Professional Documents
Culture Documents
Behaviour Change
Behaviour Change
for Behaviour
Change Toolkit
A Guide to Using Behavioural
Economics with Service Design
F O U N DAT I O N & F R A M E WO R K
Designing for Behaviour Change Toolkit
Bridgeable is a strategic design firm based in Common Cents Lab is a financial research lab at
Toronto, Canada. Our multi-disciplinary team Duke University that creates and tests interventions
of designers, strategists, and researchers use to help low- to moderate-income households
service design techniques to understand the increase their financial well-being. Common Cents
world and create multi-faceted solutions that Lab leverages research and insights gleaned from
improve people’s lives. behavioral economics to create interventions that
lead to positive financial behaviors.
www.bridgeable.com
www.advanced-hindsight.com/commoncents-lab/
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SECTION I
42. . . Appendix
3
In order for design
to have an impact
it often involves
modifying behaviour.
Whether that’s helping people start saving money,
encouraging more sustainable modes of travel, or
establishing healthy eating habits:
All these actions require an element of change.
Designing for Behaviour Change Toolkit FOUNDATION
BE is mainly applicable at the feature level of a design, when users are making a
WARNING single discreet decision. It’s not applicable at the strategic level of design.
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Designing for Behaviour Change Toolkit FOUNDATION
It’s not news to designers that people don’t always behave as self-reported.
This is fundamental to our practice of uncovering insights through primary
research, and testing our designs by having users interact with prototypes.
Rather than rely on self-reported assumptions, designers look to observe
people’s natural behaviour in-situ. Likewise in BE, the assumption is that
humans will not behave in the most ‘rational’ manner; however, as leading
BE expert Dan Ariely concludes - people do behave in “predictably
irrational” ways, and there are recognizable patterns that govern behaviour
under certain circumstances.
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Designing for Behaviour Change Toolkit FOUNDATION
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Designing for Behaviour Change Toolkit FOUNDATION
The first fact, number, People pick the People can be deterred People who are People want to be like
or figure a person easiest option to avoid from taking action by worried they have everyone else and are
hears will bias their complex decisions. seemingly small barriers. fallen off track don’t heavily influenced by
judgements and Defaults provide a want to know how what they perceive
TIP:
decisions down the line. cognitive shortcut and they’re doing. everyone else is doing.
Remove small barriers
signal what people are
to direct users or help
TIP: supposed to do. TIP: TIP:
them complete a task.
Be very deliberate about Build strong guardrails to Highlight the action you’re
Conversely, add small
the first fact or number TIP: help users stay on track. trying to achieve by
barriers to hinder
you put in front of users. Set the default to your Make course correction presenting it as the social
undesirable behaviour.
Consider how they might desired outcome to as easy as possible, norm, and invite the user
use that figure to anchor encourage higher uptake. knowing users may be in to participate as part of
subsequent decisions. avoidance/ostrich mode. the majority.
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Designing for Behaviour Change Toolkit FOUNDATION
To demonstrate we’ll use the famous example of Early speculation hypothesized that perhaps cultural and religious
organ donation rates in Europe, as researched differences were the root cause. Upon closer inspection that was
by social scientists Eric Johnson and Daniel debunked as countries that are considered culturally similar like
Goldstein. They charted organ donations by Germany and Austria, or Denmark and Sweden, were appearing on
country and as you can see in this graph, opposite sides of the graph. The true cause of the difference was
the differences are stark. What was causing the default option in the organ donation form. In countries where
such drastic differences between countries? the donation form had an opt-in default (check the box if you do not
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Designing for Behaviour Change Toolkit FOUNDATION
How Insights and Knowledge along the design process — the act of
Combining BE and Are Formed hypothesizing, testing, and iterating
generates new insights at every stage.
Service Design - Service design - A holistic and The approaches for conducting research
generative approach to insight
Core Differences formation: Service design lives in a
and the tools for synthesis are vast and
it’s up to the practitioner to determine the
business and commercial context, best methods for the job.
where insights are developed through a
Behavioural economics (BE) combination of primary and secondary BE - A scientific lens on decision making:
and service design are both research, synthesis, prototyping, testing, BE explores human behaviour exclusively
and iteration. Service design tends to through the lens of decision making,
frameworks that develop view human behaviour as a holistic and believes humans make decisions
insight into human behaviour expression of broader social, economic, on the basis of cognitive shortcuts
and cultural contexts, and takes a (heuristics) that often result in ‘irrational’
and translate these insights
generative approach to influencing decisions. These heuristics are incredibly
into behavioural interventions. people’s behaviour by creating a sensitive to how choices are framed,
BE and service design have wide variety of outputs like curated revealing opportunities to ‘nudge’
experiences, cultural artifacts, and service people’s decisions by adjusting this
different ways of identifying framing. This research primarily occurs
touchpoints.
and formalizing insights that in academic settings, but is increasingly
Design research aims to develop insights being leveraged in consumer contexts.
are helpful to keep in mind
about user behaviour and needs in Behavioural economists develop insights
when trying to combine the relation to products, services, markets through empirical research, usually in the
two approaches. or industries; relying on models (like form of randomized control trials (RCTs).
journey maps or personas) to distill highly A study must follow the scientific method,
complex qualitative data into synthesized, and the scope is contained to a handful of
actionable insights. Insights may evolve discreetly measurable variables that live
or become more robust as they move in a controlled, replicable circumstance.
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Designing for Behaviour Change Toolkit FOUNDATION
Finite vs generative insights: Since BE Translating Insights Into BE - Optimizing by testing variables:
insights must supported with substantial Behavioural Interventions Within BE, any form of inference or trying
quantifiable data (i.e. RCTs with hundreds to deduct new meaning from research is
to thousands of participants), this Service Design - Designing for an strictly prohibited and frowned upon as
drastically narrows the scope of BE open-ended future: Unlike a controlled unscientific. To translate a BE insight into
insights in comparison to design research academic setting, the scope of a behavioural intervention, the scientific
outputs. Meanwhile, service design interventions that service designers method is used once again to hypothesize,
encompasses a vast span of interactions create are holistic and open-ended. test, and measure a controlled study that
over time and lives in the context of They encompass varying users, multiple tests a handful of variables at the feature
business not academia, therefore it’s not touchpoints/products/services over time, level. Testing variables is akin to what
feasible or necessary to quantify every and must include all edge cases. While designers know as A/B testing. The scope
component of an insight: that would translating insights into designs, a level focuses on testing a few variations of a
require excessive time and resources. of inference and creativity is necessary to single feature, looking to see which variant
In this generative approach to finding make the leap from a notional insight to produces the optimal result.
behavioural insights, the goal is to use a tangible product or service. Design is a
qualitative and quantitative research craft rather than a science, and it’s up to Small tweaks for big impact: If applied
methods to find out just enough to make the practitioner to both draw out relevant strategically, BE can drastically change
an informed design or business decision. insights, and figure out how to apply them behavioural outcomes with a few small
in novel ways. tweaks. Imagine BE applied to the moment
people divvy up their paycheque, or as
we’ve seen, decide to become an organ
donor. That’s where BE’s appeal lies – in
Service designers are responsible for
nudging users towards a specific outcome,
going wide on the whole experience. but only for a single decision. For BE to
make an impact in design, it must be
applied to an appropriate decision-based
Behavioural economists are
problem. If applied well, the results can
responsible for going deep to be exponential.
optimize a single decision.
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Designing for Behaviour Change Toolkit FOUNDATION
Tips for Combining BE As designers, you have the responsibility of shaping the
moments where people interact with your product or service.
and Service Design
Here’s how BE can help:
As we’ve just seen, comparing BE to
service design is not quite comparing See new opportunities Recognize invisible barriers
apples to apples — they are different BE provides a new lens to help you Learn to recognize and fix seemingly
specialties created to serve different identify moments of decision making invisible barriers of people’s inherent
that could nudge users towards a behavioural patterns
purposes, but there are ways we can desired outcome
combine the two to enhance your
product or service. Maximize impact Evaluate key features
Sharpen your ability to pinpoint crucial Evaluate and rethink specific design
moments of decision making, and apply features to leverage the insights of BE
BE principles for maximum impact principles
Test hypotheses
BE is fundamentally based in testing
hypotheses, test and iterate until you find
the best design by testing variables.
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SECTION II
14
Designing for Behaviour Change Toolkit
SECTION II
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Designing for Behaviour Change Toolkit FRAMEWORK
Change Framework The Behaviour Change Framework (BCF) is a tool for integrating
behavioural economics into your design process to help you design
behaviour change.
The BCF will answer all these questions as we explain the process.
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Designing for Behaviour Change Toolkit FRAMEWORK
Part A Part B
Ideation Phase Testing Phase
FEATURE 1 FEATURE 2
PROTOTYPE
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Designing for Behaviour Change Toolkit FRAMEWORK
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Designing for Behaviour Change Toolkit FRAMEWORK
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CHEAT SHEET Behaviour Change Framework - PART A Ideation
Define whose Identify BE Principles that Develop Design Implications or Ideate ways to optimize Anchor your project’s
strategic intention with a
towards the Future State. principle you selected. The goal is Design Implications. The goal is A good format is from the
What are the current to take each BE principle, extract to use your Design Implications end-user’s perspective:
outcomes of the user’s the insight, and create guidelines to help you come up with new “Now I (new behaviour),
decisions: for what this might mean in a ideas that nudge users towards so that (new outcome)”.
design context. the Future State.
Designing for Behaviour Change Toolkit FRAMEWORK
BE + SERVICE DESIGN IN ACTION SPEND & SAVE APP FOR CREDIT HUMAN
study example
Bridgeable partnered with Dan Ariely’s Common Cents Lab to design
an app for San Antonio-based Credit Human. Credit Human is a credit
union* dedicated to improving financial well-being for their members. They
wanted to build app to help low-to-moderate income (LMI) members who
live paycheque-to-paycheque better manage their finances by targeting
the behaviour of ‘balance checking’. This is where members keep all their
money in one chequing account for spending, saving, and upcoming bills.
When making purchases, they constantly check their balance and do mental
accounting at the point of purchase to decide if they have enough money
to spend. This is a risky way to manage finances that leaves members
On pages 23-24 we’ll use the Spend & Save case susceptible to borrowing payday loans to make ends meet in a pinch.
study to demonstrate the framework. For the full
case study, see the Appendix, pages 49-50. Credit Human hoped to introduce a new app called Spend & Save to do the
heavy lifting by helping members plan and manage their finances in order to
begin saving and move away from living paycheque-to-paycheque.
*A credit union offers the same services as a bank, but operates as a non-profit cooperative where all
customers are ‘members’ and have democratic rights.
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CASE STUDY EXAMPLE Helping LMI Individuals Spend Less, Save More
Define whose behaviour you want to Identify BE Principles that might be Develop Design Implications or rules to Ideate ways to optimize your product or Anchor your project’s strategic intention
change: causing the Current State behaviour. combat or leverage each BE principle you service’s features based on your Design with a ‘How might we’ statement that
selected. Implications. The goal is to use your sums up the primary goal:
Credit Human low-to-moderate income
CASE STUDY VISUAL EXAMPLE Helping LMI Individuals Spend Less, Save More
all money in one bucket People overestimate the likelihood Show real life examples of why Provide an automated option for
We overestimate the
• Target for payday loans of thingsprobability
going right, and
of “things under-
going having a buffer is really important. setting aside money from every So that: I always have enough
estimate
right for us” and underestimate
thethe likelihood
probability of “thingsof things
going paycheque to cover fluctuating bills. to cover my bills, and can check
going wrong for themselves.
wrong for us.” the app to accurately see what’s
available to spend instead of
doing mental accounting.
Contextualized Messaging
Members are notified ahead of time w
they are headed for financial trouble,
given visibility and control to plan ahe
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MENTAL ACCOUNTING
Mental Accounting Divide chequing account Feature: Sweat-Free Amount
People categorize and spend into envelopes Don’t show members sum total of Separates money for bills
All money in one bucket money People categorize and spend
differently depending on their chequing account, show them
money differently depending Tag all money in chequing account and expenses
where itoncame
where from
it cameand where it
from and
to necessary category (bills, bill the ‘Sweat-free Amount’ that is safe to
where it is going.
is going. buffer, spending, savings). spend after bills etc. are accounted for.
Designing for Behaviour Change Toolkit
Part A
Ideation Phase
1 2
3 4 5
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Designing for Behaviour Change Toolkit FRAMEWORK: PART A
KEY QUESTION
Current State Ideal Future State
How do I figure out Dive into your research to pinpoint Concretely define how you want the
the decisions that cause the current user to behave in an ideal future state.
where to apply BE in
behaviours. What new behaviours and decisions
a design context? should they embody?
This is a crucial step where you
frame the behavioural intervention: Articulating a future state forces you
ANSWER who will it impact, what key to concretely define how you want
decisions, and what outcomes do behaviours and outcomes to look
Identify key decisions that you want to change? Just as in after your intervention. Defining this
are the root cause of the design it’s important to frame your up front will provide a north star to
behaviour (Current State), brief to ensure you’re solving the evaluate if your ideas are on track.
and clearly define how you right problem, when using BE you
want the user to behave in need to understand and target
an ideal future (Future State). specific user decisions.
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YOU ARE HERE FRAMEWORK: PART A
Current State & Ideal Future State
CURRENT STATE
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FRAMEWORK: PART A
INTRODUCTION TO
There’s two ways to utilize BE Principles. You might use one or both
KEY QUESTION approaches:
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YOU ARE HERE FRAMEWORK: PART A
BE Principles
BE PRINCIPLES
HOW-TO-GUIDE
Optimism Bias
People overestimate the likelihood of
things going right, and underestimate
the likelihood of things going wrong for
themselves.
What-the-hell Effect
People give up on their goal once
they’ve fallen off track.
Review and Sort the Full Index Research Principles to Down-select Relevant BE Identify BE Principles that you think could
of BE Principles Evaluate Fit Principles help nudge users towards the Future
State.
Design
Implications
INTRODUCTION TO
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YOU ARE HERE FRAMEWORK: PART A
Design Implications
Developing Design Implications Identify BE Principles that might be Develop Design Implications or rules to
Identify BE Principles that you think could Develop Design Implications or rules to
leverage each BE principle you selected.
Develop Design Implications Ensure Design Implications help nudge users towards the Future
The goal is to take each BE principle,
State.
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Designing for Behaviour Change Toolkit FRAMEWORK: PART A
Ideation INTRODUCTION TO
Ideation
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YOU ARE HERE FRAMEWORK: PART A
Ideation
Develop Design Implications or rules to Ideate new features for your product or
leverage each BE principle you selected. service based on the Design Implications.
The goal is to take each BE principle, The goal is to use your Design Implications
Ideate Features Based on Incorporate Wider Project
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Designing for Behaviour Change Toolkit FRAMEWORK: PART B
Part B
Testing Phase
Part A
Ideation Phase
PRODUCT
CURRENT BE DESIGN IDEAL FUTURE
STATE PRINCIPLES IMPLICATIONS IDEATION STATE
FEATURE 1 FEATURE 2
PROTOTYPE
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Designing for Behaviour Change Toolkit FRAMEWORK: PART B
• Testing variables is much like A/B testing: take the same design but
tweak a small component to optimize for the most effective version.
VARIABLE 1 VARIABLE 2 VARIABLE 1 VARIABLE 2 • Remember the example of the organ donation cards? The single
variable of ‘opt-in’ versus ‘opt-out’ made the difference between
almost universal organ donation, or starkly low rates.
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Designing for Behaviour Change Toolkit FRAMEWORK: PART B
Here’s an example from the Spend & Save case study to A good format for developing your research question is: “How
illustrate how you can dive into testing and optimizing well does (my design intervention) help (your end user)
details at the variable level. achieve (the Ideal Future State behaviour objective)?”
RESEARCH QUESTION
PRODUCT
How well does the ability to access an accurate Sweat-Free
Spend & Save App
Amount (SFA) help Credit Human members stay within their
FEATURE 1 FEATURE 2
budget?
Variable-level Testing:
VARIABLE 1 VARIABLE 2 VARIABLE 1 VARIABLE 2 • Test presenting the SFA in different timeframes (daily,
Default weekly, until next paycheque) to see if that impacts
Timeframe Visualization Messaging
Amount members’ ability to stay within budget.
• Test presenting the SFA with different visualizations (plain
dollar amount remaining or burndown bar-graph) to see if
Daily Until next
paycheque
Burndown that impacts members’ ability to stay within budget.
bar graph
Weekly Plain
dollar
amount 38
Designing for Behaviour Change Toolkit FRAMEWORK: PART B
RESEARCH QUESTION
PRODUCT
Does the ‘Bill Buffer’ feature convert people who currently live
Spend & Save App
paycheque-to-paycheque to begin saving money from each
FEATURE 1 FEATURE 2
paycheque for fluctuating bills?
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Designing for Behaviour Change Summary
You made it through the toolkit! Here’s a recap of what you’ve learned:
SECTION I SECTION II
Appendix
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APPENDIX: BE PRINCIPLES LIST
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Designing for Behaviour Change Toolkit APPENDIX: BE PRINCIPLES LIST
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Designing for Behaviour Change Toolkit APPENDIX: BE PRINCIPLES LIST
45
CHEAT SHEET Behaviour Change Framework PART A - Understanding & Optimizing
Define whose behaviour you want to Identify BE Principles that might be Develop Design Implications or rules to Ideate ways to optimize your product or Anchor your project’s strategic intention
change: causing the Current State behaviour. combat or leverage each BE principle you service’s features based on your Design with a ‘How might we’ statement that
selected. Implications. The goal is to use your sums up the primary goal:
Design Implications to help you come up
with new ideas that nudge users towards
the Future State.
Define whose behaviour you want to Identify BE Principles that you think could Develop Design Implications or rules to Ideate new features for your product or Anchor your project’s strategic intention
change: help nudge users towards the Future leverage each BE principle you selected. service based on the Design Implications. with a ‘How might we’ statement that
State. The goal is to take each BE principle, extract The goal is to use your Design sums up the primary goal:
the insight, and create guidelines for what Implications to help you come up with
this might mean in a design context. new ideas that nudge users towards the
Future State.
Define whose behaviour you want to Identify BE Principles that might be Develop Design Implications or rules to Ideate ways to optimize your product or Anchor your project’s strategic intention
change: causing the Current State behaviour. combat or leverage each BE principle you service’s features based on your Design with a ‘How might we’ statement that
selected. Implications. The goal is to use your sums up the primary goal:
Credit Human low-to-moderate income
CASE STUDY - SPEND & SAVE APP FOR CREDIT HUMAN Introducing
How might we help low-to- Spend & Save
moderate income individuals
LMI members can make easier day-to-day spending
spend less and save more? decisions by knowing how much they can spend, sweat-free.
Credit Human hoped to introduce a new app called Spend & Save to do the Spend & Save allows members to...
heavy lifting by helping members plan and manage their finances in order to
Know how much money is really available to
begin saving and move away from living paycheque-to-paycheque. spend immediately.
Be prepared
Help in case
be prepared in of unexpected
case of unexpected
expenses in the short-term.
49
10
BEHAVIOURAL ECONOMICS IN ACTION - SPEND & SAVE APP FOR CREDIT HUMAN
Members know how much of their income is Members can be prepared for
safe to spend with their Sweat-Free Amount. unexpected expenses
We developed features that would make it easy for them to plan and
prepare for their upcoming expenses, as well as the unexpected ones.
Contextualized Example
Make the need for a Bill
bill Buffer
buffer real for members
by giving them a specific, real world example of a
variable expense (e.g. fluctuating electricity bills).
Progress Visualization
Having visibility into their progress can make
spending decisions easier for members by
showing how much money they have and
where it’s coming from.
Contextualized Messaging
Members are notified ahead of time when
they are headed for financial trouble, and are
given visibility and control to plan ahead.
50
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