Design traditionally focuses on creating products and services that recognize an existing behavior and work to support it. The next wave will be products and services that motivate and incentivize change. Design can help us be better at what we do and make us do better things. We are in the age of aware tech. People are receiving vast amounts of data about their own actions and patterns. We need to provide them with clever ways to act on that information. Moreover, companies and organizations are seeking out ways to influence customer choices and create social impact, but many designers are hesitant to pursue work that makes choices for people. Design has always had an influence, whether recognized or not. It’s time to start seeing that all design choices have an impact, and to start working towards changing the way we live for the better.
Also huffduffed as…
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Behavior Design: Stop Being Neutral, Start Influencing Decisions
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Behavior Design: Stop Being Neutral, Start Influencing Decisions
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Behavior Design: Stop Being Neutral, Start Influencing Decisions
Possibly related…
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SXSW 09 - Designing For Irrational Behavior
The core of sustainability efforts is behavior change, understanding patterns of behavior and developing models for motivating sustainable behavior change. This approach assumes a rational response from the consumer. However, most decisions are irrational. This panel will examine how to motivate people to make sustainable changes by appealing to their emotions instead. This panel is sponsored by frog design.
Peter Whybrow, UCLA Semel Institute
Robert Fabricant, Frog Design Inc
Jeffrey Bardzell, Indiana University
Jen van der Meer, Drillteam
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Designing for Irrational Behavior
The core of sustainability efforts is behavior change, understanding patterns of behavior and developing models for motivating sustainable behavior change. This approach assumes a rational response from the consumer. However, most decisions are irrational. This panel will examine how to motivate people to make sustainable changes by appealing to their emotions instead.
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The Behavior Change Checklist. Down With Gamefication
At the end of 2010, I left my post as Creative Lead for Firefox to found Massive Health on the assumption that a design renaissance could help change people’s behavior to make them a bit more healthy. That’s rather an assumption. Behavior change is hard. Health is hard. It is yet to be seen if I’m an idiot. With all this talk of gameification, serious games, and social connectivity, what cognitive psychology principals underly all of this hype? What isn’t anecdotal? What works? Whether it is health, finance, email, or games, this talk delves into the literature of behavior change to give you a checklist to use in your designs.
Tagged with gamification sxsw 2011
