplesDan Sweet
I presented a version of this at a P&G Pet Care Global F&A Lunch and Learn. P&G-specific slides have been removed. Content from a Dan Young (P&G Corporate CMK) presentation shared with permission.
Sensory Deprivation, Memory and Smell, and Death Anxiety.
Three design concepts that are informed by psychology articles and experiments and that demonstrate their findings.
Review of "Survey Research Methods & Design in Psychology"James Neill
Reviews the 150 hour, third year psychology unit which examined survey research methods, with an emphasis on the second-half of the unit on MLR, ANOVA, power, and effect size.
Psychology of Design: Brand Story & Virtual Reality - Media Summit 2016Pamela Rutledge
Dr. Pamela Rutledge, Media Summit 2016.
A brand is a virtual reality. If you're creating VR to sell your brand, don't screw up the brand story that already lives in the consumer's brain. Stories are essential to bridge the gap between human cognition and digital experience. Too much technology and not enough attention to consumer experience will result in #VRfail.
Psychology behind product development orang fabPiotr Biegun
During last workshops at Orange Fab in Warsaw we were talking about the role of a psychology in building digital products. Understanding how people are taking their decisions is important to deliver new products & services. It is affecting all aspects of a business like sales, marketing, customer experience and way we deliver our services.
Seductive Design (Psychology in Design)Luke Brooker
Using psychology to engage and influence users interactions on the web. Kudos to Stephen Anderson for pretty much everything in this presentation. http://getmentalnotes.com
Psychology and the Perfect Design by @mrjoecxpartners
In this talk, Joe will take you on a journey to find the holy grail we are all looking for: the “perfect” design. We’ll look at a practical strategy that uses psychology to produce the ideal design for those tricky user experience design problems we face everyday.
What exactly is the perfect design? Well, that’s what you will find out in the session. We’ll look at the three aspects that define the perfect design and how you can make it work in your projects.
Susan Mercer's talk from the UXPA 2014 Ignite session "Are you a Super Hero or a Super Villain? Using Design Psychology for Good (and Evil)."
Design Psychology is a powerful tool to wield and can be used to the benefit or detriment of our users; motivating them to behave in ways that can be in their interest, or our own. Our panel of experienced professionals, each with an interest in different facets of design psychology, will choose a white hat or black hat - some taking the side of good and honest intentions, with others taking the dark side where manipulation and coercion reign. On which side will you fall?
This presentation shares the journey I’ve been on, from trying to shape and influence a user’s path, to creating sandbox environments in which people can play and amaze us!
______
Designers are trained to guide users toward predetermined outcomes, but is there a better use of this persuasive psychology? What happens if we focus less on influencing desired behaviors and focus more on designing ‘sandboxes’: open-ended, generative systems? And how might we go about designing these spaces? It’s still “psychology applied to design”, but in a much more challenging and rewarding way!
In this talk, I’ll share the journey I’ve been on, from trying to shape and influence a user’s path, to creating these sandbox environments. You’ll learn why systems such as Twitter, Pinterest, and Minecraft are so maddeningly addictive, and what principles we can use to create similar experiences. We’ll look at education and the work of Maria Montessori, who wrote extensively about how to create learning environments that encourage exploration and discovery. And we’ll look at game design, considering all the varieties of games, especially those carefully designed to encourage play — a marked contrast with progression games designed to move you through a series of ever-increasing challenges, each converging upon the same solution. Finally, we’ll look at web applications, and I’ll share how this thinking might influence your work, from how you respond to new feature requests to how you design for behavior change in a more mature way.
Using Design Psychology for Good and Evil - IGNITE UXPA 2014Susan Mercer
This was part of an IGNITE session at UXPA 2014 in London, called "Super Heroes and Super Villains: Using Design Psychology for Good (and Evil)". I describe a website where users are deceptively encouraged to sign up for junk mail using several dark patterns, and the company sponsoring the website makes money off of every sign up.
An overview of, and introduction to, survey-based research in the social sciences.
http://en.wikiversity.org/wiki/Survey_research_and_design_in_psychology/Lectures/Survey_research
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
Toxic effects of heavy metals : Lead and Arsenicsanjana502982
Heavy metals are naturally occuring metallic chemical elements that have relatively high density, and are toxic at even low concentrations. All toxic metals are termed as heavy metals irrespective of their atomic mass and density, eg. arsenic, lead, mercury, cadmium, thallium, chromium, etc.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
Observation of Io’s Resurfacing via Plume Deposition Using Ground-based Adapt...Sérgio Sacani
Since volcanic activity was first discovered on Io from Voyager images in 1979, changes
on Io’s surface have been monitored from both spacecraft and ground-based telescopes.
Here, we present the highest spatial resolution images of Io ever obtained from a groundbased telescope. These images, acquired by the SHARK-VIS instrument on the Large
Binocular Telescope, show evidence of a major resurfacing event on Io’s trailing hemisphere. When compared to the most recent spacecraft images, the SHARK-VIS images
show that a plume deposit from a powerful eruption at Pillan Patera has covered part
of the long-lived Pele plume deposit. Although this type of resurfacing event may be common on Io, few have been detected due to the rarity of spacecraft visits and the previously low spatial resolution available from Earth-based telescopes. The SHARK-VIS instrument ushers in a new era of high resolution imaging of Io’s surface using adaptive
optics at visible wavelengths.
What is greenhouse gasses and how many gasses are there to affect the Earth.moosaasad1975
What are greenhouse gasses how they affect the earth and its environment what is the future of the environment and earth how the weather and the climate effects.
2. Agenda
• Self-determination theory: Overview
• Competence: Helping people grow
• Autonomy: Helping people choose
• Relatedness: Helping people connect
• Tying it all together
Amy Bucher, Ph.D. (amy.bucher@gmail.com)
4. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
“It’s not that I’m lazy, it’s that I just don’t care.”
5. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
SelfEfficacy
Social Learning
Hierarchy of Needs
6. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
Types of Motivation: Self Determination
Theory
AutonomousControlled
More likely to sustain
behavior change
Adapted from Segar & Hall (2011) Source: Ryan & Deci (2000)
22. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
2xweight loss in people who track food
6+ days per week vs. people who track
less than 11
1. Hollis, J. F. et al. (2008). Weight loss during the intensive intervention phase of the weight-loss maintenance trial. American Journal of
Preventative Medicine, 32(5), 118-126.
2. Kruger, J., Blanck, H. M., & Gillespie, C. (2006). Dietary and physical activity behaviors among adults successful at weight loss maintenance.
International Journal of Behavioral Nutrition and Physical Activity, 3.
3. Bravata, D. M., et al. (2007). Using pedometers to increase physical activity and improve health: A systematic review. Journal of the
American Medical Association, 298(19), 2296-2304.
18%of successful dieters kept a calorie
diary, vs. 8% of unsuccessful dieters2
People using pedometers keep their
physical activity at 27%above baseline
levels3
23. Opower.com
1.4 – 3.3% energy use reduction per household (Alcott, 2011)
Amy Bucher, Ph.D. (amy.bucher@gmail.com)
24. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
How Video
Games Support
Competence
31. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
$26
Million
in first year1
1. http://news.starbucks.com/article_display.cfm?article_id=598, retrived October 1, 2012
32. Amy Bucher, Ph.D. (amy.bucher@gmail.com)
J&J Digital Health Scorecard http://www.digitalhealthscorecard.com/?sf7635864=1
45. ELIZA
Human: My boyfriend made me come here.
ELIZA: Your boyfriend made you come here?
Human: He says I’m depressed.
ELIZA: I’m sorry to hear you are depressed.
Human: It’s true. I’m unhappy.
ELIZA: Do you think talking to me will help you
not be unhappy?
Amy Bucher, Ph.D. (amy.bucher@gmail.com)
Weizenbaum, J. (1966). ELIZA—A computer program for the study of natural language
communication between man and machine. Communications of the ACM, 9(1), 36-45.
52. SDT Applied to Beer
Amy Bucher, Ph.D. (amy.bucher@gmail.com)
53. Additional Resources
Amy Bucher, Ph.D. (amy.bucher@gmail.com)
Glued to Games, by Scott Rigby and Richard Ryan
selfdeterminationtheory.org links to academic papers, research
Stanford University Persuasive Technology Lab (
http://captology.stanford.edu/)
I also like:
•Influence: The Psychology of Persuasion, by Robert Cialdini
•Willpower, by Roy Baumeister and John Tierney
•The Power of Habit: Why We Do What We Do in Life and in Business, by Charles
Duhigg
From this presentation:
Easiest metaphor to understand autonomy is choose your own adventure
Here’s an example from Mindbloom—users can determine at the outset what parts of their well-being they’d like to work on. And they can change their minds at any point in the program.
What does ability really mean? Sometimes it’s truly having the skills, knowledge, or tools; other times, it’s having a resource such as time, patience, or desire.
Fogg definition of ability
Willpower
Another way to create a sense of ability or competence is through normative feedback—what others like you are doing.
Opower launched a normative feedback program for energy consumption. People participating in the program got a neighborhood report showing how much energy others in the area were using. People who participated ended up using significantly less energy than people who didn’t get the comparison report—about 1.4-3.3% less per measurement period. That may not seem like a lot for any one individual, but when you think about the energy savings across a neighborhood or city, it starts to really add up.
We also use normative feedback a lot with health related behaviors. For example, did you know that most people who successfully quit smoking have failed about 7 times before?
Use of positive/hopeful feedback vs. unrealistic or lofty feedback
Feedback on performance builds competence
The granularity of feedback also matters. Ideally, you want to give a few levels of feedback. Here in Guitar Hero, you see both feedback on each individual action, and cumulative feedback on overall performance over the course of the game
Used in Europe to reduce messes in men’s restrooms
Kip Williams
Amazon—recommends products both based on what you purchased, and on what people like you have bought
Design needs to respond to users, too. When a user does something with the mouse, the site should respond to that.