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BJ Fogg's Behavior Model

BJ Fogg's Behavior Model
My Behavior Model shows that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger. When a behavior does not occur, at least one of those three elements is missing. Using my Behavior Model (FBM) as a guide, designers can identify what stops people from performing behaviors that designers seek. For example, if users are not performing a target behavior, such as rating hotels on a travel web site, the FBM helps designers see what psychological element is lacking. The FBM also helps academics understand behavior change better. What was once a fuzzy mass of psychological theories now becomes organized and specific when viewed through my Behavior Model.

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Designing Screens Using Cores and Paths Imagine you’re on one side of a grass lawn and you want to reach the bus stop on the opposite side. Do you walk on the sidewalk around the edges or cross in the middle? Assuming the grass is dry and it’s not prohibited, you’d probably take the shortest path and walk across the lawn to the bus stop. If others have done so before, you may see a beaten path that you could follow. Such unplanned paths connect the shortest distance between two points, and we can find them everywhere in our surroundings. First Principles of Interaction Design (Revised & Expanded) The following principles are fundamental to the design and implementation of effective interfaces, whether for traditional GUI environments, the web, mobile devices, wearables, or Internet-connected smart devices. Help! This is a huge revision. I expect I have made mistakes. Please leave corrections and suggestions in the Comments at the end. If you have better examples than I’m using, please include them as well, but give me enough information about them, including links or cites, that I can make use of them.

Dare, Do! For a decade marketeers have lamented the lack of a good technology to transmit information from offline (posters, magazines) to online so people can get it on their phones. But now recent trends from Asia, show that we’re closer than we think Scanning has many forms, the most popular being bar codes and QR codes. It’s likely that the standard hasn’t yet been invented, but that is actually irrelevant. What matters is that consumers accept the habit of scanning. In my recent blog post about timing I mentioned that QR codes are getting big in Asia, which generated a lot of comments.

Design for How People Learn I have this great little shelf in the bookshelf app on my ipad. It’s just books by people I know. I feel genuinely privileged to know so many people with so many interesting things to say. Some of them are drafts for books that are still in progress., but one that’s already out in the world is Koreen Pagano’s Immersive Learning: Designing for Authentic Practice: Beyond Wireframing: The Real-Life UX Design Process We all know basic tenets of user-centered design. We recognize different research methods, the prototyping stage, as well as the process of documenting techniques in our rich methodological environment. The question you probably often ask yourself, though, is how it all works in practice? What do real-life UX design processes actually look like?

UI and Capability - (Ryan Singer) It’s easy to get overwhelmed with details when you’re designing a UI. That’s why I try to keep hold of which things “really matter” and continually come back to them. In a software tool, the important things are the capabilities you give your users. People use your product because they are trying to get somewhere. You can imagine them standing in front of a chasm with their goal on the other side. They want to do something, but they can’t do it without help.

The Rapid eLearning Blog - Practical, real-world tips for e-learning success. Creating great interactive learning experiences requires a few core building blocks: relevant content, pull versus push, and real-world decisions. With those building blocks you're able to structure effective learning scenarios that are meaningful to the learner and helps meet the objectives of the course. One of those building blocks in creating relevant content or content that is placed in a meaningful context.

Illustrating the Big Picture Experience designers use a wide variety of techniques to represent the interactions between individuals, organizations, and systems. Personas are the go-to tool to aggregate a target audience’s traits, intentions, needs, and behaviors; however, they often leave out one of the most critical elements of interaction design: time. As rich as these snapshots may be, people’s needs and even their traits may change over time, and personas start to burst at the seams when it comes to illustrating a full story of engagement. To show personas moving through time, we traditionally use task flows, scenarios, and storyboards. Often these models focus on limited experiences or specific interactions between user and system during a fairly short period of time.

The psychology of user interface (part I - spatial visualization) People often misunderstand what drives good user interface. Certainly graphics is very important in the visceral sense that something is "cool", but in terms of whether someone understand how to do what they want to do, it should be obvious there is a lot more to it than that. There are a bunch of rules that are worth learning that can greatly improve your product. I am not going to talk about most of those here.

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