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BJ Fogg's Behavior Model

BJ Fogg's Behavior Model

Blog | Usable Learning | Design for How People Learn So I’m really interested right now in how the brain operates as a prediction machine. Basically, one of our core brain functions seems to be guessing what is going to happen next. I think this has some really fascinating implications for behavior change. Humans are (in many ways) bad at risk prediction. Classic behaviors that are difficult to change include things like diet, exercise, smoking, texting while driving. Here are some interesting things I’ve been looking at regarding this: How your brain hallucinates your conscious reality by Anil Seth: How our brains use embodied simulation to construct meaning: (from Benjamin Bergen’s book Louder Than Words) How even the structure of our vision is structured around predicting the immediate future from Mark Changizi: Here’s a closer look at the image he is describing: Here’s a good talk on Risk Literacy from Gerd Gigerenzer:

Warm Gun: How to Win Users & Influence Behavior In his How to Win Users & Influence Behavior presentation at the Warm Gun Design conference in San Francisco, CA BJ Fogg walked through how behavior can be systematically understood and used for design. Here’s my notes from his talk. Behavior is systematic. It’s only complicated if you don’t understand how behavior works.Behavior can be designed for: pick the right behaviors to target, design specifically for them, and test your solutions quickly.The behavior equation: b= mat. Behavior happens when motivation, ability, and triggers come together at the same time. Know the Behavior You Want Get clear on the behavior you are trying to target. Think in Terms of the Behavior Model What will motivate people to do what you want?

Introduction au design basé sur le comportement — Officielle France Jusque-là, c’est évident. La vraie question est de savoir pourquoi ils ont échoué à s’adapter aux comportements de leurs utilisateurs. En général, lorsqu’un comportement n’a pas lieu, c’est parce qu’il manque un de ces trois éléments (ou qu’il n’est pas suffisant). MotivationCapacitéDéclencheur Pour qu’un comportement donné se produise, une personne doit être motivée et capable de l’effectuer. Ce modèle simple est appelé le Fogg Behavior Model. Il est possible de séparer chacun des éléments ci-dessus en sous-éléments pour obtenir une plus grande clarté, mais pour l'instant, nous allons simplement nous en tenir à ce niveau “macro” en utilisant un comportement d’exemple : la course à pied. Disons que vous vouliez aller courir cet après-midi, mais ne l'avez pas fait. Il se peut que vous ayez totalement oublié d'aller courir parce que vous étiez pris dans une autre activité. Déclencheur InterneExterne Voici quelques exemples de déclencheurs externes : Besoin de quelque chose ? Capacité Motivation

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. Read the full article After last week's post on the different drag & drop interaction examples, I had quite a few emails asking for tips on how to create drag and drop interactions for elearning. Sliders are used as a means to make adjustments/selections or as a simple way to navigate content. It helps to look at what others are doing to get ideas and inspiration for your own work. This week I'd like to feature a number of drag and drop interactions that people in the community have created over the past couple of years. But there were two things that I really liked about ...

bjfogg: I sketched how motivation works... Le passage à l’action mis en équation. Quels impacts sur la formation ? - Ancrage Mémoriel® De nombreuses formations restent inefficaces car les apprenants ne sont pas motivés. Il est bien connu que la motivation est une clef fondamentale pour une formation réussie. Le modèle comportemental du chercheur B.J. Fogg tente de nous démontrer qu’il est nécessaire qu’un formateur motive ses apprenants pour optimiser une formation. B.J. En utilisant le modèle comportemental de Fogg, on peut constater ce qu’il a manqué à un individu qui n’est pas passé à l’action. la motivation ;la capacité ;le déclencheur. Spécifiquement, le FBM décrit trois types de motivation : plaisir / douleur ;espoir / crainte ;acceptation sociale / rejet. Les facteurs de capacité sont : le temps ;l’argent ;l’effort physique ;les cycles cérébraux ;la déviance sociale ;la non-routine. Les trois types de déclencheur sont : le signal pour un déclencheur pur ;le facilitateur pour un déclencheur qui augmente la capacité ;le motivateur pour un déclencheur qui augmente la motivation.

Creating Communication | 21st Century Presentation and Communication Tips Wireframes are dead, long live rapid prototyping Wireframes, your time is up. You’ve served your purpose. You’ve brought order where there was once chaos and provided gainful employment for thousands of UX designers, but I’m afraid now it’s time for you to go to the big recycling bin in the sky. You’re just no longer cut out for the cut and thrust of UX design and have been replaced by that young upstart called rapid prototyping. In this article I argue why you too should ditch wireframes and embrace rapid prototyping. What are wireframes? In the same way that architectural drawings might outline what goes where for buildings, wireframes outline what goes where for a set of UI screens. An example wireframe with footnotes Wireframes are usually put together by a UX designer (or designers) prior to any visual design work and are typically constructed using diagramming tools such as Visio and Omnigraffle, or design and drawing tools such as InDesign and Fireworks. Why ditch wireframes? So what’s so wrong with wireframes?

Self-determination theory Self-determination theory (SDT) is a macro theory of human motivation and personality that concerns people's inherent growth tendencies and innate psychological needs. It is concerned with the motivation behind choices people make without external influence and interference. SDT focuses on the degree to which an individual's behavior is self-motivated and self-determined.[1][2][3] In the 1970s, research on SDT evolved from studies comparing the intrinsic and extrinsic motives, and from growing understanding of the dominant role intrinsic motivation played in an individual's behavior[4] but it was not until the mid-1980s that SDT was formally introduced and accepted as a sound empirical theory. Key studies that led to emergence of SDT included research on intrinsic motivation.[5] Intrinsic motivation refers to initiating an activity for its own sake because it is interesting and satisfying in itself, as opposed to doing an activity to obtain an external goal (extrinsic motivation).

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