The combination of UX design as well as psychology to change user behavior


Combining UX design as well as psychology to change user behavior

Have you ever wondered why your users do not interact wthe itemh your product, you expect ? Persuading people to perform a certain action, such as buying a product or signing is actually a problem in most industries, especially if you want the action to be performed once or twice.

As practthe itemioners UX, we try to create better condthe itemions for users to complete their tasks, as well as yet even more user-friendly interface is actually sometimes not enough to interest users. Why is actually this actually?

To understas well as the reasons which causes users to certain behavior, we have to to look at the psychology of , which underlies the process of inthe itemiating as well as executing behavior. Only when we understas well as the broader mechanis actuallyms which determine the actions which we will be able to create a suthe itemable interface as well as perform user-specific studies.

In this actually article, we describe a psychological point of view which influences behavior, as well as we LL share three tips on how you can use this actually kcurrentlyledge, together wthe itemh UX best practices to change the behavior of your users.

What motivates behavior change? Link

Let's say you want to create a Web sthe iteme or application to help people to exercis actuallye more, yet you do not kcurrently how to motivate members.

In psychology dis actuallytinguis actuallyh between [1945027primesnoy] as well as [1945027vnutrenneymotivatsii]. This kind of actually means which someone can be brought to do something, or external factors such as the prospect of reward, such as money, or internal factors such as exercis actuallye, received coming from this actually activthe itemy.

Web sthe iteme or application which encourages people to be more to offer rewards whenever the user exercis actuallyes, thus creating an external motivation for a person to show which the behavior. The Covenant The application works wthe itemh this actually idea, allowing users to earn money to meet their health goals.

Studies have shown which this actually approach works well for people who do not enjoy the behavior (for example, people who do not enjoy exercis actuallye). However, for people who use behavior, yet could like to improve the item or make the item for ansome other reason, giving the award the item may actually have a negative effect.

Rewarding someone activthe itemies they already enjoy in nature may result in short-term increase in this actually behavior, yet as soon as the award is actually taken away, the activthe itemy is actually often carried out less than before the award was given. This kind of actually phenomenon is actually called "over-justification effect" , because there is actually a reason for a person to do something, such as getting pleasure coming from exercis actuallye, suddenly joined some other reason, external rewards.

Because of awards are a powerful way to get people to change their behavior within the short term, including their tempting. Sthe iteme Freeletics , which contriyetes to high-intensthe itemy training to rais actuallye the level of fthe itemness, there is actually a well-kcurrentlyn workaround for the problem in study. Training requires a basic level of fthe itemness will be completed; Therefore, we can assume which users already enjoy the training (some otherwis actuallye they probably could not have achieved the basic level of physical fthe itemness).

The sthe iteme is actually still using extrinsic rewards within the form of stars to complete the training, yet users get a star, yet if they perform all the exercis actuallyes within the training even after a predetermined number of actions. For a fee, in this actually case related to the performance; the user must not only carry out activthe itemies, yet to do the item good to receive the award. This kind of actually type of award has been shown to be very effective as well as not as prone to over-justification effect .

Merge wthe itemh the abilthe itemy as well as motivation of triggers Link

Unfortunately, motivation is actually not always enough to trigger the behavior. You might be motivated to go on the bike, yet you will never convert which motivation into action if you do not have access to a bicycle.

A useful framework for looking at something which allows the behavior of style the behavior BJ Fogg . The style asserts which a particular behavior to occur three elements must be present at the same time: motivation, abilthe itemy, as well as triggers. The style assumes which behavior is actually likely to occur when a person feels sufficiently motivated, able to perform the behavior (for example, they want to go for a walk, as well as they have access to a bicycle) as well as recalled to execute the items trigger.

The trigger can take various forms, such as notification which reminds a person to go for a bike ride or a vis actuallyual cue, like a bicycle helmet lying around. The style, as shown within the chart below provides which triggers work effectively only if the level of the person as well as the abilthe itemy to motivate high enough. Just reminding someone to go on the bike, even if they kcurrently how to bike ride as well as have access to the bike (ie, their abilthe itemy is actually high), will not be effective if the item is actually pouring rain outside, as well as the man has no or very lthe itemtle motivation to make the item

Fogg behavior style
(Source: BJ Fogg behavior style ). ( View Larger )

Tips for Changing user behavior Link

Although the item sounds like a compelling style for a Web sthe iteme or application, just ensuring which there are three components of power is actually not enough to create a compelling interface, which promotes alterations in behavior. As we have seen, the user can be motivated in several ways, as well as what motivates one group (for example, earning money for development) can have a detrimental effect on ansome other group.

Similarly, the level of capacthe itemy is actually likely to vary between users as well as some may prefer certain triggers for some other . To create a successful product, you will need to adapt the three components of the style for users as well as fully understas well as your target audience. The following three tips describe how you can achieve this actually.

Map motivation for users " Link

psychologis actuallyt, as well as any health worker, always learn about their client before giving any advice. Similarly, if we want to provide a solution for users to change their behavior, we must first understas well as where they are coming coming from, as well as what motivates them to change their behavior. This kind of actually goes beyond the simple asking about demographics such as age, sex as well as area code. Why do they want to change their behavior currently , not tomorrow? What they tried before as well as what worked for them? They are motivated by external or internal factors? Only a deeper understas well asing of our users as well as how they will interact wthe itemh our product, we will be able to create an interface which will be accessible as well as provides value.

customer experience, maps, mis actuallysing as well as custom trips are useful tools for capturing these ideas, as well as they serve as a great help for all UX as well as design process. While these maps can help you identify the motivational component within the style Fogg, they can also give you advice on your users' abilthe itemy levels as well as effective triggers.

capacthe itemy to assess as well as reduce the barriers Link

Before starting or reconstruction of the product, answer the following questions. Where are your users are likely to be when they use your product? What tasks they will perform most frequently? What mis actuallytakes or dis actuallyappointment they face? How do they feel about their abilthe itemies as well as skills? Answers to these questions will indicate the requirements which your interface as well as the product will have to meet.

The best way to gather this actually information contextual query . Here you will be accompanied by some of your potential customers, how they interact wthe itemh your product (or prototype) within the place where they are, of course, use the item. Thus, the fthe itemness application, you could have to search for those runners as well as join some of them on account of their (good luck notes!).

Do you think the item's a waste of resources as well as could just as easily be achieved by talking to users after they have used the product; However, studies show which memory can be corrupted, as well as users might not be as open as well as frank wthe itemh you, as you could expect. And many prejudices may affect the results of the interview, which depends on recalling specific details, as well as they can be easily avoided by observing.

Wthe itemh the information gathered coming from observation, you should currently have a better idea of ​​your users the abilthe itemy to interact wthe itemh the interface. You should also be able to ensure which the tools for the most common tasks are easily accessible to them. And you may have noticed some mis actuallytakes users make when interacting wthe itemh the product.

When designing an application to keep track of mileage, you may find which users want to be able to to suspend their training at a red traffic light, then quickly resumed as soon as the light alterations. Some applications offer pause as well as stop yettons as Runkeeper. However, as the user starts to work again, they may accidentally press the stop instead of the pause, which can lose data coming from run or require them to cancel the commas well as which leads to dis actuallyorder. Annex Map My Run solves this actually problem by designing, providing only the pause yetton, as well as requiring users to swipe to indicate completion. Swiping usually requires more effort than talk as well as are less likely to happen by chance. Find out what errors can occur when users are interacting wthe itemh your interface, as well as help them prevent or recover coming from them.

Fogg behavior style
Runkeeper allows users to pause or stop the exercis actuallye, which could cause them to inadvertently stop the workout instead of the pause. ( View Larger )
Fogg behavior style
Map My Run only allows users to pause the workout, then the item is actually an option to right stop sliding, preventing them coming from accidentally stopping the data collection. ( View Larger )

Identify triggers Link

Understas well asing what motivates your people are, as well as how you can adapt your product to their level of abilthe itemy, two important steps, yet as you to convert their good intentions into tangible results as well as cause a certain behavior? Thanks to mobile technology, sending notification of exact times as well as even places to direct the user's attention to your product has become easier than ever. However, a large number of notifications, users are exposed to, you should use this actually power wis actuallyely, to prevent the user to perceive them as interference as well as possibly turn them off.

Fogg behavior style shows which the triggers are most effective when the user level of motivation as well as abilthe itemy are high. This kind of actually means which time is actually crthe itemical; notification of your daily workout while you are on your way to work, probably will not make you turn on the machine, as well as are likely to be perceived as annoying.

Research methods dis actuallycussed above will give you performance when users probably to include wthe itemh your product, as well as where. In addthe itemion, the use of statis actuallytics to expas well as the picture. You can find out if the behavior intended to boost the time spent exercis actuallye which most people want to exercis actuallye before work. Can notice may be associated wthe itemh alarm the user, as well as motivating message can be sent on the day you plan to work.

As we have seen, users are motivated by different things at different times . Instead of flooding their triggers, giving them control over (as well as variants), what types of triggers for the reception. Some users may want to print as well as the image can be a pin within their home, while some others may prefer a short message reminding them of their goal. Work wthe itemh users to find motivation triggers; After all, you share the same goal: changing the behavior of

Conclusion Link

They are just a few tips as well as examples of how UB as well as psychology can be combined to encourage . behavior change. This kind of actually is actually not a shopping lis actuallyt for success. Some great websthe itemes as well as applications designed to encourage alterations in behavior have shown elements of what we have dis actuallycussed. Having a formal style such as banks Fogg will help you to structure research as well as design processes , to ensure which users' needs are considered. How do you help users to change their behavior? Let us kcurrently within the comments below!

(see, Jr., Al)

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Nadine psychologis actuallyt wthe itemh a master's degree in organizational psychology, which kickcommenced his actually career Sthe itemback Solutions, a digthe itemal agency in Sydney, which is actually building a large sthe iteme as well as carries an excellent team of UX, passionate about the package design, User Experience as well as human factors the item uses to create an enjoyable experience for some others as well as get to the bottom of difficult problems.

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    "[ ...] Web sthe iteme or application which encourages people to be more to offer rewards whenever the user exercis actuallyes, thus creating an external motivation for a person to show which the behavior. "- This kind of actually is actually how you destroy Stkthe itemard ethics UX. Nevertheless, I remember a lot of applications / sthe itemes wthe itemh a rewarding system which no one will use some time - which's why this actually system is actually the failure of

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      Can you share code Ethics UX do you mean? I have not seen one which could oppose rewarding users for proper interaction wthe itemh the product. I am also sure extrinsic motivation comes within the form of savings as well as dis actuallycounts which could mean every product offering free trials or interest savings could be a violation of this actually stkthe itemard you mention.

      I agree which any product, offering only extrinsic motivation is actually not. And the item should be. You decide to leave a comment. That's cool! Therefore, please do not use keyword spamming or domain as your name, some otherwis actuallye the item will be removed. Let nothing meaningful conversation instead. Thanks for dropping by! We support Y ~ s, -markup as well as -css for comment. That's cool! Therefore, please do not use keyword spamming or domain as your name, some otherwis actuallye the item will be removed. Let nothing meaningful conversation instead. Thanks for dropping by!
      The combination of UX design as well as psychology to change user behavior : The combination of UX design as well as psychology to change user behavior
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