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Behavior change and behavior design models

Tactics that change behavior

AI or Chatbot
AI or Chatbot

Using a chatbot or simulated conversational interaction.

Group Incentives
Group Incentives

Group incentives refer to structure where an individual's likelihood or size of reward is influenced by others. The intention is to leverage positive peer pressure by causing compliant participants to influence less compliant participants to improve their behavior.

For example, sales teams may be offered a bonus based on an office's collective revenue generation or provided all individuals meet a baseline level of performance. Similarly a multi-site franchise may offer an incentive for whichever location improves their performance the most over the prior month.

Social Norms
Social Norms

Social norms are shared expectations on how people within a certain group will or should behave. They are often considered as unwritten rules that govern behavior and tend to be very influential.

Influencing behavior using social norms can take a variety of forms. For example, some studies aim to correct misunderstandings around descriptive norms (what people in a group actually do). One trial involving the UK Behavioural Insights Team increased tax compliance by emphasizing that the vast majority of people pay their taxes on time, which influenced non-compliers to become more like the majority. People generally do not like to deviate from the norm, which may explain the success of this tactic.

Other approaches involve attempting to change social norms or create new social norms, which is substantially harder. One prominent example was the promotion of the ""designated driver"" (DDs) in the US during a period of high automobile fatalities. Public health officials influenced Hollywood producers to include the designated driver in film and television scenes, which caused viewers to: 1) likely believe the use of DDs was much more common than it actually was, and 2) likely consider using a DD was what they ""should"" do (i.e. the injunctive norm). Following the public health campaign, awareness and compliance with the DD protocol rose substantially, and auto fatalities dropped precipitously.

Social Benchmarking
Social Benchmarking

Social benchmarking refers to comparing a person's behavior, trends, or status to others. Often, merely providing data on others can change behavior by leveraging social norms.

For example, letters comparing homeowners' use of electricity with peers were found to significantly reduce the amount of energy used by high-consumption households compared to non-comparison messages.

Gamification
Gamification

Gamification refers to leveraging mechanics and other experiential elements typically associated with games in non-game contexts.

These can be fairly subtle (e.g. a progress bar for filing out a health risk questionnaire), moderate (e.g. achievements given for reaching personal finance goals, contests for steps walked as a team in a workplace wellness competition), or extreme (e.g. an augmented reality experience to treat chronic pain). At the extreme end, the distinction between a gamified experience and an actual game may be considered almost academic.

AI or Chatbot
AI or Chatbot

Using a chatbot or simulated conversational interaction.

Skill Coaching
Skill Coaching

Skill coaching simply refers to guiding a person to acquire a new behavior or set of behaviors, often by scaling the information and challenge level with their growing ability.

Examples of this might include teaching someone to cook healthy foods or training them in various self-regulation techniques from cognitive behavioral therapy. This coaching may be done by an individual or automated through digital experiences.

Random Screening
Random Screening

Random screening refers to unannounced checks of whether someone has been compliant with a given behavior.

These are frequently used via biomarkers, e.g. testing if someone has been taking recreational drugs by delivering a urine test.

Products that change behavior

Research on behavior change