The Behaviour Change Wheel


Book Description

Designing Interventions' brings together theory-based tools developed in behavioural science to understand and change behaviour to form a step-by-step intervention design manual. This book is for anyone with an interest in changing behaviour regardless of whether they have a background in behavioural science.




ABC of Behaviour Change Theories


Book Description

This book aims to facilitate the task of reviewing and selecting relevant theories to inform the design of behaviour change interventions and policies. The main goal is to provide on accessible source of potentially useful theories from a range of disciplines beyond those usually considered. It also provides on opportunity to analyse brood issues around the use of theory in the design of behaviour change interventions and examine areas where there is scope for improvement.




The Handbook of Behavior Change


Book Description

Social problems in many domains, including health, education, social relationships, and the workplace, have their origins in human behavior. The documented links between behavior and social problems have compelled governments and organizations to prioritize and mobilize efforts to develop effective, evidence-based means to promote adaptive behavior change. In recognition of this impetus, The Handbook of Behavior Change provides comprehensive coverage of contemporary theory, research, and practice on behavior change. It summarizes current evidence-based approaches to behavior change in chapters authored by leading theorists, researchers, and practitioners from multiple disciplines, including psychology, sociology, behavioral science, economics, philosophy, and implementation science. It is the go-to resource for researchers, students, practitioners, and policy makers looking for current knowledge on behavior change and guidance on how to develop effective interventions to change behavior.




Designing for Behavior Change


Book Description

A new wave of products is helping people change their behavior and daily routines, whether it’s 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, HelloWallet’s 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, you’ll 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. Learn the three main strategies to help people change behavior Identify your target audience and the behaviors they seek to change Extract user stories and identify obstacles to behavior change Develop effective interface designs that are enjoyable to use Measure your product’s impact and learn ways to improve it Use practical examples from products like Nest, Fitbit, and Opower




Beyond Safety Training


Book Description

This book is open access under a CC BY 4.0 license. This book investigates why, despite more and more resources devoted to safety training, expectations are not entirely met, particularly in the industrial sectors that have already achieved a high safety level. It not only reflects the most precious viewpoints of experts from different disciplines, different countries, with experiences in various industrial fields at the cutting edge of theories and practices in terms of safety, professionalization and their relationships. It also consolidates the positioning of the Foundation for an Industrial Safety Culture, highlighting what is currently considered at stake in terms of safety training, taking into account the system of constraints the different stakeholders are submitted to. It reports some success stories as well as elements which could explain the observed plateau in terms of outcome. It identifies some levers for evolution for at-risk industry and outlines a possible research agenda to go further with experimental solutions.




Design for Behaviour Change


Book Description

Design impacts every part of our lives. The design of products and services influences the way we go about our daily activities and it is hard to imagine any activity in our daily lives that is not dependent on design in some capacity. Clothing, mobile phones, computers, cars, tools and kitchenware all enable and hold in place everyday practices. Despite design’s omnipresence, the understanding of how design may facilitate desirable behaviours is still fragmented, with limited frameworks and examples of how design can effect change in professional and public contexts. This text presents an overview of current approaches dedicated to understanding how design may be used intentionally to make changes to improve a range of problematic social and environmental issues. It offers a cross-disciplinary and cross-sectoral overview of different academic theories adopted and applied to design for behaviour change. The aim of the volume is twofold: firstly, to provide an overview of existing design models that integrate theories of change from differing scientific backgrounds; secondly, to offer an overview of application of key design for behaviour change approaches as used across case studies in different sectors, such as design for health and wellbeing, sustainability, safety, design against crime and social design. Design for Behaviour Change will appeal to designers, design students and practitioners of behavioural change.




Engaged


Book Description

Behavior change design creates entrancing—and effective—products and experiences. Whether you've studied psychology or are new to the field, you can incorporate behavior change principles into your designs to help people achieve meaningful goals, learn and grow, and connect with one another. Engaged offers practical tips for design professionals to apply the psychology of engagement to their work.




Drive


Book Description

The New York Times bestseller that gives readers a paradigm-shattering new way to think about motivation from the author of When: The Scientific Secrets of Perfect Timing Most people believe that the best way to motivate is with rewards like money—the carrot-and-stick approach. That's a mistake, says Daniel H. Pink (author of To Sell Is Human: The Surprising Truth About Motivating Others). In this provocative and persuasive new book, he asserts that the secret to high performance and satisfaction-at work, at school, and at home—is the deeply human need to direct our own lives, to learn and create new things, and to do better by ourselves and our world. Drawing on four decades of scientific research on human motivation, Pink exposes the mismatch between what science knows and what business does—and how that affects every aspect of life. He examines the three elements of true motivation—autonomy, mastery, and purpose-and offers smart and surprising techniques for putting these into action in a unique book that will change how we think and transform how we live.




Switch


Book Description

Why is it so hard to make lasting changes in our companies, in our communities, and in our own lives? The primary obstacle is a conflict that's built into our brains, say Chip and Dan Heath, authors of the critically acclaimed bestseller Made to Stick. Psychologists have discovered that our minds are ruled by two different systems - the rational mind and the emotional mind—that compete for control. The rational mind wants a great beach body; the emotional mind wants that Oreo cookie. The rational mind wants to change something at work; the emotional mind loves the comfort of the existing routine. This tension can doom a change effort - but if it is overcome, change can come quickly. In Switch, the Heaths show how everyday people - employees and managers, parents and nurses - have united both minds and, as a result, achieved dramatic results: • The lowly medical interns who managed to defeat an entrenched, decades-old medical practice that was endangering patients • The home-organizing guru who developed a simple technique for overcoming the dread of housekeeping • The manager who transformed a lackadaisical customer-support team into service zealots by removing a standard tool of customer service In a compelling, story-driven narrative, the Heaths bring together decades of counterintuitive research in psychology, sociology, and other fields to shed new light on how we can effect transformative change. Switch shows that successful changes follow a pattern, a pattern you can use to make the changes that matter to you, whether your interest is in changing the world or changing your waistline.




Office Arcade


Book Description

Why do some gamification projects work while others flop? What makes employees want to engage with some digital courses more than others? Is there a way to use points and badges to track, assess, and demonstrate a return on investment? Jason Suriano answers these questions (and many more) by explaining the four keys to breakthrough with gamification - engagement, trajectory, ubiquity, and data. Engaging employees at their own pace and place, while leveraging devices like an employees iPhone, guarantees that a gamified eLearning course reaches its ultimate goal of training and assessing the employee. Using points and badges, a properly designed gamification course will relay important employee performance metrics to the organization. Office Arcade is based on Jason's 15 years of research, consulting, and hands-on production experience in the creation of over two hundred digital projects for companies like Discovery Communications. Jason wrote Office Arcade to help with the confusion around gamification - it can be simple, clear, and effective for employers and their employees. Office Arcade is written for Human Resource managers, corporate trainers, instructional designers, eLearning specialists, product managers, marketers, and anyone who is looking for a simpler way to understand how to use gamification in their projects.