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© Copyright Usable Learning 2013 So…what does Learn from Experiencereally mean, anyway? Julie Dirksen, Usable Learning

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Page 1: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

So…what does “Learn from Experience”

really mean, anyway?

Julie Dirksen, Usable Learning

Page 2: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

First of all…

You are awesome (I know because you are here)

You guys get it. But do you ever have trouble explaining it to other people?

Page 3: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

How many people agree with this statement?

We learn from experience.

Let’s unpack that a bit more…

Page 4: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Why do people do the wrong things?

*By wrong, I don’t mean morally wrong…

It’s a simple question, but it has lots of complicated answers.

Page 5: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Sometimes, they don’t know any better.

I can’t buy printer paper from my brother-

in-law?

It has to go through

purchasing? 1800 Calories? Seriously???

How do you figure sales tax, again?

Page 6: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

But what about…

People don’t still smoke because nobody happened to mention it was a bad idea, so why does it still happen?

Texting while driving

Fast Food Smoking

Page 7: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

I know, but… “I know it’s a bad idea, and I never do it (except when I do, and then I feel guilty).”

“I know it’s a bad idea, but I only do it once in a while, and I’m very careful.”

“I know it’s a bad idea for other people, but I can do it because I’m really good at it.”

“Huh? What’s the big deal?”

Texting while driving

Page 8: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

If it’s not a knowledge problem, more information won’t help.

So what will help?

Page 9: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

So, this is where experience comes in…

• Visceral experiences

• Contextual experiences

• Automatic experiences

• Embodied experiences

Page 10: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Let’s start with visceral experiences

cer

Relating to deep inward feelings rather than to the intellect

Page 11: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

The Trolley Problem

Phillippa Foot, Judith Jarvis Thomson, Joshua Greene

Page 12: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Enter Joshua Greene

Greene et al 2001 http://www.wjh.harvard.edu/~jgreene/GreeneWJH/Greene-CogNeuroIV-09.pdf

Page 13: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

There are a lot of different decision makers in your brain…

From Jonathan Haidt’s The Happiness Hypothesis

Page 14: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

The Rider

Page 15: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

The Elephant

Page 16: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

So, when there’s a conflict…

Who do you think wins?

Page 17: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

What do we really mean when we say “We learn from experience?”

Let me tell you a story about a friend of mine…

Page 18: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Here’s the thing..

…the elephant isn’t stupid. This sucks…I am not doing this

again…

Page 19: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

We learn from experience

How many of you know that it’s bad to text while driving?

How many of you learned this through personal experience?

Page 20: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

So, let’s break this down…

What are each of these drivers learning from their experiences?

Page 21: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

When we think about learning experiences…

Experience in the world

Experience in the

training

Page 22: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

But, Visceral Matters Too…

http://vhil.stanford.edu/pubs/2011/VHIL-technical-report.pdf

Page 23: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Visceral Matters

How about some the fruit salad or cake?

http://ideas.repec.org/a/ucp/jconrs/v26y1999i3p278-92.html

Page 24: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Design for the elephant

https://www.youtube.com/watch?v=R0LCmStIw9E

Page 25: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Urgency matters

We are creatures of urgency:

Maybe I should consider

retirement planning…

Page 26: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Which do you think works better:

I guess I’ll be glad I

know this someday…

I’m really glad I know this now…

Page 27: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

And the future is sooooo far away…

Page 28: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Oooo, shiny!

Page 29: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

We have trouble with this…

We are also loss averse…

Page 30: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Contextual Experience

Con text

The circumstances that form the setting for an event, statement, or idea and in terms of which it can be fully understood and assessed.

Page 31: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Where would you study?

You need are going to take a test in class next week. Where do you prefer to study?

1. In a quiet library?

2. In your favorite coffee shop?

3. In the gray windowless classroom with the noisy HVAC system?

Page 32: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

What are we learning?

We might be teaching this

But we are learning all of this.

Page 33: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

What do you associate with Lavender?

Page 34: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

We decontextualize a lot

This is my issue with “themes”

Page 35: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Contextual Triggers

You are training a call center on a process for dealing with angry customers.

What triggers tell the learner they need to activate that knowledge?

Page 36: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Decontextualizing helps with simplicity and clarity

Page 37: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Let’s try with a little more context

Page 38: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Triggers in the environment? 1

2

3

4

Page 39: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Contextual Triggers

Page 40: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Emotional Context Suppose you are healthcare professional taking a webinar on strategies for dealing with irate patients.

Page 41: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

The sales

commission is

going to be

10%!!

The sales

commission is

going to be

10%!!

The sales

commission is

going to be

10%!!

Facts need context too

Page 42: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Rational Decision Making

Page 43: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

http://gaius.fpce.uc.pt/niips/novoplano/ps1/documentos/dutton&aron1974.pdf Photo by Mike Taylor

Suspension Bridges

Page 44: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Automatic Experience

ic

Done or occurring spontaneously, without conscious thought or intention.

Page 45: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

There’s system 1 and 2

Things we do automatically

• System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious

Things we think about

• System 2: Slow, effortful, infrequent, logical, calculating, conscious

Daniel Kahneman – Thinking Fas t and Slow

Page 46: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Automaticity can be acquired

Page 47: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

We develop unconscious competence

• Familiarization

• Comprehension

• Conscious Effort

• Conscious Action

• Proficiency

• Unconscious Competence

Gloria Gery, Electronic Performance Support Systems

Page 48: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

The elephant is a creature of habit

Page 49: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

We develop unconscious competence

Glucose Metabolic Rate after several weeks of Tetris Practice

Haier et al, 1992

Page 50: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Change is hard If you are used to this: Then this feels bad:

Page 51: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

This affects motivation and self control

Remember the fruit salad or cake?

http://ideas.repec.org/a/ucp/jconrs/v26y1999i3p278-92.html

Page 52: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Practice can be more important than knowledge

Page 53: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Embodied Experience

To be an expression of give a tangible or visible form to, provide with a physical form

Page 54: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Recognition Over Recall

Choose a response

Let me tell you about the benefits of that model…

So, can I ask you what you’ll be using this for?

That’s the best option for serious users.

Type your response

[type your response here]

What can you tell me about this phone?

Page 55: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Retrieval Practice

Which produces the best study outcomes?

Karpicke and Blunt http://www.learningsolutionsmag.com/articles/1080/ http://blog.learnlets.com/?p=3050

Traditional Studying

Creating a Mind Map

Retrieval Tests

Page 56: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

The first time is the most difficult. It seemed to take a

lot longer on the way here.

Let me tell you about my issue with podcasting

Page 57: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Use good models – Diffusion of Innovation

• Relative Advantage

• Compatibility

• Complexity

• Trialability

• Observability

Everett Rogers , Diffusion of Innovations

Page 58: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Self-confirmation bias

I’m saying this out loud so I must think it’s true!

Page 59: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

So, this is where experience comes in…

• Visceral experiences

• Contextual experiences

• Automatic experiences

• Embodied experiences

Page 60: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

SO, WHAT DESIGN PRINCIPLES CAN WE PULL FROM THIS?

I’m asking you:

• Visceral experiences • Contextual experiences • Automatic experiences • Embodied experiences

Page 61: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

Questions?

Julie Dirksen [email protected] Twitter: usablelearning Design For How People Learn designforhowpeoplelearn.com

Slides and references:

bit.ly/ILU2013

Page 62: Design for Behavior Change - Usable Learning · • Norman, Donald, The Design of Everyday Things (book) • Greene and Paxton, Patterns of Neural Activity Associated with Honest

© Copyright Usable Learning 2013

References • Shiv, B. and A. Fedorikhin. 1999. Heart and Mind in Conflict: Interplay of Affect and Cognition in Consumer

Decision Making. Journal of Consumer Research 26 (December): 278–282.

• Haidt, Jonathan, The Happiness Hypothesis (book)

• Gery, Gloria, Electronic Performance Support Systems (book)

• Haier, R.J., B.V. Siegel Jr., A. MacLachlan, E. Soderling, S. Lottenberg, and M.S. Buchsbaum. 1992 Regional glucose metabolic changes after learning a complex visuospatial/motor task: a positron emission tomographic study. Brain Research 570: 134–14.

• Thaler, Richard and Sustein, Cass. Nudge (book)

• Okita, S.Y., J. Bailenson, and D.L. Schwartz. 2008. Mere Belief of Social Action Improves Complex Learning. Proceedings of the 8th International Conference for the Learning Sciences.

• Johnson, Eric J. and Goldstein, Daniel G., Do Defaults Save Lives? (Nov 21, 2003). Science, Vol. 302, pp. 1338-1339, 2003. Available at SSRN: http://ssrn.com/abstract=1324774

• Norman, Donald, The Design of Everyday Things (book)

• Greene and Paxton, Patterns of Neural Activity Associated with Honest and Dishonest Moral Decisions, PNAS 106:12506-12511 (July 28, 2009).

• Prochaska, JO; Norcross, JC; DiClemente, CC. Changing for good: the revolutionary program that explains the six stages of change and teaches you how to free yourself from bad habits. New York: W. Morrow; 1994

• Rogers, Everett Diffusion of Innovations (book)

• Pronin E, Olivola CY, & Kennedy KA. (2008) Doing unto future selves as you would do unto others: psychological distance and decision making. Personality and social psychology bulletin, 34(2), 224-36.