ux myths about behavior change
Post on 28-Jul-2015
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UX Myths about
Behavior Change
Baseball + Bat = $1.10
Bat costs $1 more than baseball
How much does baseball cost?
Baseball + Bat = $21.00
Bat costs $20 more than baseball
How much does baseball cost?
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SYSTEM 1
SYSTEM 2
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See the world through a behavioral lens.
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7 UX Myths Behavior Change
Actor
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Action Outcome(behavior change)
Behavior Change is only for changing lifestyle habits
MYTH
1
Three strategies for behavior change
1. Support conscious action2. Build habits (cue > routine > reward)3. Cheat (defaults, etc.)
SOURCE: “Designing for Behavior Change” Stephan Wendel
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Ask simple questions first
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The Puzzle SwitchLoove Broms and Karin Ehrnberger
Behavior Change cannot be measured
MYTH
2
Not everything that can be counted counts, and
not everything that counts can be counted.
-- Albert Einstein (but really it’s William Bruce Cameron)
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Key Metrics:
1. Outcome2. Action
(avoid self-reporting)
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in-product = easier
out-of-product = harder
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Cheat (find resources)
Build Testing Mechanism(A/B, “Data Bridge”)
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Science of Behavior Change is fairly new
MYTH
3
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It’s focused on getting people to do things they don’t want to doMYTH
4
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Radar Speed Limit Signs
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Behavior Change is owned by Behavioral ScientistsMYTH
5
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BehavioralEconomics
& Psychology
Data AnalysisProduct Dev
& UX
BehaviorChange
Good UXpractices have long focused on how to
enable users to take action
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“Behavioris our medium.”
-- Robert Fabricant
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create behavioral plans (aka customer journey)
MVA(Minimal Viable Action)
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Pre-conditions to Behavior Change“Designing for Behavior Change” -- Wendell
Behavior Sciences can predict behavior
MYTH
6
We assume that somehow users
find us, love what we’re doing, and
use ourproducts
whenever they want.
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(Hypothesis)
Prototype
Test
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Pre-conditions to Behavior Change“Designing for Behavior Change” -- Wendell
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Giving users information will change their behavior
MYTH
7
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How UX can use Behavior Sciences
1. Not just for habits2. Has to be measured3. Learn from new science 4. Not about trickery5. UX should lead6. Should try to predict7. Use persuasion principles
…some useful resourcesKNOWING USERS“Thinking Fast and Slow” Daniel Kaneman“Nudge” Richard Thaler“Influence: Psychology of Persuasion” Robert Cialdini“Predictably Irrational” Daniel Ariely
SETTING VISION“Designing for Behavior Change” Stephan Wendell
DESIGN“Evil By Design” Chris Nodder“Seductive Interaction Design (Mental Notes)” Stephen An-derson “Design with Intent” Dan Lockton“Designing for Emotion” Aaron Walter“Designing for the Social Web – Joshua Porter
TESTING“Measuring the User Experience” Tom Tullis
if everyone agrees on everything in a field then it's a dying field.-- bill buxton
Change what we do. And what our users can do.
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