VP Behavior Change Design, Mad*Pow
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INTERACTIVE CASE STUDY #5
Welcome to this Habit Weekly Pro case study! đ
We're honored to having Amy Bucher sharing her wonderful insights, especially since Engaged is the book of the month for November 2020! đ
Here is what you can expect from exploring this case study
All Levels
LEVEL đ
This case study is suitable for both beginner & expert level behavioral designers. Perfect for anyone who wants to explore designing for digital behavior change.
Book Deep-DIve
TYPE đĄ
Learners can expect to learn the key tools and insights from the book. The aim is to help you understand how to apply the main concepts using real-world examples.Â
Cheet Sheet + More
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âąď¸ DURATION: 15 minutes
INTERACTIVE CASE STUDY #5
Hello! Iâm Amy Bucher, author of Engaged: Designing for Behavior Change, and Vice President of Behavior Change Design at Mad*Pow. I have a PhD in psychology and have spent the last 15 years applying that training to designing engaging and effective behavior change interventions.
âAn incredibly comprehensive and intelligent guidebook for designing products and services that change peopleâs lives.â
â Nir Eyal,
Bestselling author of Hooked and Indistractable
People ask me a lot about having a PhD, and whether itâs something you need to have to do the type of work I do. Want to know the truth?
You donât need a Ph.D. in psychology to do behavior change design! Good to hear, right?
Still, you do need a good grounding in the science of psychology. I wrote Engaged in part to bring that science to design professionals who may not have a deep social science background.
Basically, if you have a job title like product manager, UX researcher, experience strategist, product designer, or visual designer, I was thinking about you while I wrote Engaged.
In this interactive presentation, I'll do my best to share some of the key insights from the book. Hopefully, this should provide you with the fundamentals of behavior change design!
The one motivational theory to rule them all
5.
4.
1.
2.
3.
The behavior-change design process
Creating an outcomes map
Designing for competence using the COM-B model
Effective strategies for boosting a sense of autonomy
So, what is behavior change design and why should you want to bring it into your practice?
If youâre working on a product or service that aims to change peopleâs behavior in a lasting way, then behavior change design is a useful approach to explore.
No matter how good your product is, most of the time people wonât be using it. That means it needs to deliver behavior change in a way that persists into the usersâ everyday lives.
Social science offers lots of frameworks and theories that help designers create products that stick with people â even when theyâre not using them.
First things first â Iâll hit you with a little vocabulary lesson just so we can speak the same language.
Generally, jargon is bad. It makes using your product harder for users, and can be frustrating. But sometimes, itâs really important to use the proper terminology. So bear with me!
Here are two bits of jargon I use over and over when I talk about behavior change design. I feel like itâs important to be precise about these because theyâre so core to the process.
The specific thing(s) you are trying to get people to do differently
Â
Â
âAnything you design that is intended to change target behaviors
In sum, we can say that behavior change designers build interventions to change target behaviors.
The specific thing(s) you are trying to get people to do differently
Â
Â
Anything you design that is intended to change target behaviors
Now that we know the basic vocabulary, letâs talk about the underlying forces that to makes behavior change happen. Enter motivation đĽ
I focus a lot on motivation in my approach. If we want people to start a behavior and then keep it up, itâs going to have to align with something they want and care about.Â
The theory I draw on most often is called self-determination theory. A big takeaway is that all people have three basic psychological needs.
BEHAVIORAL FRAMEWORK
YOUR PROGRESS
SDT builds on classic theories of motivation like Maslowâs hierarchy of needs and has one of the richest bodies of evidence in psychology, with over 40 yearsâ worth of studies that cover health, education, finance, sport, and other behavioral areas.
According to SDT, there are three psychological needs; Autonomy, Competence, and Relatedness. Supporting these needs is what makes an experience fun, interesting, or fulfilling.
If we can design experiences that support them, people will be more interested in taking action.
So, ready to learn more about the three needs?
Motivation
The first basic psychological need from SDT is autonomy. People want to make meaningful choices for themselves.
"I can make my own meaningful choices"
Autonomy
Motivation
This is a really scary need for designers to support. What if your users donât want to take the actions that are critical for your product to be successful?
"I can make my own meaningful choices"
Autonomy
Motivation
Secondly, people need to feel like their actions have an effect. Weâre wired to look for evidence that we are growing, changing, and succeeding as a result of the things we do.
"I can make my own meaningful choices"
"I am learning, growing, and succeeding."
Motivation
Autonomy
Competence
As designers, we can create experiences that help people take positive actions and see the results of their efforts. This idea is behind the need of competence.
"I can make my own meaningful choices"
"I am learning, growing, and succeeding."
Motivation
Autonomy
Competence
Relatedness is peopleâs need to feel connected to something bigger than themselves. The good news is, designers have lots of ways to connect users to each other and to experts to get real, live human support.
"I am part of something bigger than myself. I belong."
Relatedness
"I can make my own meaningful choices"
"I am learning, growing, and succeeding."
Motivation
Autonomy
Competence
It has to be done thoughtfully, but it can be really effective.Â
"I am part of something bigger than myself. I belong."
Relatedness
"I can make my own meaningful choices"
"I am learning, growing, and succeeding."
Motivation
Autonomy
Competence
Also, because the human brain is so hardwired for connection, designers can also create technology-only solutions that help people feel the warm-and-fuzzy sense of relatedness.
"I am part of something bigger than myself. I belong."
Relatedness
"I can make my own meaningful choices"
"I am learning, growing, and succeeding."
Motivation
Autonomy
Competence
So these are the three psychological needs. Research on self-determination theory consistently shows that people do things that support these needs.
"I am part of something bigger than myself. I belong."
Relatedness
"I can make my own meaningful choices"
"I am learning, growing, and succeeding."
Motivation
Autonomy
Competence
So, as a general rule when Iâm working on a project this is what I continuously ask myself.
Another big idea from self-determination theory that is at the heart of designing effective behavior change is that the source of motivation matters a lot.
People who have âcontrolledâ forms of motivation are doing things for externally provided reasons like rewards, punishments, or to make someone else happy.
Amotivated
I have no desire to do this.
External
Someone told me I have to do this.
Introjected
I have internalized the nagging; better do this
Identified
Do this will help me achieve goals I really value.
Integrated
Doing this is part of who I am.
Intrinsic
I love doing this; it feels grea!
Controlled
Autonomous
Long-term change happens here! đ
These types of motivation are hard to sustain when the going gets tough. On the other hand, âautonomousâ forms of motivation come from within and are long-lasting.
Amotivated
I have no desire to do this.
External
Someone told me I have to do this.
Introjected
I have internalized the nagging; better do this
Identified
Do this will help me achieve goals I really value.
Integrated
Doing this is part of who I am.
Intrinsic
I love doing this; it feels grea!
Controlled
Autonomous
Long-term change happens here! đ
As a behavior change designer, I want to understand what really matters to people so I can create products that help them live into their values, goals, and self-conceptions.
Amotivated
I have no desire to do this.
External
Someone told me I have to do this.
Introjected
I have internalized the nagging; better do this
Identified
Do this will help me achieve goals I really value.
Integrated
Doing this is part of who I am.
Intrinsic
I love doing this; it feels grea!
Controlled
Autonomous
Long-term change happens here! đ
When we aim to put this understanding to practice, we can follow the process I put into Engaged. It's the same one we use at Mad*Pow.
Shout out to Dustin DiTommaso!
Diagnosis
Execution
Evaluation
Prescription
We call our four phases Diagnosis, Prescription, Execution, and Evaluation, and they roughly correspond to any good scientific process.
BEHAVIORAL FRAMEWORK
YOUR PROGRESS
The Behavioral-Change Design Process is about how to apply behavioral science in practice. It guides behavior change design projects through the four phases of Diagnosis, Prescription, Execution, and Evaluation.
Regardless of what your team calls these phases, you probably have a similar process that you use. The labels matter less than what you do during each phase.
In short, we (1)Â investigate the problem space to come up with a hypothesis; (2) explore different solution possibilities; (3) build out the best one; and (4) test whether it worked.
Diagnosis
Execution
Evaluation
Prescription
Most people who do any kind of behavior change design have a process like this, although Iâve seen different numbers of steps and different names for the activities.
Diagnosis
Execution
Evaluation
Prescription
Very early in the design process, you should plan your outcomes strategy.
Your outcomes strategy has four main parts.
Measurement and Monitoring
1.
Identify what users are doing now. This is your baseline.
Determine what the long-term, big success metrics for your intervention are. What will make your client / boss / investors feel like you succeeded?
2.
E.g. How Lemonade makes it feel ridiculously easy to onboard
3.
How much people have to use your intervention to benefit from its magic. These will likely be some kind of engagement metrics.
4.
What target behaviors users must do in order to make the outcomes reality. These may happen entirely outside of your intervention, so donât limit yourself to your product.
Once you figure out what your metrics might be, youâre going to create an outcomes logic map.
BEHAVIOR CHANGE TOOLS
The outcomes logic map is a tool used in program evaluation research. It generally produced as a document that shows the types of outcomes your product might produce over time.
The word âlogicâ refers to the fact that each measurement should logically connect to the others in the sequence.
YOUR PROGRESS
Just like any other map, this will help you figure out where you are and where you are going when it comes to designing a successful behavior change intervention.
Hereâs what an outcomes map might look like at a high level. Notice how it includes activity inside your product (participation and engagement) as well as out in the world (behavior changes).
Baseline Measurements
Leading
Lagging
Measurement time frame
Participation & Engagement (exposure metrics)Â
Behavior
Changes
Long-term Outcomes
People have to both in order to achieve long term outcomes like better health or cost reduction.
Baseline Measurements
Leading
Lagging
Measurement time frame
Participation & Engagement (exposure metrics)Â
Behavior
Changes
Long-term Outcomes
Knowing what needs to happen for product success will help you make sure you include the right ingredients in your design.
Baseline Measurements
Leading
Lagging
Measurement time frame
Participation & Engagement (exposure metrics)Â
Behavior
Changes
Long-term Outcomes
One question people sometimes ask me is how to figure out what belongs on their outcomes logic map.
The answer is research! Stakeholder interviews with your clients and investors or assessments of your competitors can help establish the big project goals.Â
Literature reviews, expert consults, and user research can tell you what behaviors are important to achieve them.
Youâll need to do some research to get your baseline data, too.
It can take weeks or longer to get a good outcomes logic map done, and you may need to adjust it as you learn more over the lifespan of a project.
Phew! That was a lot of work. Behavior change design requires a lot of initial planning to pull off. But itâs worth it, because now you have a map to follow to achieve the outcomes you want.
The rest of the behavior change design process focuses on those target behaviors that you put on your outcomes logic map.
And weâre going to use the basic psychological needs from SDT as the lenses to do it!
Letâs start with Competence and explore ways you can support people in feeling like theyâre learning and growing.
Scaffolds are a great metaphor for supporting competence through behavior change design. Weâre building interventions that help people accomplish big goals through small steps, just like a scaffold lets construction workers build a skyscraper.
When Iâm working on supporting peopleâs competence through design, I ask myself two overarching questions.
Answering those questions takes some detective work. First, designers need to identify and solve what I call âability blockers.â Then, designers must structure the change process to make it achievable.
Finally, keeping people on course means great feedback every step of the way.
First, letâs talk ability. One way to help people feel competent is to understand what makes behavior change hard, and then remove those barriers.
A tool I like to use to do this is the COM-B model and the Behaviour Change Wheel.
BEHAVIOR CHANGE TOOLS
The Behaviour Change Wheel hinges on a system called COM-B. The COM-B model simply says that in order for a Behavior (B) to occur, people must have enough Capability (C) + Opportunity (O) + Motivation (M) to perform it.
Although the system is called a wheel, you can think of it more as a decision tree. It will help you overcome, avoid, or mitigate the barriers that make behavior change hard.
YOUR PROGRESS
This approach and associated tools provide practical, actionable ways to understand what makes a behavior hard for users and how a designer can help make it easier.
BEHAVIOR CHANGE TOOLS
The Behaviour Change Wheel hinges on a system called COM-B. The COM-B model simply says that in order for a Behavior (B) to occur, people must have enough Capability (C) + Opportunity (O) + Motivation (M) to perform it.
Although the system is called a wheel, you can think of it more as a decision tree. It will help you overcome, avoid, or mitigate the barriers that make behavior change hard.
YOUR PROGRESS
Check out the complete Behaviour Change Wheel toolkit: http://www.behaviourchangewheel.com/
The COM-B model is a useful and practical way to identify what might make a target behavior harder (or easier!) for someone to perform.
Behavior
Motivation
Capability
Opportunity
I often structure my research questions to explore capability, opportunity, and motivation as they relate to the behaviors we hope to change.
Behavior
Motivation
Capability
Opportunity
Capability blockers can be either physical or psychological. They might include not having the physical skills or ability to perform a behavior.
Someone new to running will probably lack the stamina to go very far (physical capability) and may not know how to structure a training plan (psychological capability).
Or, it might mean not having the knowledge and training to do something.
Someone new to running will probably lack the stamina to go very far (physical capability) and may not know how to structure a training plan (psychological capability).
Opportunity can be thought of as both the physical and the social environment.
Quitting smoking can be challenging for people.
Not only is smoking physiologically addictive, there are often opportunity barriers to quitting.
Smoking can be a social activity, and for people who live in places where smoking is permitted in bars and restaurants, hard to avoid.
What is possible in the built environment where the behavior takes place? How do the other people involved make the behavior harder or easier?
Quitting smoking can be challenging for people.
Not only is smoking physiologically addictive, there are often opportunity barriers to quitting.
Smoking can be a social activity, and for people who live in places where smoking is permitted in bars and restaurants, hard to avoid.
Motivation includes both reflective motivation and automatic motivation.Â
During the COVID-19 pandemic, some of the variation in mask wearing can be chalked up to motivational barriers.
Some people prioritize personal comfort over the public health benefits. Others donât believe that mask wearing is effective.
Any intervention to increase mask wearing should consider addressing motivational barriers.
Reflective motivation refers to peopleâs goals and goal priorities. If something isnât important to them (or if other things are more important), itâs not likely to get done.
During the COVID-19 pandemic, some of the variation in mask wearing can be chalked up to motivational barriers.
Some people prioritize personal comfort over the public health benefits. Others donât believe that mask wearing is effective.
Any intervention to increase mask wearing should consider addressing motivational barriers.
Automatic motivation refers to the mental models people have about how the world works. If they donât believe a behavior is valuable or will bring about a desired outcome, theyâre not likely to give it a try.
During the COVID-19 pandemic, some of the variation in mask wearing can be chalked up to motivational barriers.
Some people prioritize personal comfort over the public health benefits. Others donât believe that mask wearing is effective.
Any intervention to increase mask wearing should consider addressing motivational barriers.
A fun part of the behavior change design job is puzzling through the right set of questions and approaches to understand whatâs standing between a user and behavior.
These variations can look something like these ones.
Capability Probes
Opportunity Probes
Motivation Probes
As you transition from the Diagnosis to the Prescribe phase of your project, youâll want to identify the types of solution features most likely to overcome your usersâ barriers to target behaviors. The Behaviour Change Wheel can help.
One reason I love using COM-B and the Behaviour Change Wheel? The research includes a decision tree linking the barriers uncovered in research to the types of interventions that are likely to be effective to solve them. I think of this tool as an evidence-based shortcut to finding the right design.
One key step is prioritizing which blockers to solve for. Your research probably uncovered lots.
Systematically evaluate them to figure out which ones are having the biggest effect, are easiest for you to address, or will make the biggest experience difference for your users.
Iâm not kidding about systematic. Rating the blockers youâve identified with a numerical score will help you prioritize them so you can create a really focused design.
I think of the Behaviour Change Wheel like a decision tree that can help narrow down the universe of possible solutions to your design problem.
Every type of barrier to a behavior has a certain set of solutions that have tended to be successful in overcoming it based on prior research.
By using these categories of solutions, known as intervention functions, as a starting point for design, you increase the odds that your product will produce the outcomes you want.
Sometimes you may have trouble deciding where a barrier fits. Is it social opportunity, or automatic motivation?
I find that if you have this sort of issue, itâs better not to worry about which category and instead see which intervention function corresponds to both options. Enablements, environmental restructuring, and modeling all work for both social opportunity and automatic motivation.
Part of the COM-B model includes how capability, opportunity, and motivation influence each other. They donât exist in a vacuum. It makes sense that some barriers might cross categories. Whatâs important is finding the right solution set.
Behavior change is about progress over perfection.â   -p. 144
A lot of the goals we have for our users are difficult to attain and will take a long time. Designers should think about breaking big goals into smaller milestones that are easier for users to achieve.
This will make taking the first steps less intimidating. It also gives people a roadmap to follow, and lets you provide lots of reinforcing feedback as they make progress.
Behavior change is about progress over perfection.â   -p. 144
Finally, feedback can be used to boost competence.
One of my favorite examples of great feedback is the video game Rock Band. Players see feedback on their most recent action, but also their long-term performance.
Good feedback helps people learn from mistakes, and feel good about successes.
This feedback helps players improve during the game and builds a sense of accomplishment. Designers in other fields can learn a lot from video game designers about feedback structures.
Good feedback helps people learn from mistakes, and feel good about successes.
Letâs now look at autonomy. Remember, thatâs peopleâs need to make meaningful choices for themselves.
Itâs a leap of faith to design with the userâs autonomy in mind because it means allowing for the possibility that users wonât do what designers wantâwhat designers needâthem to do. It feels scary. Thatâs ok. -p. 47
BEHAVIOR CHANGE STRATEGIES
There are two overarching strategies for boosting autonomy that we'll cover. Helping users...
These tools can be used to help users make a connection between whatâs important to them and what the product offers them. The goal is to make meaningful choices easier for users, so they donât feel overwhelmed or disengaged.
YOUR PROGRESS
When the going gets tough, the tough reflect on personally meaningful reasons to keep going.
Image from Change Talk
Remember from self-determination theory that autonomous forms of motivation are more powerful and long-lasting?
Image from Change Talk
Thatâs why an early step in behavior change design is often helping users reflect on what really matters to them.
Image from Change Talk
It helps them connect with that strong motivation and it sets them up to make meaningful choices that support a sense of autonomy.
Image from Change Talk
Are there places in your design to ask users questions like these ones?
Noom is one program that does a nice job getting people to think about what matters to them during onboarding. Hereâs what it looks like.
Now itâs your turn. Here are three design features to try.
Peloton lets users pick hashtags that accompany their names on the leaderboard during workout sessions. These hashtags let people share something meaningful about themselves and their fitness goals using easily understood shorthand.
Once users have gone through the step of identifying what matters to them, look for points throughout your intervention to bring it into the conversation.
Behavior change is hard. People who continually reflect on why they wanted to try it are more likely to succeed.
If youâre into behavioral economics and ânudges,â this section is for you. Understanding cognitive biases is a major part of designing good choice architectures.
Just because people know their why doesnât solve the problem of the what.
âPart of supporting peopleâs autonomy is making the mechanics of choosing easier for them.
We do that by designing good choice architectures.
In designing choice architectures, consider how to guide users toward a limited number of good options.
Thereâs a middle ground in giving users meaningful choices to make. People can be overwhelmed by too much choice. Have you heard of âanalysis paralysisâ or âthe paradox of choiceâ? Behavior change design has some tools to avoid putting users in this situation.
Itâs easy to think of examples of products that donât offer a strong enough choice architecture. Ever feel anxious or overwhelmed using any of these?
One thing you can do in your design is offer fewer choices. Designers can be curators, who choose a small number of good options from the overall set.
If you use the Fabulous app, your first behavior challenge is to drink more waterâno choice about it.
Designers can also collect user data to help curate options. In this case, the choice architecture includes a decision tree or simple algorithm to select the right options based on user data.
Shared decision-making tools in medicine, like this one from Emmi Solutions, let health care professionals winnow down treatment options with input from patients.
Exposing your rationale can also give users an opportunity to correct any mistakes youâve made in recommendations. This is a free opportunity to make your algorithms smarter--donât waste it!
Explaining why an option is suggested for users can help them feel more confident that itâs right for them, and that designers arenât just hiding the best options.
Hereâs an example that combines several of the good choice architecture practices we just looked at.
Roobrik helps caregivers narrow down their options based on specifics of their situation.
By being transparent about why these recommendations are being made, Roobrik helps users feel more confident about their choices.
And by offering a more limited (but curated) selection, Roobrik helps choosing be less overwhelming.
CASE STUDY COMPLETED
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