Designing for Behaviour Change

Designing for Behaviour Change

Author

Stephen Wendel

Year
2020
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Review

I made product management my profession, I’ve long been a fan of Behavioural Economics and Atomic Habits is one of my favourite books, so I was always going to like this book. It builds on prior theory, but the authors contribution is to present a few easy to follow frameworks to apply behaviour change principles to product management. Given most product outcomes are reliant on changing people’s behaviour, this is a worthwhile read for anyone building products.

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Key Takeaways

The 20% that gave me 80% of the value.

  • To effect change is to effect behaviour change
  • Choice architecture or behavioural design is about designing environments to influence our choices and actions.
  • We’re limited beings in attention, time, willpower etc
    • Because of that our brains have shortcuts to economise
    • System 1 reactive thinking is blazingly fast and automatic, but we’re generally not conscious of its inner workings.
    • System 2 deliberative thinking is slow, focused, self-aware, and what most of us consider “thinking.” But it’s severely limited.
    • Habits and biases exist because of these fundamental limitations
  • Biases and Heuristics
  • Status quo bias
    generally people will stick with the status quo
    Descriptive norms
    we follow what others are doing
    Confirmation bias
    we seek out, notice, and remember information in line with our existing thinking
    Present bias
    we give undue attention to the present and over value things we get now
    Anchoring
    we make judgments that are relative to a reference point
    Availability heuristic
    we believe things that happened recently are more likely to occur
    IKEA effect
    when we invest time and energy in something we tend to value the resulting item or outcome more
    Halo effect
    if something is good in one dimension, we’ll assume it’s good in others
  • Habits free up mental space by outsourcing control to behavioural cues in the environment
    • Habits are built through repetition: whenever you see X (a cue), you do Y (a routine)
      • If there’s a reward (or random reward) the subconscious makes the connection stronger
  • We can address the intention–action gap with the CREATE framework
    • A Cue, which starts an automatic… intuitive Reaction, potentially bubbling up into a conscious Evaluation of costs and benefits, the Ability to act, the right Timing for action, and the overwhelming power of past Experience s
    • You can use CREATE in reverse to replace a habit or stop a mental shortcut
      • Avoid the Cue, replace the Reaction, rethink the Evaluation, or remove the Ability
  • The 6 mental processes (detecting a cue, reacting to it, evaluating it, checking for ability, determining if the timing is right, and interpreting it all through the lens of our past experiences) are gates that can block or facilitate action
    • Products have a lot to do to encourage us to take an action…
      • cue us to think about the action
      • avoid negative intuitive reactions to it
      • convince our conscious minds that there’s value in the action
      • convince us to do it now
      • and ensure that we can actually take the action
A Table of all the dark patterns
Conduct Ethical Reviews. What to include →
  • Create a review body (external and /or internal)
  • Remove the fudge factor → make the rules crystal clear with a plain-language internal policy,
  • Raise the stakes: tell others about our ethical commitments. Tell them the rules you’ll follow for designing products and applying behavioural science.

Blueprint for behaviour change:

  • Define the business case and problem. Diagnose the status quo and opportunities for change. Design and test the proposed solution to the problem. Decide on whether to scale up and implement the solution more broadly.
  • Essentially this is copying the common sense and the scientific method
Steps
Actions / Artefacts
Define the problem
Project Brief Hypothesis for behaviour change (actor, action, outcome)
Explore the context
A detailed behaviour map A diagnosis of the problems along the way
Craft the intervention
The intervention itself
Implement within the product
An ethical review The product
Determine the impact
Impact measurement
Evaluate what to do next
Insights Priorities
  • Defining a clear problem definition:
    • The target outcome: What is the product supposed to accomplish? What will be different about the real world when the product is successful?
    • The target actor: Who do we envision using the product? Who will do something differently in their lives and thus accomplish the target outcome?
    • The target action: How will the actor do it? What behaviour will the person actually undertake (or stop taking)
  • By helping the [actor] [start/stop] doing [describe action], we will accomplish [outcome]
  • Define the clear, tangible, and measurable outcome that you seek, with a metric
  • Define a clear, tangible, and measurable action that drives that outcome, with a metric. Create a threshold for each metric that defines success and failure
  • Create behavioural Personas + use behaviour maps to identify possible interventions

Point-in-time Interventions:

Component
To Do This
Try this
Cue
Create a cue
· Tell the user what the action is · Relabel something as a cue · Use reminders
Increase power of a cue
· Make it clear where to act · Remove distractions
Target a cue
· Go where the attention is · Align with people’s time
Reaction
Elicit positive feeling
· Narrate the past · Associate with the positive
Increase social motivation
· Deploy social proof · Use peer comparisons
Increase trust
· Display strong authority · Be authentic and personal · Make it professional and beautiful
Evaluation
Economics 101
· Make sure the incentives are right
Highlight and support existing motivations
· Leverage existing motivations · Avoid direct payments · Test out different types of motivations
Increase motivation
· Leverage loss aversion · Pull future motivations into the present · Use competition
Support conscious decision making
· Make sure it’s understandable · Avoid cognitive overhead · Avoid choice overload
Ability
Remove friction
· Remove unnecessary decision points · Default everything · Elicit implementation intentions
Increase sense of feasibility
· Deploy positive peer comparisons · Help them know they’ll succeed
Remove physical barriers
· Look for physical barriers
Timing
Increase urgency
· Frame text to avoid temporal myopia · Remind of prior commitment to act · Make commitments to friends · Make a reward scarce
Experience
Break free of the past
· Use fresh starts (moments of life change) · Use story editing · Use slow-down techniques
Avoid the past
· Make intentionally unfamiliar
Keep changing with experiences
· Check back in with users

Creating or stopping habits:

  • In shorthand:
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Deep Summary

Longer form notes, typically condensed, reworded and de-duplicated.

Part I. How the Mind Works

Chapter 1. Deciding and Taking Action

  • People struggle to turn their intentions into action. People struggle sometimes to make good decisions. Often, motivation isn’t the problem.
  • To effect change is to effect behaviour change.
  • Behavioural science combines psychology and economics and tries to understand how people make decisions and translate those decisions into action
  • Choice architecture or Behavioural design is about designing environments to influence our choices and actions.
  • Book recommendations:
  • How Our Minds are Wired