Design for Behaviour Change (original) (raw)
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The Design with Intent Method: A design tool for influencing user behaviour
Applied Ergonomics, 2010
Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human-technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process.
User Diversity in Design for Behavior Change
2014
Recently, using design to change user behavior for the purpose of sustainability has gained considerable interest. One of the essential aspects of design for behavior change is to choose the right design intervention strategy for the right behaviors and for the right individuals. In this respect, consideration of different user characteristics when designing for behavior change is critical to ensure positive behavior change. This paper argues that user diversity can be addressed by grouping users with similar characteristics into different user types. It provides a framework and a methodology to create these user types based on psychological variables including global environmental attitude, attitude towards behavior, subjective norms, perceived behavioral control, intention and finally personality traits. It discusses how the framework and the methodology could be integrated into design process, and illustrates the process by using hypothetical user types. The aim of this illustration is to clarify the predicted outcome of the methodology. As a result, four main user types are proposed: irresponsible users, undecided users, worried users and lastly enthusiastic users. Design intervention strategies are matched with these user types and the paper concludes with a brief discussion on the implications of the framework and methodology for design for pro-environmental behavior change.
Design for Behaviour Change : Theories and Practices of Designing for Change
e-space (Manchester Metropolitan University), 2017
This chapter offers an introduction to mindful design and its potential to promote responsible behaviour change. While it is recognised that design changes users' behaviour, design often has inadvertent consequences which are not considered at the point of designing, and which can cause significant social, environmental or other issues later. In this chapter, it is argued that mindfulness-as an attitude of awareness and attentiveness-can be embedded in design and as such can help users to make more responsible decisions through the use of mindful design. The argument proceeds through the analysis of the concepts of mindfulness and mindful design, and is supported by a number of examples to explain the role and position of mindful design as a useful approach to designing for behaviour change.
International Journal of Human–Computer Interaction, 2021
Despite a wealth of behavior change theories and techniques available, designers often struggle to apply theory in the design of behavior change technologies. We present the Behavior Change Design (BCD) cards, a design support tool that makes behavioral science theory accessible to interaction designers during design meetings. Grounded on two theoretical frameworks of behavior change, the BCD cards attempt to map 34 behavior change techniques to five stages of behavior change, thus assisting designers in selecting appropriate techniques for given behavioral objectives. We present the design of the BCD cards along with the results of two formative and one summative study that aimed at informing the design of the cards and assessing their impact on the design process.
Introduction : Design for behaviour change
2016
Design impacts every part of our lives. The design of products and services we encounter in all areas and walks of life influences the way we go about our daily activities. It is hard to imagine any activity of our daily lives that is not dependent on a designed artefact in some capacity. Our clothing, mobile phones, computers, cars, tools and kitchenware all enable and hold in place our everyday practices. Design impacts our built and natural environment through urban planning and architecture, and it impacts our health and safety by promoting or restricting activities that may or may not be healthy, or cause harm. Cooper et al. (2011) explain that in the past 100 years, ‘we have designed systems of transport, work, and entertainment that mean we are less active’ (p. 135) and which can be counter productive to our health where they lead to a lack of exercise. Simultaneously designers have improved the diagnostic and treatment devices for the non-communicable diseases affected by th...
Service Design Meets Design for Behaviour Change: Opportunities and Challenges
2017
There is a growing recognition about a need to influence and change user behaviours in their own interest to meet several social challenges, be it at the level of an individual or society. Designers intentionally or unintentionally end up shaping the user behaviour. Service Design and Design for Behaviour Change have significant congruence in terms of concern for value creation over long duration, dynamic usage contexts and accounting for diversity of users, among others. However, despite the affinity of these two fields, we do not come across works that demonstrate practice that blends both the fields or synthesised design knowledge base. Practitioners might be tacitly blending these two disciplines. This workshop aims to understand these practices currently, the challenges designers are facing and how they are addressing those. We hope to uncover this tacit knowledge, provide preliminary knowledge from the disciplines and synthesise through hands on work followed by collective ref...
Persuasive Design for Behaviour Change Apps: Issues for Designers
The main aim of this position paper is to identify and briefly discuss design-related issues commonly encountered with the implementation of both behaviour change techniques and persuasive design principles in physical activity smartphone applications. These overlapping issues highlight a disconnect in the perspectives held between health scientists' focus on the application of behaviour change theories and components of interventions, and the information systems designers' focus on the application of persuasive design principles as software design features intended to motivate, facilitate and support individuals through the behaviour change process. A review of the current status and some examples of these different perspectives is presented, leading to the identification of the main issues associated with this disconnection. The main behaviour change technique issues identified are concerned with: the fragmented integration of techniques, hindrances in successful use, diversity of user needs and preferences, and the informational flow and presentation. The main persuasive design issues identified are associated with: the fragmented application of persuasive design principles, hindrances in successful usage, diversity of user needs and preferences, informational flow and presentation, the lack of pragmatic guidance for application designers, and the maintenance of immersive user interactions and engagements. Given the common overlap across four of the identified issues, it is concluded that a methodological approach for integrating these two perspectives, and their associated issues, into a consolidated framework is necessary to address the apparent disconnect between these two independently-established, yet complementary fields.
Motivation in Design Strategies for Behavior Change
Motivation is a key factor that determine behavior change. In this paper, the researchers study how people is motivated when interacting with two strategies that aim to change grocery shopping behaviors. The strategies are similar but with differences in mindfulness and nudging elements. Researchers collected qualitative data with observations and interviews from 12 user participants. Motivation categories of Fogg's behavioral model were used in the data analysis. Findings show that the strategies can trigger pleasure, pain, fear and social acceptance. People that used the reflective strategy with mindful processes were able to better express their motivations.
Persuasive technology and digital design for behaviour change
The convergence of the`digital' and`real' worlds has been rapid and transformative of everyday life, as well as design practiceto the extent that talking about`digital design' and`the digital context' seems, to some extent, anachronistic and redundant. Nevertheless, the arrival of digital technology, the Internet and social media has, from a design perspective, created a new eld of aordances, constraints, information ows and possibilities. This paper reviews some of the ways in which digital architecture inuences behaviour, and what the implications could be for designers seeking to inuence behaviour for social and environmental benet. Topics covered include Persuasive Technology, gamication, Lessig's`Code is Law' perspective, digital rights management and Zittrain's concept of generativity.