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Designing for Behavior Change: Applying Psychology and Behavioral Economicsby Stephen Wendel
Synopses & Reviews
A new wave of products is helping people change their behavior and daily routines, whether its exercising more (Jawbone Up), taking control of their finances (HelloWallet), or organizing their email (Mailbox). This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.
Stephen Wendel, HelloWallets head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, youll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.
The book gives step-by-step guidance on how to design, build, and test products that help people change their daily behavior and routines. The goal is to help people take actions that they want to take, but have struggled with in the past: from exercising more (FitBit, Fuelband), to taking control of their finances (HelloWallet), to spending less on utilities (Opower, Nest).
Its a practical how-to book, aimed at designers, product people, data scientists, entrepreneurs and others who are thinking about and building these products. It includes:
This book provides step-by-step instruction for designers and product managers in Behavioral Change: the use of behavioral economics and psychology within products to help people change their daily routines and behavior.
The problem that many designers and product managers face is how to put their new knowledge of psychology to work in an actual product, especially when the behavioral goals of that product extend beyond having the user click on a particular link. Instead of another list of cognitive biases or another model of behavior, they need practical guidance. This book fills that gap: by providing step-by-step instructions on how to conceptualize, design, build, test, and refine products that help people change their behavior in beneficial ways.
About the Author
Stephen is Principal Scientist at HelloWallet, where he's worked for four years to develop applications that help users take control of their finances. He is a behavioral social scientist by academic training, and works with behavior economists and psychologists to conduct research on behavior change, especially around savings and spending behavior. The impetus behind writing this book comes from two places. First, it comes from his experiences at HelloWallet. HelloWallet has confronted first-hand the frustrations and failures that come from the two most common approaches to behavior change: telling people what to do (without taking into account their psychology), and trying to directly apply the research literature (without focusing on the quality of the product itself). Second, he is a co-founder of community of like-minded practitioners, “Action Design DC”, where he has had the opportunity to learn from other companies attacking the same problems of practical behavior change. He has a thorough knowledge of the academic literature, experience applying it in product development, and expertise in experimental design and statistical modeling.
Table of Contents
ForewordPrefaceUnderstanding the Mind and Behavior ChangeChapter 1: How the Mind Decides What to Do NextChapter 2: Why We Take Certain Actions and Not OthersChapter 3: Strategies for Behavior ChangeDiscovering the Right Outcome, Action, and ActorChapter 4: Figuring Out What You Want to AccomplishChapter 5: Selecting the Right Target ActionDeveloping the Conceptual DesignChapter 6: Structuring the ActionChapter 7: Constructing the EnvironmentChapter 8: Preparing the UserDesigning the Interface and Implementing ItChapter 9: Moving from Conceptual Designs to Interface DesignsChapter 10: Reviewing and Fleshing Out the Interface DesignsChapter 11: Turning the Designs into CodeRefining the ProductChapter 12: Measuring ImpactChapter 13: Identifying Obstacles to Behavior ChangeChapter 14: Learning and Refining the ProductPutting It into PracticeChapter 15: Common Questions and a Start-to-Finish ExampleChapter 16: ConclusionGlossary of TermsResources to Learn MoreBibliographyAbout the Author
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Computers and Internet » Graphics » User Interface