A framing effect refers to changes in people's choices within a given set of options based on how the options are presented. This are typically associated with behavioral economics, as it violates utility theory's premise that people will choose according to a rational assessment of the outcome.
The most common example of this is posing a question as a loss or a gain. In several instances, people have been found to choose differently based on whether a proposition is losing lives vs saving them, an X% of infection vs. a Y% chance of immunity, etc despite the options being mathetmatically identical between the two framings.
Rules of thumb refer to simplifation heuristics used in dealing with uncertainty, situations where tracking behaviors can be onerous, or areas where one-size-fits-all approaches may not be successful. They can be a useful tool to reduce the cognitive load of complying with a new behavior.
For example, a person may find it easier to "eat out at restaurants only 4 times per month" rather than "limit monthly restaurant spending to $200." Similarly, avoiding eating certain types of foods, e.g. fried foods or high-calorie drinks, may be easier to recall and comply with than hitting a daily calorie goal.
Cognitive behavioral therapy (CBT) is a therapuetic approach to improving mental and behavioral health. The core philosophy is that behavior can be modified by noticing and correcting patterns in thought that influence the behavior. Modern CBT is typically associated with Albert Ellis and Alan Beck.
The structured and rules-based nature of CBT have made it a popular candidate for digital interventions and application by lightly-trained or even untrained practitioners.
Automation refers to having another person, group, or technology system perform part or all of the intended behavior.
A prominent example is Thaler & Bernartzi's Save More Tomorrow intervention, which invested a portion of employees' earnings into retirement funds automatically and even increased the contribution level to scale with pay raises. Other examples include automatically scheduling medical appointments so the patient needn't do it themselves and mailing healthy recipe ingredients to the person's home to reduce the burden of shopping.
Lotteries are any form of assigning an award where there is an element of randomness or chance.
One example is a prize-linked savings account (PLSAs). One of the earliest of these was the Million a Month Account (MAMA) in South Africa, where First National Bank offered account-holders with qualifying deposits a chance to win up to one million rand each month (along with other smaller prizes given out at random).
Lotteries may be used with non-financial rewards as well, e.g. offering tickets to a sold-out play or sporting event for employees reaching certain performance benchmarks.
Tracking cognitions or emotions (often both) refers to a person recording when they have certain thoughts or feelings. The person might note every time they experience a given thought or specific feeling whenever it comes up, or alternatively simply keep a diary of any notable thoughts or feeling at pre-determined times. Often, this also includes noting what triggered or occured before or alongside these thoughts and emotions.
Many therapuetic approaches utilize this tool, even if only for brief periods, to help a system, clinician, or patient better understand the patterns around their thoughts and feelings. Often, this data is integrated into additional behavior change approaches, like behavioral activation or implementation intentions.
A framing effect refers to changes in people's choices within a given set of options based on how the options are presented. This are typically associated with behavioral economics, as it violates utility theory's premise that people will choose according to a rational assessment of the outcome.
The most common example of this is posing a question as a loss or a gain. In several instances, people have been found to choose differently based on whether a proposition is losing lives vs saving them, an X% of infection vs. a Y% chance of immunity, etc despite the options being mathetmatically identical between the two framings.
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.