People behave how they have been conditioned to behave
Everyone's behaviour makes sense from their point of view
Behavioural consequences
Behaviour is a function of its consequences
People do what they do because of what happens to them when they do it
Performance is what about happens every day
Behavioural consequences - those things and events which follow a behaviour and change the probability that the behaviour will be repeated in the future
Most of the behavioural consequences we encounter we don't think about (e.g. turning on a light, typing on a keyboard)
How to influence behaviour
How to make people stop doing things:
Identify behaviours that are producing the poor outcome and arrange consequences that will stop them
How to make people start doing things:
Identify behaviours that are producing desirable outcomes and arrange consequences that will positively reinforce them
Four ways to change behaviour
ABCs of Human Behaviour
Antecedent (the situation preceding the action)
Behaviour (the action itself)
Consequence (the outcome of the action) - reinforcer
AKA - Given, When, Then
Difference between can't do and won't do
If someone did something correctly in the recent past, but isn't doing it anymore - it's probably a won't do
Three dimensions to a reinforcer
Positive / negative - is the consequence positive or negative from the perspective of the performer?
Immediate / future - does the consequence occur as the behaviour is happening (immediate) or some time later (future)
Certain / uncertain - what is the probability that the performer will experience the consequence?
Example: Recycling
Example: Writing tests for your code in SENG3011
Can we spot a pattern of consequences types?
Trust
Trust is doing (consequence) what you say you are going to do (antecedent)
Tell someone something's going to happen => It happens => +ve reinforcement
Tell someone something's going to happen => It doesn't happen => -vereinforcement
Be careful of over-promising
The price of negative reinforcement
Positive reinforcement incentivises maximum performance, while negative reinforcement gets a level of performance that is just enough to get by to escape the unpleasant consequence
Indicators that negative reinforcement is present:
People get things done just in time
Most of the work happens in the last few days (J-curve)
Negative talk
Performance goes flat after reaching a goal
When you remove a performance requirement and performance drops
Negative reinforcement has its place
Negative reinforcement serves us well when all we need is compliance/minimum performance
If you can't find anything to positively reinforce, then the person is probably in need of some negative reinforcement
Negative reinforcement needs to be paired with positive reinforcement of improvement
B. Franklin "Write people's accomplishments in stone and their faults in the sand"
The tricky thing about negative reinforcement
Negative reinforcement is more likely to provide us (the reinforcers) with a PIC than positive reinforcement
We need to wait until the next time a behaviour occurs to see if the reinforcement work (PFU)
Positive reinforcement
Discretionary effort - the level of effort people could give if they wanted to, but is beyond what is required
Natural - e.g. turning on a light
Created - must be added by a person
Social - involves doing or saying something to another person and has trophy value (e.g. a compliment)
Tangible - an object and has salvage value (e.g. a toaster)
All tangible reinforcers should be paired with social reinforcement
Find reinforcers for people: ask, try, observe
Different people will have different reinforcers
Positive reinforcement
Grandma's Law - if you eat your veggies, you can have dessert
Pair actions that aren't reinforcing with ones that are
Sources of positive reinforcement:
Work-related reinforcement - when we arrange a task so that reinforcement is automatically associated with the task (e.g. green CI ticks, tests passing)
Peer-related - from peers at work - in best position to deliver PICs, can observe performance more closely and more often
Management-related
Decreasing behaviour
Punishment + Penalty
Don't shoot the messenger
Delayed punishment is no more effective than delayed reinforcement
Punished behaviours should be paired with positively reinforced replacement behaviours
Recovery - old behaviour resurfaces
Extinction
Doing nothing changes behaviour
Extinction - withholding or not delivering reinforcement for previously reinforced behaviour
"Just ignore it and it'll go away"
Signs of extinction
Extinction burst (e.g. lift button)
Erratic/emotional behaviour
Resurgence
Errors in delivering reinforcement
Perception - does the performer find it reinforcing?
Contingency - must be if and only if (desired behaviour) then (reinforcement)
Delay - optimal reinforcement is immediate
Frequency - has to happen at a frequent rate (annual, quarterly, monthly isn't frequent enough)