A presentation intended for social designers, social marketers and change agents who want to assist people in learning new behaviors rather than trying to change them.
DNA nucleotides Blast in NCBI and Phylogeny using MEGA Xi.pptx
Introduction To Behavioral Design
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Hinweis der Redaktion
It’s important to them at the moment (fits preconceptions, interests)It moves them emotionallyNot too complicatedIts ubiquitous or frequentFind it useful to solve a problem – cope with the environment
Can convert information to images and easily used words, phrases, slogans.Can create ‘rules’ – “do this when…” - or a prototype behavior (eat 5 a day)Learn to talk themselves through situations, feelings, etcRehearse it – mentally (cognitively) or in practice
They can see themselves doing itHave opportunities to practice it (get better at it)Have the necessary component skills to do it (with biological and physical constraints)Get feedback (intrinsic and extrinsic) – making the unobservable observable (performance feedback)
Not acting on what we learn most often happens when the new behavior has little functional value or carries a high risk of punishment.Performing the new behavior results fro three types of incentives – the allure of direct, tangible rewards; observed or vicarious rewards – experiencing it though others; and self-produced ones.Behaviors are more likely to occur when they are met with valued outcomes – material benefits, sensory stimulation, positive or negative social reactions, reward of efficacy in controlling events (feeling in control of things).
What’s the desirable or aspirational behavior versus what’s relevant and possible in their lifeUnderstand what is the extraordinarily normalCreate contours and context for behaviorsBe slightly ‘off’ – gradually learn the rules and shape the behavior (coping vs mastery models)Make observable features (self-monitoring)Use other media to surround, permeate and be a continual presence