This document provides an overview of psychological principles for persuasive technology and behavior change. It discusses foundational concepts like motivation and ability, psychological architectures that combine principles, and time-based processes of change. The key points covered include how psychological forces combine through reinforcement or contradiction; optimizing mixtures of persuasive ingredients; feedback loops for goal setting and progress; and integrating gamification mechanics with behavior change techniques. The overall aim is to understand how to design technologies that apply psychological theories and optimize influence through blended combinations of motivational factors.
2. AGENDA
• Starting out
• Foundational principles (crazy fast overview)
• Combining psychological principles
• Building Psychological Architectures
• Motivation and ability
• Solo and social selling
• Goals, feedback, progress
• Time-based processes of change
2
10. OPTIMIZATION: THE MIX OF INGREDIENTS THAT
ACHIEVES THE MOST IMPACT WITH THE LEAST EFFORT
10
Number of persuasive ingredients
Influencepotential
How do you know when you have too few or too many?
Too
few
Too
many
Just right
Cugelman, B., Thelwall, M., & Dawes, P. (2011). Online Interventions for Social Marketing Health
Behavior Change Campaigns: A Meta-Analysis of Psychological Architectures and Adherence Factors.
Journal of Medical Internet Research, 13(1), e17.
23. HOW PHYSICAL FORCES COMBINE
23
Push
Which exerts the most physical force?
A
B
C
Pull
PullPush
Let’s discuss how to throw someone with Jujitsu.
24. HOW PSYCHOLOGICAL FORCES COMBINE
24
IncentiveA
B
C
Which exerts the most psychological pressure?
Avoiding punishment
(loss aversion)
Avoiding punishment
(loss aversion)
Incentive
26. C
Obtain reward
(If I buy more, I’ll save the
cost of shipping)
Avoid punishment
(If I don’t buy more, I’ll lose the
cost of shipping)
POWERFUL MECHANICS EXPRESS
MULTIPLE PRINCIPLES AT ONCE
26
29. CONSIDER THE NET IMPACT WHEN
COMBINING PSYCHOLOGY
• Do principles reinforce each other, providing
greater force in one direction? (e.g. carrot and
stick)
• Do principles contradict each other, pushing
users in contradictory directions? (e.g. free
shipping if you buy more or sign-up for a
program)
• Do principles overlap, canceling out the impact of
the other? (e.g. a good testimonial and bad star
rating)
29
30. REINFORCES OR UNDERMINES?
30
Setting goals and making
commitments Exercises 3
times per
week
Reminders & prompts
Setting goals and making
commitments Exercises 3
times per
week
Punish on failure
32. WHAT IF WE WANT TO
DEMOTIVATE USERS?
32
Exercises 3
times per
week
Exercises 3
times per
week
Publicizing embarrassing
performance
Undermine confidence
38. PSYCHOLOGICAL ARCHITECTURES
38
Theory of planned behavior
(Scientifically validated)
L.I.F.T
(Industry practice)
Psychological principles that reinforce each other,
producing effects greater than the sum of their parts.
Mechanics? What are some ways we might implement
these concepts in a landing page, to obtain a donation for
a social cause?
39. WHAT IF THE THEORY OF PLANNED BEHAVIOR
INSPIRED A USER INTERFACE?
39
Value proposition
[behavior, Intention]
Subjective norm
[Social learning]
Behavioral attitude
[Incentives,
Loss aversion]
Perceived behavioral control
[Self-confidence, Skills]
Now you’re doing evidence-based design.
40. FROM GAME-IFICATION TO TAMAGOTCH-IFICATION, TO
WHATEVER-IFICATION
40
?
?
?
?
What if a Tamagotchi inspired a user interface?
45. 45
Has this user
taken action
(signed-up,
paid, etc...)
Present something
the user wants
Give them what
they want
Tell them to take
an action, to get
what they want
Did they take
the action?
START
Y
Y
N
N
46. EXTENDED PARALLEL PROCESS MODEL
46
2. Source
message
201.Proposition that motivates (explicit, implicit)
Loss aversion –(-):
-201 c. Promise they’ll avoid losing pros -(- +)
-201 d. Promise they’ll avoid gaining cons -(+ -)
202. Path or opportunity (facilitated, advocated)
5. Audience 502. Motivation (decision balance)
-502 a. Intellectual (beliefs)
-502 b. Emotional (attitudes)
503. Ability (internal outcome confidence)
-503 a. Skills
-503 b. Self-confidence (efficacy)
53. WILL I GET SOMETHING THAT MEETS MY NEEDS?
53
Belief Attitude Trust Action
Outcome
confidence
Intellectual
evidence
Emotional
appeal Ability
54. http://www.my-landing-page.com
54
Benefit from this awesome
value proposition
Wicked benefits
•You’ll gain this
•You reduce this stress
•You’ll save all this time
Unique features
•We provide all these features
•You’ll be able to do all of this
•This is how it works
Emotionally
evocative image
Example of its
features or
how it works
100%
confidence
guarantee
Sign-up NOW.
55. GROUP BUYING
55
Principles
1. Motivation (Proposition)
2. Framing offers
3. Scarcity and urgency
4. Social learning (norms)
5. Social diffusion
6. Source credibility
7. Trust in the source and path
8. Call to action
56. 56
Motivation (proposition)
Scarcity and urgency
Social
learning
(norms)
CTA
Framing offers
Social diffusion
Motivation
(intellectual
, emotional)
Motivation (intellectual, emotional)
Source
Trust
Likeable,
Similar
Source
Scarcity and
urgency
Social
diffusion
58. Feedback loop (self-regulation)
58
Compare goal to
performance
(reaction)
Behavioral
outcome
(variable)
Set a goal
(reference value)
Barriers &
friction
(disturbance)
Receive feedback
on performance
(input)
Perform
behavior
(output)
Carver, C. and M. Scheier (2005). On the structure of behavioral self-regulation. Handbook of self-regulation. M. Boekaerts, P. Pintrich and M. Zeidner. San
Diego, USA, Guilford Press.
61. Persistence and self-confidence
61
Perform
behavior
(output)
Evaluate
expectancy
of success
Carver, C. and M. Scheier (2005). On the structure of behavioral self-regulation. Handbook of self-regulation. M. Boekaerts, P. Pintrich and M. Zeidner. San
Diego, USA, Guilford Press.
Self-
regulation
Success?
Attain
goals
Yes
No
Give up
Confident
(hopeful)
No
Yes
67. GAMIFICATION: IT'S NOT ABOUT BADGES
67
"A soldier will fight long and
hard for a bit of colored
ribbon."
-Napoleon Bonaparte
68. THE MOTIVATIONAL VALUE OF BADGES/POINTS
68
Cashing in
your points
3. Foursquare
badges
1. War hero
ribbons
4. Rat race
2. World of
Warcraft
points
5. Nobel
peace
prize
70. TOP 10 GAMIFICATION MECHANICS
70
Mechanics
1. Providing clear goals
2. Offering a challenge
3. Using levels (incremental challenges)
4. Allocating points
5. Showing progress
6. Providing feedback
7. Giving rewards
8. Providing badges for achievements
9. Showing the game leaders
10. Giving a story or theme
Hamari, J., J. Koivisto, et al. (2004). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification.
47th Hawaii International Conference on System Sciences, Hawaii, USA.
71. POINTS, BADGES, AND LEADERBOARDS
71
What’s are the principles that matter? (gigya.com plugin)
LeaderboardBadgesPoints
72. GAMIFICATION AND HEALTH BEHAVIOR CHANGE
72
Gamification principles Proven health behavior change principles and techniques Cohen's d
1. Goal setting Agree behavioral contract 0.275
Goal setting (behavior) 0.245
Motivation and goals (intention) 0.229
2. Capacity to overcome challenges Time management 0.343
Action planning 0.24
Barrier identification/problem solving 0.224
Provide information on where and when to perform the behavior 0.218
Provide instruction on how to perform the behavior 0.212
Model/demonstrate the behavior 0.21
Skills 0.185
3. Feedback on performance Prompt self-monitoring of behavioral outcome 0.263
Prompt self-monitoring of behavior 0.223
Provide information on consequences of behavior relevant to the individual 0.208
Provide information about others’ approval 0.206
Memory, attention, and decision processes 0.188
4. Reinforcement Provide rewards contingent on successful behavior 0.291
5. Compare progress Prompt self-monitoring of behavioral outcome 0.263
Provide normative information about others’ behavior 0.246
Facilitate social comparison 0.226
Prompt self-monitoring of behavior 0.223
Provide information about others’ approval 0.206
6. Social participation Social influences (norms) 0.25
Plan social support/social change 0.25
Provide normative information about others’ behavior 0.246
Model/demonstrate the behavior 0.21
Provide information about others’ approval 0.206
Cugelman, B. Gamification: What It Is and Why It Matters to Digital Health Behavior Change
Developers. JMIR Serious Games, 1(1), e3.
76. PSYCHOLOGICAL ARCHITECTURE OF
HEALTH BEHAVIOR CHANGE TECHNOLOGIES
CUGELMAN, B., THELWALL, M., & DAWES, P. (2011) Online interventions for social marketing health behavior change
campaigns: A meta-analysis of psychological architectures and adherence factors. Journal of Medical Internet Research, 13(1),
e17. http://www.jmir.org/2011/1/e17/
76
EffectSize(d)
Interventions(%)
78. DECISION BALANCE: PROS AND CONS
78
Aware & Familiar
Interest &
Consideration
Desire &
Decision
Action
Maintenance
& Loyalty
Cons of change
More important in the unaware stage
Pros of change
More important in the action stage
Adapted from Prochaska, J., Norcross, J., & DiClemente, C. (1995). Changing for Good: A Revolutionary
Six-Stage Program for Overcoming Bad Habits and Moving Your Life Positively Forward: Collins
Messagingvalence
79. CARROT AND STICK
Good cop. Bad cop.
2. Source message
201.Proposition that motivates (explicit,
implicit)
Incentives +(+):
-201 a. Promise they’ll gain pros +(+ +)
-201 b. Promise they’ll lose cons +(- -)
Loss aversion –(-):
-201 c. Promise they’ll avoid losing pros -(- +)
-201 d. Promise they’ll avoid gaining cons -(+ -)
202. Path or opportunity (facilitated,
advocated)
203. CTA (overt, covert)
7. Audience
feedback
712. Reinforcement
-712 a. Reward on success
-712 b. Punish on failure
83. Thanks so much.
83
Next steps:
1. Stay in touch on Twitter
@cugelman
2. Learn about our workshops
alterspark.com/dbc
3. Learn about group training
info(at)alterspark.com
Editor's Notes
Aikido class
Elements of game design:
Charles Coonradt. “The Game of Work”
Reeves and Read. “Ten Ingredients of Great Games”
Gabe Zichermann. "The Six Rules of Gamification"
Marc Prensky. "Digital Game-Based Learning", Chapter 5, "Fun, Play and Games: What Makes Games Engaging"
Sebastian's research
Flow is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does.
-Wikipedia