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DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically...

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DESIGN FOR BEHAVIOR CHANGE ASTD LEARNNOW NOVEMBER 2013
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Page 1: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

DESIGN FOR BEHAVIOR

CHANGE

ASTD LEARNNOW

NOVEMBER 2013

Page 2: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

What does Learning &

Development have in common

with Museums and Libraries?

WHAT IS THE FUTURE OF LEARNING?

Page 3: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ACTIVITY

What does the

future of Learning &

Development look

like in:

10 years

20 years

50 years?

Page 4: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

What does the

future look like?

SO WHAT IS THE FUTURE?

We’ll just get this one out of the way…

Page 5: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

Motivation to Learn

Motivation to Do

MOTIVATION WE CARE ABOUT

Page 6: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

Part of the future: Learning to deal with the hard problems

THE HARD PROBLEMS

Page 7: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

“I know it’s a bad idea, and I never do it (except when I do, and then I feel guilty).”

“I know it’s a bad idea, but I only do it once in a while, and I’m very careful.”

“I know it’s a bad idea for other people, but I can do it because I’m really good at it.”

“Huh? What’s the big deal?”

I KNOW, BUT…

Page 8: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ACTIVITY

Create an “I know,

but…” Persona

Name/description

Behavior (or lack of

behavior)

Individual rationale

Organizational

rationale

Page 9: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

EXAMPLE

Craig

Data Entry

Clerk

Craig is an

experienced data

entry clerk. He’s

fast, and regularly

gets the bonus

for exceeding the

required

applications per

hour, but his

accuracy is poor,

and he doesn’t

stop to check for

missing data at

the point of

entry.

Data entry clerks

are frequently

careless, and they

don’t know the

impact of entering

wrong or

inaccurate data.

“I’m faster than

anybody, and some

mistakes are

unavoidable. The

data still goes

through.”

Page 10: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

IF IT’S NOT A

KNOWLEDGE PROBLEM,

MORE INFORMATION

WON’T HELP.

So what will

help?

Page 11: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

What is design for

behavior change?

SO, WHAT WILL HELP?

Creating an environment

that makes it easier to

make good choices.

Page 12: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

Decisions are:

Emotional

Social

Automatic

Expedient

HOW DO WE MAKE CHOICES?

Page 13: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

EMOTIONAL DESIGN

Page 14: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

Let’s talk about attention…

LET’S START WITH THE ELEPHANT

Jonathan Haidt, The Happiness Hypothesis

Page 15: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

THE RIDER

Page 16: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

THE ELEPHANT

Page 17: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

SO, WHEN THERE’S A CONFLICT…

Who do you think wins?

Page 18: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

URGENCY MATTERS

We are creatures of urgency:

Maybe I should

consider

retirement

planning… Basically, the elephant is bad at waiting for stuff.

Page 19: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WE HAVE TROUBLE WITH THIS…

We are also loss averse…

Page 20: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

IT’S ABOUT CAKE VS FRUIT SALAD

Shiv and Fedorikhin 1999

Heart and Mind in Conflict: The Interplay of Affect and Cognition in Consumer Decision Making

Page 21: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

Instead of WIIFM, How about

WCIDWT?

PURPOSE

Page 22: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WCIDWT?

Page 23: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

A goal needs to be an accomplishment

GOALS = ACCOMPLISHMENTS

You completed Module 4! I crushed the quarterly

sales goal!

Page 24: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WHAT DO WE REALLY MEAN WHEN WE SAY

“WE LEARN FROM EXPERIENCE?”

Let me tell you a story about a friend of mine…

Page 25: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

HERE’S THE THING..

…the elephant isn’t stupid. This sucks…I am

not doing this

again…

Page 26: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WE LEARN FROM EXPERIENCE

How many of you know that it’s bad

to text while driving?

How many of you learned this

through personal experience?

Page 27: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

SO, LET’S BREAK THIS DOWN…

What are

each of these

drivers

learning from

their

experiences?

Page 28: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WHEN WE THINK ABOUT LEARNING

EXPERIENCES…

Experience in the world

Experience in the

training

Page 29: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

BUT, VISCERAL MATTERS TOO…

http://vhil.stanford.edu/pubs/2011/VHIL-technical-report.pdf

Page 30: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

VISCERAL MATTERS How about some the fruit salad or cake?

http://ideas.repec.org/a/ucp/jconrs/v26y1999i3p278-92.html

Page 31: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

DESIGN FOR THE ELEPHANT

https://www.youtube.com/watch?v=R0LCmStIw9E

Page 32: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

RATIONAL DECISION MAKING

Page 33: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

http://gaius.fpce.uc.pt/niips/novoplano/ps1/documentos/dutton&aron1974.pdf

Photo by Mike Taylor

SUSPENSION BRIDGES

Page 34: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ACTIVITY

What experience do people have when they try? (reward, punishment, reinforcement, no response)

What is the consequence if they don’t take the desired action?

Is there anxiety, fear or discomfort associated with the change?

How does the person know if they are doing it r ight? How does the organization know?

Page 35: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

SOCIAL DESIGN

Page 36: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WE USE OTHER PEOPLE AS CUES FOR

HOW TO ACT

Page 37: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WE LISTEN TO AUTHORITY FIGURES

Page 38: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

OPINION LEADERS, TESTIMONIALS,

SUCCESS STORIES

Page 39: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

PRACTICE CAN BE MORE IMPORTANT THAN

KNOWLEDGE

Page 40: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ACTIVITY

Who are the opinion leaders?

Are the opinion leaders part of the change?

Are people able to see others using the new behavior?

Are they able to try out the new behavior in a safe environment?

How confident do they feel about their abil ity to make the change?

Page 41: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

DESIGN FOR

EXPEDIENCE AND

AUTOMATICITY

Page 42: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

How long is your attention span?

FIRST, LET’S START WITH ATTENTION

Page 43: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WHICH DO YOU THINK WORKS BETTER:

I guess I’ll

be glad I

know this

someday…

I’m really

glad I know

this now…

Page 44: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

AND THE FUTURE IS SOOOOO FAR AWAY…

Page 45: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

Glucose Metabolic Rate after several weeks of Tetris Practice

Page 46: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

THERE’S SYSTEM 1 AND 2 Things we do automatically

System 1: Fast,

automatic, frequent,

emotional, stereotypic,

subconscious

Things we think about

System 2: Slow,

effortful, infrequent,

logical, calculating,

conscious

Daniel Kahneman – Thinking Fas t and Slow

Page 47: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

AUTOMATICITY CAN BE ACQUIRED

Page 48: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WE DEVELOP UNCONSCIOUS COMPETENCE

Familiarization

Comprehension

Conscious Effort

Conscious Action

Proficiency

Unconscious Competence

Gloria Gery, Electronic Performance Support Systems

Page 49: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

THE ELEPHANT IS A CREATURE OF HABIT

Page 50: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

WE DEVELOP UNCONSCIOUS COMPETENCE

Glucose Metabolic Rate after several weeks of Tetris Practice

Haier et al, 1992

Page 51: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

CHANGE IS HARD If you are used to this: Then this feels bad:

Page 52: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

THIS AFFECTS MOTIVATION AND SELF

CONTROL Remember the fruit salad or cake?

http://ideas.repec.org/a/ucp/jconrs/v26y1999i3p278-92.html

Page 53: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ACTIVITY

Do people have to unlearn previous behaviors?

How are they getting practice in the new behavior?

Are they able to use the new behavior now?

How soon do they see benefits from the behavior?

How well does the environment support the behavior?

Can any of the cognitive load be offshored to the environment (systems, job aids, mobile support)?

Page 54: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

DESIGN FOR THE

ENVIRONMENT

Page 55: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ANSWER 10: ENVIRONMENT MATTERS

Page 56: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

DESIGN CHANGES BEHAVIOR

Page 57: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

MAKE IT EASY FOR PEOPLE TO SUCCEED

Page 58: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

CREATE AN ENVIRONMENT THAT SUPPORTS

THEM

Page 59: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

USE GOOD MODELS - TAM

Perceived Usefulness

Perceived Ease of Use

Technology Acceptance

Technology Acceptance Model

Page 60: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

USE GOOD MODELS – DIFFUSION OF

INNOVATION

Relative Advantage

Compatibility

Complexity

Trialability

Observability

Everett Rogers , Diffusion of Innovations

Page 61: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

FIX THE ENVIRONMENT

Page 62: DESIGN FOR BEHAVIOR CHANGE - Usable Learning...THERE’S SYSTEM 1 AND 2 Things we do automatically System 1: Fast, automatic, frequent, emotional, stereotypic, subconscious Things

ACTIVITY


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