D4BC SecondEdition Workbook Current
D4BC SecondEdition Workbook Current
Designing For
Behavior Change
Stephen Wendel
June 2020
Notes 6
Practical Exercises
You have a job to do. Perhaps you’re developing a brand-new product to help people to sleep better
or to learn a language. Or your boss has asked you to increase uptake or usage of your app. Or
maybe you just look around you and see something that doesn’t make sense—from people hurting
the environment, to failing to spend time with their families—and you want to make a difference.
There are traditional ways to do this: Scope out products that are
already out there to solve this problem; Ask your users what else
they are looking for.
The challenge is that these approaches are based on faulty
assumptions about people and how their minds work. Their
assumptions aren’t wrong, but they are incomplete. They assume
that people make careful plans and then thoughtfully execute them.
They assume people know what they’ll do in the future, and why
they’ll do it. Sometimes people do. But often, the reality of user
behavior is just much more complicated than that.
This toolkit will help you design products and communications that
change user behavior, to help your users do something they want to
do, but struggle with. It’s a companion to my book, Designing for
Behavior Change. The book offers a detailed look at why these
assumptions are wrong, how people really make decisions, and
what that means for product development. This guide extracts the
main practical exercises from the book, and puts them in one place:
to help you put those ideas into practice.
In particular, this guide is meant to help you design or refine a product, feature or communication.
It’ll help your users where they struggle to start or stop a key behavior: from exercising regularly, to
getting the most out of your product. It’s not about how to persuade them to do something; here, we
assume user interest, and build up from there.
In this toolkit, I’ve tried to create a short, simple presentation of main themes from the book, although
necessarily I had to drop some important details. These materials are drawn from worksheets I’ve
used with my own teams at Morningstar and HelloWallet.
If you’d like to learn more about this approach, please check out the full book on Amazon or Oreilly.com.
You can also reach out to me anytime at steve@behavioraltechnology.co. I’d love to hear about the
behavioral products you’re working on!
Stephen Wendel
If we were to put decades of behavioral research into a few paragraphs (please forgive me, my fellow
researchers!), it would be these:
We’re limited beings: we have limited attention, time, willpower, etc. For example, there is a
nearly an infinite number of things that your users could be paying attention to at any moment. They
could be paying attention to the person who is trying to speak to them, the interesting conversation
someone else is having near them, or the report on their desktop that’s overdue, or the notification
on your app. Unfortunately, researchers have shown again and again that people’s conscious minds
can really only pay proper attention to one thing at a time.
Our minds use shortcuts to economize and make quick decisions, because of our limitations. Your
users have a myriad of shortcuts (aka heuristics), that help them sort through the range of options
they face on a day-to-day basis, and make rapid, reasonable decisions about what to do. For example,
if they don’t know what to do in a situation, they may look to what other people are doing and try to
do the same (a.k.a. descriptive norms). Similarly, habits are a powerful way in which people’s minds
economize and allow them to act quickly: by immediately triggering a behavior based on a cue.
Unfortunately, these shortcuts can go awry: with ingrained and self-destructive habits (over-
drinking) or heuristics that are applied in the wrong context (like herd behavior). Misapplied
heuristics are one cause of biases: negative tendencies in behavior or decision making (differing from
an objective standard of “good”). Often because of these biases, there’s a significant gap between
people’s intentions and their actions.
We’re of two minds: what we decide, and what we do, depends on both conscious thought and
nonconscious reactions like habits. This means that your users are often not “thinking” when they
act; or at least, they’re not choosing consciously. Most of their daily behavior is governed by
nonconscious reactions. Unfortunately, their conscious minds believe that they are in charge all the
time, even when they aren’t. We’re all “strangers to ourselves”: we don’t know the causes of our
own behavior and decisions. Thus your users’ self-reported comments about a problem in your
product or what they plan to do in the future aren’t necessarily accurate.
Decision and behavior are deeply affected by context, worsening or ameliorating our biases and
our intention-action gap. What your users do is shaped by our contextual environment in obvious
ways, like when the architecture of a site directs them to a central home page or to a dashboard. It’s
also shaped by non-obvious ways influences, like the people they talk and listen to (the social
environment), by what they see and interact with (their physical environment), and the habits and
responses they’ve learned over time (their mental environment).
We can cleverly and thoughtfully design a context to improve people’s decision-making and
lessen the intention-action gap. And that is the goal of Designing for Behavior Change and this toolkit.
From moment to moment, why would you users undertake one action and not another? Six factors
must align, at the same time, before someone will take conscious action. Behavior change products
help people close the intention-action gap by influencing one or more of the following preconditions:
cue, reaction, evaluation, ability, timing, and experience. For ease of remembering them, they spell
CREATE: because that is what’s needed to create
action.
To illustrate these six factors, let’s say your user is
sitting on the couch, watching TV. Your app that
helps him plan and prepare healthy meals for his
family is on his phone; he downloaded last week.
When, and why, would he suddenly get up, find
his mobile phone, and start using the app?
We don’t often think about user behavior in this
way—we usually assume that somehow our
users find us, love what we’re doing, and come
back whenever they want to. But, researchers
have learned that there’s more to it than that,
because of the mind’s limitations and wiring. So,
again imagine your user is watching TV. What
needs to happen for him to use the meal planning
app right now?
1. Cue. The possibility of using the app needs to somehow cross his mind. Something needs to
cue him to think about it: maybe he’s hungry or he sees a commercial about healthy food on
TV.
2. Reaction. He’ll intuitively react to the idea of using the app in a fraction of a second. Is
using the app interesting? Are other people he knows using it? What other options come to
mind, and how does he feel about them?
3. Evaluation. He might briefly think about it consciously, evaluating the costs and benefits.
What will he get out of it? What value does the app provide to him? Is it worth the effort of
getting up and working through some meal plans?
4. Ability. He’ll check whether it’s actually feasible to use the app now. Does he know where
his mobile phone is? Does he have his username and password? If not, he’ll need to solve those
logistical problems first, and then use the app.
5. Timing. He’d gauge when he should take the action. Is it worth doing now, or after the TV
show is over? Is it urgent? Is there a better time? This may occur before or after checking for
the ability to act. Both have to happen though.
6. Experience. Even if logically using the app is worth the effort, and makes sense to use it
now, he’d be loath to try again if he’d tried the app before (or something like it) and it made
him feel inadequate or frustrated. Idiosyncratic personal experiences can overwhelm any
‘normal’ reaction a person might have.
These six mental processes are gates that can block or facilitate action. You can think of them as
“tests” that any action must pass: Your user must complete them successfully in order for him to
consciously, intentionally, engage in the target action. And, they all have to come together at the
same time. For example, if he doesn’t have the urgency to stop watching TV and act now, he could
certainly do it later. But when “later” comes, he’ll still face these six tests. He’ll reassess whether the
action is urgent at that point (or whether something else, like walking the dog, takes precedence). Or
maybe the cue to act will be gone and he’ll forget about the app altogether for a while.
So, products that encourage people to take a particular action have to somehow cue their users to
think about the action, avoid negative intuitive reactions to it, convince their conscious minds that
there’s value in the action, convince them to do it now, and ensure that they can actually take the
action. We can think about these factors as a funnel: at each step, people could drop off, get
distracted, or do something else. The most common outcome in behavior change work, and the one
we should expect, is the status quo. We seek to nudge that status quo into something new.
If someone already has a habit in place, and the challenge is merely to execute that habit, the process
is mercifully shorter. The first two steps (cue and reaction) are the most important ones, and, of
course, the action still needs to be feasible. Evaluation, timing and experience can play a role, but a
lesser one, because the conscious mind is on autopilot.
Behavioral science helps us understand how our environments profoundly shape our decisions and
our behavior. It shouldn’t come as a surprise that a technique that was tested in one setting (often in a
laboratory) doesn’t affect people in the same way in real life. To be effective at designing for behavior
change, we need more than an understanding of the mind: we need a process that helps us find the
right intervention and the right technique for a specific audience and situation.
What does this process look like? I like to think about it as six steps, which we can remember with the
acronym ‘DECIDE’: That’s how we decide on behavior-changing interventions in our products.
VISION Briefly describe why you want to change behavior, and how this product fits in.
_________________________________________________________
_________________________________________________________
OUTCOME
What do you hope to achieve with the product? Consider both the company’s objective, as well as the
real-world measurable change that users will see and value. Then, drill down and define a rough metric
that your team can use to evaluate the product, and an idea of what success looks like, in numbers.
E.g. Increase revenue from B2B wellness clients. E.g. Less pain (back, neck, etc.)
E.g. Doctor and Physical Therapy visits E.g. 50% decrease in Doctor/PT visits
ACTOR
Who is the specific user (or other person involved in the product) who causes the outcome?
___________________________________________________
{E.g., sedentary white-collar workers}
______________________________________________________________________
USER
If product’s user isn’t the actor, describe the user and how they are supposed to influence the actor.
________________________________________________________________
{E.g., Same}
______________________________________________________________________
ACTION
What does the actor do/stop doing to accomplish the outcome? This an initial idea; we’ll refine it later.
_____________________________________________________
{E.g., Go to the gym twice a week}
______________________________________________________________________
Alternatively, you can write out this information as an explicit hypothesis: to remind the team that,
nothing is for certain, and that you’ll need to test that hypothesis in practice through the product.
As you continue the process of Designing for Behavior Change, you may want to update the project
brief with what you discover along the way: the Behavioral Diagnosis, your proposed intervention, etc.
There are worksheets for each of them, but it may be useful for you team to have that info in one place.
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
FINI
CREATE a Micro-behavior
Select one of the micro-behaviors in your behavioral plan that appears to be a problem – from talking with
users or from the data you’ve gathered. Analyze the CREATE factors for that specific micro-behavior.
When you seek to start a behavior, missing CREATE factor(s) are obstacles. When seeking to stop
a behavior, just document it for now: each factor can be changed to become an obstacle.
Emotional
Reaction E.g. Aiming for positive. E.g. No
Conscious
Evaluation of costs
and benefits
E.g. Long, multi-step sign-up process. E.g. Yes
Ability to act
(resources, logistics,
self-efficacy) E.g. Ensure all users feel capable E.g. No
Prior Experience
taking action
E.g. Varied E.g. Not sure
ACTION
Brainstorm four very different actions that people can take to achieve your target outcome because
of your product or communication. When thinking through possible actions, keep these
points in mind:
• The obstacles people currently face to achieving the outcome
• What needs to happen right before the outcome
• How your company is uniquely positioned to help people achieve the outcome
• What people who currently achieve the action are doing
Action 1 Action 2
E.g. Solo run 2x per week, starting with 2 miles E.g. Write down exercise goals
Action 3 Action 4
E.g. Get a personal trainer at the gym E.g. Participate in an in-person workplace fitness program
ACTORS
Create descriptions of the specific people who will take action because of your product. Usually, the
actor is your user – but not always. For example, with B2B products, the person who first engages with
your company may be a corporate buyer, who gives access to the product to users within the company.
For the sake of simplicity though, we’ll refer to the actor as the user here.
Now, think of a group that is VERY different from the obvious persona.
EVALUATE
Now that you’ve come up with four different actions people can take to achieve the targeted outcome,
evaluate each according to how well it meets the needs of your company and users. Ideally, you’d do this for
each of the 3 personas listed above. To start, though, pick one.
For each action place a scale of 1 through 5 the degree you agree or disagree with the following:
Impact: Taking the action will directly lead to the targeted outcome among the user base.
Ease: Taking the action will not require a lot of resources from users (time, money, etc.)
Cost: Building the new product is a cost-effective use of your company’s resources.
Fit: Supporting the action makes sense for your company’s larger goals and culture.
Score each action across each of the criteria using the table below. Compare total and individual scores to
select the action your team should target. Even though we have attached numbers, there is no hard-and-
fast rule here: your final decision will depend on the priorities and constraints of your company.
Impact
Ease
Cost
Fit
Total
If you’ve decided on a new target actor or action, update the behavioral brief, and re-do your behavioral plan.
Ability Remove unnecessary decision points Add small pauses and frictions
Default everything Require choices, remove defaults
Elicit implementation intentions Elicit implementation intentions (on how to avoid
temping situations)
Deploy (positive) peer comparisons Deploy positive peer comparisons – examples of other
succeeding at stopping (same!)
Help them know they’ll succeed Help them know they’ll succeed (same!)
Look for physical barriers Add physical barriers (no keys to the car, etc.)
Timing Frame text to avoid temporal myopia Frame text to avoid temporal myopia (same – for the
benefits of stopping)
Remind of prior commitment to act Remind of prior commitment to act (same, for a
commitment to stop)
Make commitments to friends Make commitments to friends (same, to stop)
Experience Use Fresh Starts Use Fresh Starts
Use Story Editing Use Story Editing
Use Slow-down techniques Use Slow-down techniques
Emotional Reaction
3 Start the New Year off Right! 2. Send Day & Time:
3. Short Description:
4. Link Text:
5. Image:
6. Detailed Description:
6 This year, give yourself the most valuable gift of all – a healthy mind and
body. The Flash app can help you do just that. Our certified trainers will
work with you to streamline your routine so reaching your wellness goals is
easier than ever. Not only will you increase your strength and flexibility, but
a healthier you can add another year or more to your life.
Flash is available through your employer, for free! When you join, you’ll
have unlimited access to all of our classes at your local gym, so you can
create a schedule that fits into your life.
To get the Flash App today, visit www.flashapp.com to learn more about
the program, and identify appropriate classes and trainers at your local
gym. You can also call 1-800-123-4567 to speak with our team.
Ok, that’s a good start. Now, what about this email do you want to test?
ELEMENT TO CHANGE NEW VERSION TO TEST
1. Does the target audience want to accomplish the outcome? Do they want to change the behavior?
____________________________________________________________________________
2. Does the target audience know that you are seeking to change their behavior? And, if not, will
they be upset when they become aware of it?
____________________________________________________________________________
FINAL REVIEW
Variation 1:
E.g. Email reminder, inviting people to sign up for the Flash app, focused on creating peer comparisons and competition.
E.g. Number of signups for the app (short-term outcome of the email campaign); Decreased physical therapy visits (long-term outcome of the app) .
Is it measured the same way for both versions? Yes [Continue to Step 2] No/Not Sure [Stop!]
MME:
E.g. 2.5% increase in enrollment among the target population.
LVE:
E.g. 10% increase in enrollment through the new email campaign.
* See BehavioralTechnology.co for links to sample tools. Use 0.9 for “power” and .95 for “alpha”
Notes: