By Stephen Wendel

A new wave of goods helps humans switch their habit and day-by-day workouts, no matter if it’s workout extra (Jawbone Up), taking keep an eye on in their funds (HelloWallet), or organizing their electronic mail (Mailbox). This sensible consultant indicates you ways to layout all these items for clients looking to take motion and attain particular goals.

Stephen Wendel, HelloWallet’s head researcher, takes you step by step in the course of the technique of making use of behavioral economics and psychology to the sensible difficulties of product layout and improvement. utilizing a mix of lean and agile improvement tools, you’ll research an easy iterative strategy for opting for aim clients and behaviors, development the product, and gauging its effectiveness. notice tips to create easy-to-use items to aid humans make confident changes.
• examine the 3 major recommendations to aid humans swap habit
• determine your audience and the behaviors they search to alter
• Extract person tales and determine hindrances to behaviour swap
• increase powerful interface designs which are relaxing to take advantage of
• degree your product’s influence and study how one can enhance it
• Use functional examples from items like Nest, Fitbit, and Opower

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Additional info for Designing for Behavior Change: Applying Psychology and Behavioral Economics

Sample text

There are always exceptions, and that’s why we test out products in the field to see what is working and what isn’t. But these are six useful rules of thumb. 20 | DESIGNING FOR BEHAVIOR CHANGE Lessons for Behavioral Products Don’t forget the basics. Yes, there’s a huge amount of research literature. The previous sections highlight nonobvious lessons from that literature. But there’s no point if you have a product that is needlessly hard to use, foreign, ugly, painful, lacking urgency, and makes users feel like failures.

In the concluding chapters, I step back and give some additional tips on how to use these skills in practice, how to apply these techniques to refine existing products, and likely problems you’ll face along the way. That’s it. However, if you’re looking for a more formal chapter outline, here you go: Part I: Understanding the Mind and Behavior Change Chapter 1 arms you with your first skill: an understanding of how the mind makes decisions. You’ll get an overview of the current literature on decision making, as well as a dozen key lessons and their implications for the design process.

To build them: identify a specific, unambiguous cue, a stable routine, and, ideally, a reward that occurs immediately after the person takes action. How We Respond and Interact with the World Is Malleable How our intuitive minds react to a situation isn’t predetermined—it isn’t even predetermined how a single person will react, given full knowledge of prior experience, personality, and other traits. The particular mindset we’re in at the moment of action matters immensely. We have multiple frames of reference, or mindsets,26 for interpreting and responding to the world, which shape how we act.

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