design for behavioral change (by david pas)
TRANSCRIPT
4.4 Design for behavioral change
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Template presentation Innovation Day 2016 CONFIDENTIAL
DESIGN FOR BEHAVIORAL CHANGE
David PasCoordinator [email protected]
TRACK 4: HUMAN TOUCH, YOUR TEAM & THE CUSTOMER
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DAVID PAS
A senior design manager with a strong focus on value driven design, to create remarkable offerings for strong brands.
I’m driven by design thinking to generate ideas for new products & services, but I do not like to end up with ideas that don't work.
“to be leading in innovation is also about changing expectations & perception of a concept. That's why I’m also looking for meaningful tweaks, and not only for technological leaps”
coordinator DESIGNLAB
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BEHAVIOR = f(P,E)
FOR THE RIGHT PERSON ?
TOYS FOR BOYS …..BUT DO BOYS USE PARK-ASSIST?”
KAREL
KAREL’S NEW CAR
PARK ASSIST
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EXAMPLES OF BEHAVIORAL CHANGE
UNINTENDED
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DEFINITION
DESIGN FOR BEHAVIORAL CHANGEUSING PERCEPTUAL AND COGNITIVE BIASES TO DESIGN ENVIRONMENTS THAT WILL INTENTIONALLY AFFECT SPECIFIC BEHAVIOR
FORMULALEWIN’S EQUATION
PERSONENVIRONMENT
BEHAVIOR = ƒ(P,E)
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INTENTIONALLY DESIGNED TO AFFECT BEHAVIOR
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INTENTIONALLY….
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NOT INTENTIONALLY BEHAVIOR
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DIFFERENT LEVELS
UNFAMILIAR
PERMANENTONE TIME
FAMILIAR
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STUDY LOGIC
DESIGN
RESEARCH
UNDERSTANDING
BEHAVIOR
DESIGN
FOR BEHAVIOR
INFLUENCING
BEHAVIOR
INTERACTION
DESIGN
ENABLING
BEHAVIOR
IMPACT
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INTENDED ≠ WANTED
BEHAVIOR = f(P,E)E for EMBARASSING ?
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WHYALTHOUGH IT’S NOT EASY
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TO CROSS THE CHASMMIND THE GAPS BETWEEN DIFFERENT TYPES OF BUYERS
Innovators
2,5 %
Early Adopters
13,5 %
Early Majority
34 %
Late Majority
34 %
Laggards
16 %
Gaps : each group differs significantly from the previous one
THE CHASM
(Geoffrey Moore)
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INCREASE CUSTOMER LIFE TIME VALUE
INCREASING THE RETENTION RATE
DECREASING RETENTION COST
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THE ‘RESISTANCE’ IS THE CHALLENGE
USAGE
RESISTANCE
NOT COMPATIBLE WITH EXISTING HABITS
RISK
RESISTANCE
FEELING OF UNCERTAINTY
VALUE
RESISTANCE
PRICE/PERFORMANCEIS DOUBTED
SOCIAL
RESISTANCE
PSYCHOLOGICAL OR INDIVIDUAL
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DEALING WITH MENTAL MODELS AND HABITS
Vegetarian meat replacers often looks the same as regular meat so that consumers can recognize it and feel confident with it
REAL MEAT
LOOK-ALIKE
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MORE EMOTIONAL ENGAGEMENT = THE ULTIMATE BRAND LOYALTY
NEW BEHAVIOR CAN ENABLE AN ‘EMOTIONAL LOCK-IN’
FROM A BUSINESS PERSPECTIVE
MORE EMOTIONAL ENGAGEMENT ENABLES YOUR ECOSYSTEM, AND MAKES IT SUSTAINABLE : NOT ONLY DEVICES BUT ALSO CONTEXT AND VICE VERSA….
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HOWTHE RECIPES TO CHANGE BEHAVIOR
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THE LAW OF BEHAVIORTHE VALUE OF ACTION
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SOME RULES
• ACTIONS WITH HIGHER VALUE ARE PREFERRED
• VALUES CHANGE OVER TIME AND CONTEXT
• IMMEDIATE REWARDS DOMINATE
THE LAW OF BEHAVIOR
VALUE of ACTION = (R-C)REWARDCOST
KAREL :
“I HAVE A FEELING OF DISCOMFORT.
AND IT’S RISKY TOO, SO THAT’S WHY I TRY THIS ONLY DURING LUNCH AT THE VERHAERT PARKING LOT…”
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REWARDS
RECOGNITION
PLEASURE
COMFORT
GOOD EMOTIONS
THE LAW OF BEHAVIOR
COSTS
EFFORT
PAIN
DISCOMFORT
BAD EMOTIONS
EMBARRASSMENT
VALUE of ACTION = (R-C)
FOR KAREL :
TO TRY THE PARKASSIST FOR THE FIRST TIME IN A FAMILIAR ENVIRONMENT MAKES THE ACTION LESS EMBARRASSING
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WHAT DRIVES BEHAVIOR
MOTIVATIONABILITYTRIGGER
BEHAVIOR = ƒ(MAT)
FOR KAREL :
IT’S EASY TO DO, BUT THE MOTIVATION IS LOW BECAUSE OF FEELINGS OF DISCOMFORT.
CURIOSITY AND GROUP PRESSURE TRIGGERS HIM TO GO TO ACTION
KAREL TAKES ACTION
ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
ACTION LINE
TRIGGERS succeed here
TRIGGERS fail here
BEHAVIOR MODEL (B.J. Fogg)
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DESIGN TO INCREASE REWARD
DESIGN TO CHANGE BEHAVIOR
DESIGN TO DECREASE COSTS
MORE RECOGNITION
MORE PLEASURE
MORE COMFORT
BETTER EMOTIONS
LESS EFFORT
LESS PAIN
LESS DISCOMFORT
BAD EMOTIONS
LESS EMBARRASSMENT
∆VALUE of ACTION =∆(R-C)
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1. THE MOTIVATION
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INCREASING MOTIVATION
MOTIVATIONABILITYTRIGGER
BEHAVIOR = ƒ(MAT)
ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
ACTION LINE
TRIGGERS succeed here
TRIGGERS fail here
BEHAVIOR MODEL (B.J. Fogg)
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MOTIVATORS #1 : HIERARCHY IN NEEDS
PHYSIOLOGICAL NEEDSHUNGER, THIRST, SLEEP, ENERGY, WARMTH, REFRESHMENT, FULFILLED, …
SAFETY NEEDSHEALTH, STABILITY, CERTAINTY, NO SURPRISES, …
BELONGING NEEDS SOCIAL CONTACT, COMMUNITY-FEELING, FRIENDSHIP, AFFECTION….
ESTEEM NEEDS STATUS, DOMINANCE, SELF-RESPECT, RECOGNITION, ADMIRATION…
SELF - ACTUALIZATIONSELF-DEVELOPMENT, SELF-IMPROVING, CURIOSITY…
Maslow
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THE PYRAMID IS NOT STRAIGHT FORWARD
AGE AND SOCIAL CLASS
REGION/CULTURE
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MOTIVATORS #2 : THE COMPASS OF MOTIVATIONS
ENJOYMENTdesiretomaximizethepleasureIgetoutoflife
CONVIVIALITYdesiretoconnectwithothers
BELONGINGdesiretofeelacceptedandsupportedbylovedones
SECURITYdesiretofeelprotected,safe,secureandcaredfor
VITALITYdesiretobealiveandkicking
andfullofenergy
POWERdesireforstatusandrespect
andtofeelimportant
RECOGNITIONdesiretostandoutfromthe
crowd
CONTROLdesiretocontrolemotionsandfeelings,tobecooland
calm
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MOTIVATION IN FUNCTION OF THE DURATION
Classified - Confidential
PERMANENTONE TIME
SPECIFIC DURATION
OCCASIONALY DAILY
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2. THE ABILITY
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INCREASING ABILITY
MOTIVATIONABILITYTRIGGER
BEHAVIOR = ƒ(MAT)
PRINCIPLE
INCREASE SIMPLICITY
DECREASE LEARNING CURVE
ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
ACTION LINE
TRIGGERS succeed here
TRIGGERS fail here
BEHAVIOR MODEL (B.J. Fogg)
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ABILITY
BASICALLY
TRAIN PEOPLE VERSUS SIMPLICITY
KEY INSIGHTSIMPLICITY IS A FUNCTION OF YOUR SCARCEST RESOURCE AT THAT MOMENT.
E.g. time as a resource : If you don’t have 10 minutes to spend, and the target behavior requires 10 minutes, then it’s not simple.
SIMPLICITY= ƒ(SCARCE RESOURCE)
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ABILITY
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COCA-COLA GLACIERNEW DELIVERY CONCEPT TRIGGERS NEW SHOPPING BEHAVIOR
DESIGN CHALLENGE
MAKING THE CONCEPT OF THE CHILLED BUFFER SELF-EXPLAINABLE BY THE COOL LED’S AND THE ‘JUKE-BOX’ LOOK-ALIKE DESIGN
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3. THE TRIGGERSCROSS THE ACTION LINE
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TRIGGERS : ACT NOW
MOTIVATIONABILITYTRIGGER
BEHAVIOR = ƒ(MAT)
PRINCIPLE
A TRIGGER CAN BE EXTERNAL OR CAN COME FROM A ROUTINE
ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
ACTION LINE
TRIGGERS succeed here
TRIGGERS fail here
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TRIGGERS LEAD TO A CHAIN OF BEHAVIORS
TYPESEXTERNAL : BY SURPRISE
ROUTINE : DAILY HABIT
• CALL TO ACTION• PROMPT• REQUEST• SOUND• LIGHT• TACTILE• OFFER• ALARM• ….
ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
FACILITATORHigh motivation
Low ability
SPARKHigh ability
Low motivation
SIGNALHigh motivation
High ability
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TRIGGERS : DESIGN APPROACH
BEHAVIOR CHAIN - CHAIN OF TRIGGERSMap out the behavior chains you need -- the user flow you want to
happen. Then figure out how to get people to do the first behavior in
a chain. If people don’t naturally take the next step in the chain, then
figure out how to get the next step to happen. Step by step. Continue
this process, until the chain works.
SIMPLICITY CHANGES BEHAVIORMany designers make the mistake of asking people to perform a
complicated behavior. A corresponding mistake is packing too much
into a Trigger. Neither path works well.
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MYJINITHE APP TO CHANGE DRIVERS BEHAVIOR
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MYJINI
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IN PRACTICEYOU HAVE THIS GREAT IDEA !!
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THINK IN PERSONA’S
IMAGINE THEIR• Activities
• Concerns
• Goals
• Motivation
• Attributes
YOUR PERSONA IS LIKE
1. An innovator
2. An early Adopters.
3. The early Majority.
4. The late Majority. .
5. The laggards.
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CREATE CUSTOMER JOURNEY’S
FOR THE # PERSONA’S AND HIGHLIGHT :• The motivation(s)
• The ability
• Potential trigger(s)
• Potential drawback(s)
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IMAGINE USE SCENARIO’S
BRAINSTORM FOR A ‘CHAIN’ OF BEHAVIOR CHANGES Different levels : Behavior evolves over the time
• Change Duration : one-time, period or permanent
• Change Depth : Familiar or not-familiar
MOTIVATIONABILITYTRIGGER
BEHAVIOR = ƒ(MAT)U NFAM ILIAR
PER M AN EN TO NE TIM E
FAM ILIAR ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
ACTION LINE
TRIGGERS succeed here
TRIGGERS fail here
BEHAVIOR MODEL (B.J. Fogg)
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SPLIT UP AND VALIDATE
SPLIT UP # MOTIVATORS, # DRAWBACKS, # TRIGGERS….• Make a profound questionnaire with the adequate protocol
• Launch a rapid qualitative (online or face-to-face) survey
• Analyze the data and shortlist the most promising
GET OBJECTIVE DATA OUT OF SUBJECTIVE FEELINGS
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MAKE THE DESIGN BRIEF/ROADMAP
ABILITY
MOT
IVAT
ION
LOW HIGH
LOW
HIGH
FACILITATORHigh motivation
Low ability
SPARKHigh ability
Low motivation
SIGNALHigh motivation
High ability
PER M AN EN TO NE TIM E
SPEC IF IC D U R ATIO N
OC C ASION ALY D AILY
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AND WHAT HAPPENED WITH KAREL
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GUESS WHAT…..
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PEOPLE IGNORE DESIGN THAT IGNORES PEOPLE
FRANK CHIMERO
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THANK YOU
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