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COGNITIVE DESIGN
              Allison Leach
 Thesis Research and Development: Final Review
Introduction
COGNITIVE BIASES




     Awe                 Herd Instinct               Hawthorne Effect                   Reactance
Instills a sense of      When people adopt the       The tendency to act differently   The urge to do the
timelessness;            behaviors and opinions of   when someone knows they are      opposite of what
promotes helpfulness;    the majority                being observed                   someone wants you to
encourages                                                                            do out of a need to resist
experiential purchases                                                                a perceived attempt to
                                                                                      constrain your freedom
                                                                                      of choice
What is Cognitive Design?
a modern design movement which seeks to put the latest
findings of cognitive science to work and translate them
into design experiences that offer personal
transformation by guiding behavior
COGNITIVE INFLUENCE


    Environment                  Free Will

                  Subconscious
REALMS OF BEHAVIOR



 Mental
 Health



             Environmental
                Health
                             Physical
                              Health
A HYBRID OF FIELDS


                                Persuasive
   Game Theory                   Design
                                                IXD



       Life                           Human
                 Cognitive Science    Factors
     Coaching
DESIGN EXAMPLES


   Stickk: a service for
   publicly setting goals

   OPower: smiley faces
   on electrical bill

   GreenGoose:
   clip-on behavior
   monitoring sensors
Thesis Statement
Leveraging our modern knowledge of cognitive biases,
how might designers create artifacts that motivate
people toward positive behaviors to improve their overall
well-being?
THESIS METHOD : Fall
            Secondary research: examples,
            studies and literature

            Primary research: online
            survey and experiments


            Expert interviews and
            written synthesis



            Prototypes: behavior design game
            and draft of Cognitive Design
            Guide
Background
 Research
READING LIST                      Allison Leach




                    Mental activities:     Psychological         Irrational
Dangers of          rules, a goal, and a   nudges in a game      reasoning is
extrinsic rewards   way of obtaining       have a real impact    everywhere, such
                    feedback               in guiding behavior   as the power of
                                                                 social norms
KEY ELEMENTS OF MOTIVATION
              Allison Leach




Behavior                    Flow                    3 Drives
Motivation                                          Biological Drive
                                                                                Motivation
                            Symbolic Skill                                          Autonomy
Ability                                             Rewards & Punishments
                            Rules                                                   Mastery
Trigger                                             Intrinsic Rewards
                            Goal                                                    Purpose
                            Feedback




          BJ Fogg                        Mihaly
                                                                        Daniel Pink
          stanford social                Csikszentmihalyi
                                                                        author of drive
          scientist                      author of flow
STEPHANIE HABIF, Stanford Persuasive Technology Lab Associate

                     Behavior                 Motivation

                    •Put behavior change in   •A goal helps
                     a meaningful context      people to focus
                                               their purpose
                    •Understand for a
                     specific behavior:        •Social guilt is only
                     what, when, where,        powerful for an
                     how long, with whom       acute or one-time
                                               behavior
                    •Know the behavior’s
                     day-to-day context       •Social support is
                                               critical
Research
ONLINE SURVEY: Motivation and You



            Survey Goals
            Motivation     Attitudes
            Games          Tricks
            Rewards        Nudges
SOCIAL EXPERIMENT Leach and You
               Allison
ONLINE SURVEY: Motivation


  CONTEXT                   METHOD                RESULTS




            What types of rewards do you value?
SOCIAL EXPERIMENT Leach and You
               Allison
ONLINE SURVEY: Motivation




     What is the main driving force in your life?
SOCIAL EXPERIMENT Leach and You
               Allison
ONLINE SURVEY: Motivation

                                                      “Ask my family to keep
   •   “I'll say, ‘You can text that girl
       once you get to page 37’"                      me on track.”

             “I play music when I'm         • “Rewarding myself with fun
             cleaning and then it's like       intervals... doing something
             my brain thinks it's a            that I like at the end.”
             party”                                 “I try and use apps to
                                                    promote the right
   • “Cellphone alarm everyday at
       5pm as a reminder to get back                behavior like Fitocracy
       to work”                                     for exercise and
                                                    Goodreads for reading.”



   How do you trick yourself into getting things done?
ONLINE SURVEY: Motivation and You


                      Survey Takeaways

      • Intrinsic rewards trump     • Gambling no;
         all others                    gamification sometimes;
                                       music yes
      • Motivated but habits
         hard to form               • Experiential
                                       expenditures > future
      • Tricks help to get things      investments
         done
                                    • People like reminders
      • Social support keeps           and are influenced by
         people in line                social guilt
HALLWAY POLL “What drives you?”
made work ::
Wealth

     Other
                      8%
               29%                   Purpose
                              21%




             13%
Expression
                     29%            Love




RESPONSES (25)
 •   Wealth: 2
 •   Power: 0
 •   Purpose: 5
 •   Love: 7
 •   Expression: 3
 •   Fear: 0
 •   Other: a car (1), sex (1),
     compassion (2), passion (2), fun (1)
Experiment
SOCIAL EXPERIMENT Leach
              Allison
Q: Does awe inspire timelessness and increase helpfulness?


      CONTEXT                         METHOD                      RESULTS




Study: awe gives people      Group A: Nature video          Awe instilled, but
greater time-availability,                                  negligible change in time
reduces irritability,        Group B: Instructional video   perception and mood
makes them act more
                             Group C: No video              Uniform volunteerism in
generously
                                                            the clean-up event
                             Questionnaire followed by
                             volunteer opportunity          Limited pool of
                                                            participants
Prototype
Doodle Wars
DOODLE WARS Motivating a Specific Behavior
DOODLE WARS Cognitive Design
                                       GAME THEORY
                                       Set Challenges
                                       themed days keep the
                                       game interesting, votes
                                       encourage competition

                                       Create Rules                 BEHAVIOR DESIGN
COGNITIVE DESIGN
                                       rules guide players and      Clear Goal
                                       translate data into useful
                                                                    one rule: doodle one doodle a
                                       information
Specific Mental State                                               day for 10 days
induce a fun mental state in players   Feedback                     Hot Triggers
using youthful imagery and friendly    players can view their
language                                                            online reminders, mobile
                                       progress in the archive
                                                                    submissions, drawing
Harness Cognitive Biases               Rewards                      supplies, and prominent
game design fosters the Herd                                        studio presence
                                       surprise rewards, progress
Instinct, Hawthorne Effect, Social      crown reward, and            Social Support
Guilt, Mere Exposure Effect,            completion rewards
Planning Fallacy, Priming                                           social feelings make people
                                                                    feel closer to the game
Personal Experience
                                                                    Meaningful Context
each individual’s doodle collection
holds personal meaning                                              creative challenge in a creative
                                                                    workplace; a lighthearted
                                                                    break from other projects
DOODLE WARS Studio Presence
TESTED ELEMENTS
    DOODLE WARS Online Presence




       Facebook                    Twitter                      Tumblr
  •   Community             •   Voice                 •   Homepage for competition
  •   Sharing               •   “Liking”              •   Submitting
  •   “Liking”              •   Public praise/guilt   •   “Hearting” to vote
  •   Updates               •   Reposts from Tumblr   •   Instructions & Support
  •   Public praise/guilt                             •   Doodle Archive
  •   Reposts from Tumblr
TESTED ELEMENTS
    DOODLE WARS Online Presence




   Facebook        Twitter        Tumblr
DOODLE WARS Tested Elements




     Public Influence              Triggers            Extrinsic Rewards

• Social media cues          •   Reminders/Nudges      • Crown and badge
• Posters highlighting the   •   Simple Instructions       for progress
    Doodle Master            •   Supplies              •   Jeweled rings as a
•   Prominent board in       •   Posters                   surprise
    studio entrance                                    •   Drawing supplies as
                                                           prize
DOODLE WARS Tested Elements




Public Influence   Triggers     Extrinsic Rewards
DOODLE WARS Results

 DAY
day 10
  10
day 9
  9
day 8
   8
day 7
   7
day 6
   6
day 5
   5
day 4
   4
day 3
   3
day 2
   2
day 1
   1
                               = 94 doodles warred
TESTED ELEMENTS
    DOODLE WARS Follow-up Survey




        Agree or Disagree: I underestimated the
        commitment of drawing a daily doodle.
TESTED ELEMENTS
    DOODLE WARS Follow-up Survey




        What held you back from participating?
TESTED ELEMENTS
    DOODLE WARS Follow-up Survey




                    True or False:
       Games motivate me more than normal tasks
DOODLING DRIVE
AND OBSTACLES

  • “ I did like the day when
   there was a theme, because
   it helped me focus what I
   was going to doodle.”

  • “Going online and posting
   them was an additional
   process that I was not
                                • “My interest waned when I
   willing to go through.”       saw that some of the
                                 ‘doodles’ had way too
  • “I was so busy with          much effort put into them.”
   schoolwork!”
EMOTION AND
MOTIVATION

  • “It wasn't great seeing my
   name advertised as
   submitting zero doodles
   with an unhappy face next
   to it, but I guess that's what I
   get for signing up.”

  • “I did feel a little guilty about   • “I love doodling, but don't do
   not uploading doodles after           it as often as I'd like. This
   you sent me that prize email.”        gave me that little push that
                                         I needed!”
  • It made me realize how
   poorly extrinsic motivation          • “Great visual encouragement-
   works on me.”                         advertising, posters etc.”
DOODLE WARS Missing Elements


                      Complexity

                              Obstacles
          Variety in
          goals and           More Rules
          commitment          Stake in the game
Novelty                                           Support
          Live Progress       In-person
                              community
          Daily winners



                   Personal Meaning
Future
THESIS METHOD : Spring
             Refinement of design principles and
             implementation of final cognitive design system

             Organization of Cognitive Design Guide,
             interview designers (potential readers)


             Synthesis of findings and interviews,
             development of thesis book



             Completion of thesis exhibition
             materials and final presentation
Guide Preview
COGNITIVE DESIGN GUIDE


✘                                              ✔
  NYC LARGE-SIZED
                                          vs   WHOLE FOODS GROCERY
  SODA BAN                                     BAG DONATION
  Reactance                                    Hawthorne Effect
  Perceived constraint on consumer’s           Decision to donate credit when
  freedom of purchasing power may upset        providing one’s own grocery bag
  soda drinkers and lead to an                 may be encouraged by the presence
  overindulgence in other foods                of other customers
COGNITIVE DESIGN GUIDE

                                                                                       Social Biases
                                                                           GROUPTHINK - or - HERD INSTINCT
   SCIENCE SAYS...
                                                                           What: Phenomenon within groups of people in
   A group of scientists at Newcastle University
   demonstrated that merely hanging up posters of                          which the desire for harmony leads individuals to
   staring human eyes is enough to significantly change
   people’s behavior. After recording customer’s littering
                                                                           adopt the behaviors and opinions of the majority.
   behavior in their university’s cafeteria, the researchers
                                                                           Design: Imagery of people acting a certain way may
   hung posters with faces on them at eye-level
   overlooking the diners.                                                 guide people towards a specific action.
   During periods when
   the posters of eyes
   were present, twice
   as many people                                                          ILLUSION OF OBSERVATION
   cleaned up after
   themselves.                                                             What: People who believe they are being watched
                      Source: http://www.scientificamerican.com/
                      article.cfm?id=how-the-illusion-of-being-observed-
                                                                           are more likely to follow social norms.
                      can-make-you-better-person
                                                                           Design: To encourage polite behavior, craft designs
                                                                           that incorporate references to human eyes or that
                                                                           feature cameras lenses.
COGNITIVE DESIGN GUIDE

                                                                           Decision-Making Biases
                                                                         PRIMACY EFFECT
   SCIENCE SAYS...                                                       What: When quickly selecting among alternatives,
   Researchers at Columbia University asked subjects to
   rate a dozen famous paintings on a 12-point scale in                  preferences are unconsciously guided to options
   terms of their liking. Next, the subjects were presented
   with two of the paintings, chosen at random, and given                that are presented first.
   the somewhat weightier task of rerating two of the
   paintings to choose one for inclusion in a museum’s
                                                                         Design: Change the order of choices to nudge
   permanent collection. Subjects who chose between
                                                                         decision-makers in a specific direction.
   paintings they initially rated far apart (i.e., an easy
   decision) made their decision more difficult by rerating
   these paintings much closer in overall liking.

   “A choice that initially seemed easy because it was                   COMPLICATING DECISIONS
   not of great consequence suddenly becomes more
   difficult when imbued with greater consequence,”                      What: When an important decision seems too easy,
   notes Professor Oded Netzer.
                     Source: http://www4.gsb.columbia.edu/ideasatwork/
                     feature/7221834/Complicating+Choice#
                                                                         consumers artificially reconstruct their preferences
                                                                         to increases choice conflict.
                                                                         Design: When possible, present options that are
                                                                         more similar in appearance.
thank you
Allison Leach   © 2012

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Cognitive Design Thesis: Fall Review

  • 1. COGNITIVE DESIGN Allison Leach Thesis Research and Development: Final Review
  • 3. COGNITIVE BIASES Awe Herd Instinct Hawthorne Effect Reactance Instills a sense of When people adopt the The tendency to act differently The urge to do the timelessness; behaviors and opinions of when someone knows they are opposite of what promotes helpfulness; the majority being observed someone wants you to encourages do out of a need to resist experiential purchases a perceived attempt to constrain your freedom of choice
  • 4. What is Cognitive Design? a modern design movement which seeks to put the latest findings of cognitive science to work and translate them into design experiences that offer personal transformation by guiding behavior
  • 5. COGNITIVE INFLUENCE Environment Free Will Subconscious
  • 6. REALMS OF BEHAVIOR Mental Health Environmental Health Physical Health
  • 7. A HYBRID OF FIELDS Persuasive Game Theory Design IXD Life Human Cognitive Science Factors Coaching
  • 8. DESIGN EXAMPLES Stickk: a service for publicly setting goals OPower: smiley faces on electrical bill GreenGoose: clip-on behavior monitoring sensors
  • 9. Thesis Statement Leveraging our modern knowledge of cognitive biases, how might designers create artifacts that motivate people toward positive behaviors to improve their overall well-being?
  • 10. THESIS METHOD : Fall Secondary research: examples, studies and literature Primary research: online survey and experiments Expert interviews and written synthesis Prototypes: behavior design game and draft of Cognitive Design Guide
  • 12. READING LIST Allison Leach Mental activities: Psychological Irrational Dangers of rules, a goal, and a nudges in a game reasoning is extrinsic rewards way of obtaining have a real impact everywhere, such feedback in guiding behavior as the power of social norms
  • 13. KEY ELEMENTS OF MOTIVATION Allison Leach Behavior Flow 3 Drives Motivation Biological Drive Motivation Symbolic Skill Autonomy Ability Rewards & Punishments Rules Mastery Trigger Intrinsic Rewards Goal Purpose Feedback BJ Fogg Mihaly Daniel Pink stanford social Csikszentmihalyi author of drive scientist author of flow
  • 14. STEPHANIE HABIF, Stanford Persuasive Technology Lab Associate Behavior Motivation •Put behavior change in •A goal helps a meaningful context people to focus their purpose •Understand for a specific behavior: •Social guilt is only what, when, where, powerful for an how long, with whom acute or one-time behavior •Know the behavior’s day-to-day context •Social support is critical
  • 16. ONLINE SURVEY: Motivation and You Survey Goals Motivation Attitudes Games Tricks Rewards Nudges
  • 17. SOCIAL EXPERIMENT Leach and You Allison ONLINE SURVEY: Motivation CONTEXT METHOD RESULTS What types of rewards do you value?
  • 18. SOCIAL EXPERIMENT Leach and You Allison ONLINE SURVEY: Motivation What is the main driving force in your life?
  • 19. SOCIAL EXPERIMENT Leach and You Allison ONLINE SURVEY: Motivation “Ask my family to keep • “I'll say, ‘You can text that girl once you get to page 37’" me on track.” “I play music when I'm • “Rewarding myself with fun cleaning and then it's like intervals... doing something my brain thinks it's a that I like at the end.” party” “I try and use apps to promote the right • “Cellphone alarm everyday at 5pm as a reminder to get back behavior like Fitocracy to work” for exercise and Goodreads for reading.” How do you trick yourself into getting things done?
  • 20. ONLINE SURVEY: Motivation and You Survey Takeaways • Intrinsic rewards trump • Gambling no; all others gamification sometimes; music yes • Motivated but habits hard to form • Experiential expenditures > future • Tricks help to get things investments done • People like reminders • Social support keeps and are influenced by people in line social guilt
  • 21. HALLWAY POLL “What drives you?”
  • 23. Wealth Other 8% 29% Purpose 21% 13% Expression 29% Love RESPONSES (25) • Wealth: 2 • Power: 0 • Purpose: 5 • Love: 7 • Expression: 3 • Fear: 0 • Other: a car (1), sex (1), compassion (2), passion (2), fun (1)
  • 25. SOCIAL EXPERIMENT Leach Allison Q: Does awe inspire timelessness and increase helpfulness? CONTEXT METHOD RESULTS Study: awe gives people Group A: Nature video Awe instilled, but greater time-availability, negligible change in time reduces irritability, Group B: Instructional video perception and mood makes them act more Group C: No video Uniform volunteerism in generously the clean-up event Questionnaire followed by volunteer opportunity Limited pool of participants
  • 28.
  • 29.
  • 30. DOODLE WARS Motivating a Specific Behavior
  • 31. DOODLE WARS Cognitive Design GAME THEORY Set Challenges themed days keep the game interesting, votes encourage competition Create Rules BEHAVIOR DESIGN COGNITIVE DESIGN rules guide players and Clear Goal translate data into useful one rule: doodle one doodle a information Specific Mental State day for 10 days induce a fun mental state in players Feedback Hot Triggers using youthful imagery and friendly players can view their language online reminders, mobile progress in the archive submissions, drawing Harness Cognitive Biases Rewards supplies, and prominent game design fosters the Herd studio presence surprise rewards, progress Instinct, Hawthorne Effect, Social crown reward, and Social Support Guilt, Mere Exposure Effect, completion rewards Planning Fallacy, Priming social feelings make people feel closer to the game Personal Experience Meaningful Context each individual’s doodle collection holds personal meaning creative challenge in a creative workplace; a lighthearted break from other projects
  • 32. DOODLE WARS Studio Presence
  • 33. TESTED ELEMENTS DOODLE WARS Online Presence Facebook Twitter Tumblr • Community • Voice • Homepage for competition • Sharing • “Liking” • Submitting • “Liking” • Public praise/guilt • “Hearting” to vote • Updates • Reposts from Tumblr • Instructions & Support • Public praise/guilt • Doodle Archive • Reposts from Tumblr
  • 34. TESTED ELEMENTS DOODLE WARS Online Presence Facebook Twitter Tumblr
  • 35. DOODLE WARS Tested Elements Public Influence Triggers Extrinsic Rewards • Social media cues • Reminders/Nudges • Crown and badge • Posters highlighting the • Simple Instructions for progress Doodle Master • Supplies • Jeweled rings as a • Prominent board in • Posters surprise studio entrance • Drawing supplies as prize
  • 36. DOODLE WARS Tested Elements Public Influence Triggers Extrinsic Rewards
  • 37. DOODLE WARS Results DAY day 10 10 day 9 9 day 8 8 day 7 7 day 6 6 day 5 5 day 4 4 day 3 3 day 2 2 day 1 1 = 94 doodles warred
  • 38.
  • 39. TESTED ELEMENTS DOODLE WARS Follow-up Survey Agree or Disagree: I underestimated the commitment of drawing a daily doodle.
  • 40. TESTED ELEMENTS DOODLE WARS Follow-up Survey What held you back from participating?
  • 41. TESTED ELEMENTS DOODLE WARS Follow-up Survey True or False: Games motivate me more than normal tasks
  • 42. DOODLING DRIVE AND OBSTACLES • “ I did like the day when there was a theme, because it helped me focus what I was going to doodle.” • “Going online and posting them was an additional process that I was not • “My interest waned when I willing to go through.” saw that some of the ‘doodles’ had way too • “I was so busy with much effort put into them.” schoolwork!”
  • 43. EMOTION AND MOTIVATION • “It wasn't great seeing my name advertised as submitting zero doodles with an unhappy face next to it, but I guess that's what I get for signing up.” • “I did feel a little guilty about • “I love doodling, but don't do not uploading doodles after it as often as I'd like. This you sent me that prize email.” gave me that little push that I needed!” • It made me realize how poorly extrinsic motivation • “Great visual encouragement- works on me.” advertising, posters etc.”
  • 44. DOODLE WARS Missing Elements Complexity Obstacles Variety in goals and More Rules commitment Stake in the game Novelty Support Live Progress In-person community Daily winners Personal Meaning
  • 46. THESIS METHOD : Spring Refinement of design principles and implementation of final cognitive design system Organization of Cognitive Design Guide, interview designers (potential readers) Synthesis of findings and interviews, development of thesis book Completion of thesis exhibition materials and final presentation
  • 48. COGNITIVE DESIGN GUIDE ✘ ✔ NYC LARGE-SIZED vs WHOLE FOODS GROCERY SODA BAN BAG DONATION Reactance Hawthorne Effect Perceived constraint on consumer’s Decision to donate credit when freedom of purchasing power may upset providing one’s own grocery bag soda drinkers and lead to an may be encouraged by the presence overindulgence in other foods of other customers
  • 49. COGNITIVE DESIGN GUIDE Social Biases GROUPTHINK - or - HERD INSTINCT SCIENCE SAYS... What: Phenomenon within groups of people in A group of scientists at Newcastle University demonstrated that merely hanging up posters of which the desire for harmony leads individuals to staring human eyes is enough to significantly change people’s behavior. After recording customer’s littering adopt the behaviors and opinions of the majority. behavior in their university’s cafeteria, the researchers Design: Imagery of people acting a certain way may hung posters with faces on them at eye-level overlooking the diners. guide people towards a specific action. During periods when the posters of eyes were present, twice as many people ILLUSION OF OBSERVATION cleaned up after themselves. What: People who believe they are being watched Source: http://www.scientificamerican.com/ article.cfm?id=how-the-illusion-of-being-observed- are more likely to follow social norms. can-make-you-better-person Design: To encourage polite behavior, craft designs that incorporate references to human eyes or that feature cameras lenses.
  • 50. COGNITIVE DESIGN GUIDE Decision-Making Biases PRIMACY EFFECT SCIENCE SAYS... What: When quickly selecting among alternatives, Researchers at Columbia University asked subjects to rate a dozen famous paintings on a 12-point scale in preferences are unconsciously guided to options terms of their liking. Next, the subjects were presented with two of the paintings, chosen at random, and given that are presented first. the somewhat weightier task of rerating two of the paintings to choose one for inclusion in a museum’s Design: Change the order of choices to nudge permanent collection. Subjects who chose between decision-makers in a specific direction. paintings they initially rated far apart (i.e., an easy decision) made their decision more difficult by rerating these paintings much closer in overall liking. “A choice that initially seemed easy because it was COMPLICATING DECISIONS not of great consequence suddenly becomes more difficult when imbued with greater consequence,” What: When an important decision seems too easy, notes Professor Oded Netzer. Source: http://www4.gsb.columbia.edu/ideasatwork/ feature/7221834/Complicating+Choice# consumers artificially reconstruct their preferences to increases choice conflict. Design: When possible, present options that are more similar in appearance.