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PSYCHOLOGICAL ARCHITECTURES
& PERSUASIVE TECH
SXSW Interactive
Brian Cugelman, PhD
@cugelman
Austin, Texas
14 March 2015
BETA slides
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
BRIAN CUGELMAN, PHD
3
imcba.comalterspark.com
FOUNDATIONAL PRINCIPLES
(CRAZY FAST OVERVIEW)
4
5
BEHAVIOR CHANGE TECHNOLOGIES
6
WHAT’S PERSUASIVE TECHNOLOGY
REALITY CHECK ON DIGITAL INFLUENCE
7
8
Let’s take a realistic approach to habit formation
with 66 avg days and most people abandoning your
technology after a few sessions.
9
INFLUENCE CAPACITY COMES FROM PERSUASIVE
INGREDIENTS BLENDED INTO OPTIMIZED RECIPES
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.
11How many ingredients can you find?
INTERACTIVE INFLUENCE MODEL
12
13
DOMAIN 1. SOURCE (CREDIBILITY)
DOMAIN 2. SOURCE MESSAGE
14
DOMAIN 3. MEDIA
15
DOMAIN 4. MESSAGE EXPRESSION
& INTERPRETATION
16
DOMAIN 5. AUDIENCE
17
DOMAIN 6. FEEDBACK EXPRESSION &
INTERPRETATION
18
DOMAIN 7. AUDIENCE FEEDBACK
19
DOMAIN 8. SOCIAL AND PHYSICAL CONTEXT
20
OPTIMIZATION
21
COMBINING PSYCHOLOGICAL
PRINCIPLES
22
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.
HOW PSYCHOLOGICAL FORCES COMBINE
24
IncentiveA
B
C
Which exerts the most psychological pressure?
Avoiding punishment
(loss aversion)
Avoiding punishment
(loss aversion)
Incentive
25
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
C
WHAT IF WE HAVE COMPETING INCENTIVES?
27
Value proposition
KEEPING PRINCIPLES IN THE PERSUASIVE ZONE
28
PersuasiveZone
Lack of ability
(complexity)
Lack of credibility
Goal
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
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
REINFORCES OR UNDERMINES?
31
Exercises 3
times per
week
Exercises 3
times per
week
Complicating
Remove personal barriers &
friction
WHAT IF WE WANT TO
DEMOTIVATE USERS?
32
Exercises 3
times per
week
Exercises 3
times per
week
Publicizing embarrassing
performance
Undermine confidence
BUILDING PSYCHOLOGICAL
ARCHITECTURES
33
34
NOMENCLATURE
FITTING THEM TOGETHER
Mechanics
Outcome
Respectful
privacy
policy
Honesty in
source
credibility
Expertise
in source
credibility
Client
testimonial
Social
learning
(norms)
Architecture
PSYCHOLOGICAL PRINCIPLES
36
PSYCHOLOGICAL PACKAGES
37
Stick Carrot
Pain Pleasure Motivation Ability
Fear Efficacy
Just a few examples
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?
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.
FROM GAME-IFICATION TO TAMAGOTCH-IFICATION, TO
WHATEVER-IFICATION
40
?
?
?
?
What if a Tamagotchi inspired a user interface?
MOTIVATION AND ABILITY
41
MOTIVATION-GATEWAY
42
2. Source message
201.Proposition that motivates (explicit,
implicit)
Incentives +(+):
-201 a. Promise they’ll gain pros +(+ +)
Loss aversion –(-):
-201 c. Promise they’ll avoid losing pros -(- +)
202. Path or opportunity (facilitated,
advocated)
203. CTA (overt, covert)
5. Audience 502. motivation (decision balance)
-502 a. Intellectual (beliefs)
-502 b. Emotional (attitudes)
503. Ability (internal outcome confidence)
7. Audience feedback 712. Reinforcement
712 a. Reward on success
43
44
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
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)
47
48
MALWARE AND ANTI-VIRUS USE SIMILAR TACTICS
49
SOLO AND SOCIAL SELLING
50
51
LANDING PAGE
52
Proposition
Source
Proposition (provide pros)
Motivation (intellectual)
Path
Call to action
Call to action
Removing
personal
barriers &
friction
Proposition (provide pros)
Motivation (intellectual, Emotional)
WILL I GET SOMETHING THAT MEETS MY NEEDS?
53
Belief Attitude Trust Action
Outcome
confidence
Intellectual
evidence
Emotional
appeal Ability
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.
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
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
GOALS, FEEDBACK, PROGRESS
57
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.
59
WITHINGS SCALE
LOOP TYPES
Reference value (norm)
Behavioral outcome (variable)
-
+
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
GAMIFICATION
62
Cugelman, B. Gamification: What It Is and Why It Matters to Digital Health Behavior Change
Developers. JMIR Serious Games, 1(1), e3.
63
WHAT’S A GAME
64
DEFINING GAMIFICATION
65
Using game design elements in non-game contexts
IT’S NOT GIVING OUT SUPERFICIAL POINTS
66
GAMIFICATION: IT'S NOT ABOUT BADGES
67
"A soldier will fight long and
hard for a bit of colored
ribbon."
-Napoleon Bonaparte
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
FLOW
69Mihály Csíkszentmihályi
Challenge
Skilllow high
high
low
Stress
Boredom
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.
POINTS, BADGES, AND LEADERBOARDS
71
What’s are the principles that matter? (gigya.com plugin)
LeaderboardBadgesPoints
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.
TIME-BASED PROCESSES OF
CHANGE
73
INTEGRATED MODEL
74
Aware &
Familiar
Interest &
Consideration
Desire &
Decision
Action
Maintenance
& Loyalty
Abandonment & Relapse
Prochaska’s stages of change, adapted with commercial stages.
75
COACHING: GOAL ATTAINMENT
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(%)
77
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
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
PROGRESSIVE THREATS
The opposite of the most effective health behavior change process
Time
Messagingvalence
81
CLOSING
82
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

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Psychological Architectures & Persuasive Technology (SXSW)

  • 1. PSYCHOLOGICAL ARCHITECTURES & PERSUASIVE TECH SXSW Interactive Brian Cugelman, PhD @cugelman Austin, Texas 14 March 2015 BETA slides
  • 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
  • 7. REALITY CHECK ON DIGITAL INFLUENCE 7
  • 8. 8 Let’s take a realistic approach to habit formation with 66 avg days and most people abandoning your technology after a few sessions.
  • 9. 9 INFLUENCE CAPACITY COMES FROM PERSUASIVE INGREDIENTS BLENDED INTO OPTIMIZED RECIPES
  • 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.
  • 11. 11How many ingredients can you find?
  • 13. 13 DOMAIN 1. SOURCE (CREDIBILITY)
  • 14. DOMAIN 2. SOURCE MESSAGE 14
  • 16. DOMAIN 4. MESSAGE EXPRESSION & INTERPRETATION 16
  • 18. DOMAIN 6. FEEDBACK EXPRESSION & INTERPRETATION 18
  • 19. DOMAIN 7. AUDIENCE FEEDBACK 19
  • 20. DOMAIN 8. SOCIAL AND PHYSICAL CONTEXT 20
  • 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
  • 25. 25
  • 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
  • 27. C WHAT IF WE HAVE COMPETING INCENTIVES? 27
  • 28. Value proposition KEEPING PRINCIPLES IN THE PERSUASIVE ZONE 28 PersuasiveZone Lack of ability (complexity) Lack of credibility Goal
  • 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
  • 31. REINFORCES OR UNDERMINES? 31 Exercises 3 times per week Exercises 3 times per week Complicating Remove personal barriers & friction
  • 32. WHAT IF WE WANT TO DEMOTIVATE USERS? 32 Exercises 3 times per week Exercises 3 times per week Publicizing embarrassing performance Undermine confidence
  • 35. FITTING THEM TOGETHER Mechanics Outcome Respectful privacy policy Honesty in source credibility Expertise in source credibility Client testimonial Social learning (norms) Architecture
  • 37. PSYCHOLOGICAL PACKAGES 37 Stick Carrot Pain Pleasure Motivation Ability Fear Efficacy Just a few examples
  • 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?
  • 42. MOTIVATION-GATEWAY 42 2. Source message 201.Proposition that motivates (explicit, implicit) Incentives +(+): -201 a. Promise they’ll gain pros +(+ +) Loss aversion –(-): -201 c. Promise they’ll avoid losing pros -(- +) 202. Path or opportunity (facilitated, advocated) 203. CTA (overt, covert) 5. Audience 502. motivation (decision balance) -502 a. Intellectual (beliefs) -502 b. Emotional (attitudes) 503. Ability (internal outcome confidence) 7. Audience feedback 712. Reinforcement 712 a. Reward on success
  • 43. 43
  • 44. 44
  • 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)
  • 47. 47
  • 48. 48
  • 49. MALWARE AND ANTI-VIRUS USE SIMILAR TACTICS 49
  • 50. SOLO AND SOCIAL SELLING 50
  • 52. 52 Proposition Source Proposition (provide pros) Motivation (intellectual) Path Call to action Call to action Removing personal barriers & friction Proposition (provide pros) Motivation (intellectual, Emotional)
  • 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.
  • 60. LOOP TYPES Reference value (norm) Behavioral outcome (variable) - +
  • 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
  • 62. GAMIFICATION 62 Cugelman, B. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers. JMIR Serious Games, 1(1), e3.
  • 63. 63
  • 65. DEFINING GAMIFICATION 65 Using game design elements in non-game contexts
  • 66. IT’S NOT GIVING OUT SUPERFICIAL POINTS 66
  • 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.
  • 74. INTEGRATED MODEL 74 Aware & Familiar Interest & Consideration Desire & Decision Action Maintenance & Loyalty Abandonment & Relapse Prochaska’s stages of change, adapted with commercial stages.
  • 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(%)
  • 77. 77
  • 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
  • 80. PROGRESSIVE THREATS The opposite of the most effective health behavior change process Time Messagingvalence
  • 81. 81
  • 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

  1. Aikido class
  2. 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"
  3. Sebastian's research
  4. 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