Learn how to change behavior.

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Behavior change and behavior design models

Tactics that change behavior

Personalization
Personalization

Personalization refers to taking specific data from the individual in a behavioral intervention into account in offering a different experience vs. that given to others.

An experience may be personalized based on demographic data, psychographic data, behavioral performance, or other factors.

Reminders, Cues, or Prompts
Reminders, Cues, or Prompts

Reminders, cues, and prompts are simply methods to cause someone to perform a behavior by calling their attention to it with a timely message. People have limited attention and memory, so these types of influences can be very effective when done skillfully.

The cue need not consist of written or spoken language; for example, it could be a certain melody, symbol, or pattern of lights on a connected home device. It might also be a bracelet or pattern of vibrations from a wearable device. Provided the cue or prompt is associated with the behavior, almost any sensory stimuli that is reliably perceived and interpreted may be used. That said, verbal reminders can be effective since they may be personalized with additional semantic information related to the person's context or leverage other effects (e.g. identity priming or framing effects).

Automation
Automation

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.

Smart Defaults
Smart Defaults

Defaults refer to what happens if a person makes no choice or goes with a pre-selected choice. The influence of defaults is a foundational component of behavioral economics.

Perhaps the most famous example of defaults is the difference between opt-in and opt-out organ donation programs. While not universal, several studies have found that the rate of organ donation consent in a population seems to be influenced by the default (i.e., what happens if a person does not check a box or change the pre-selected preference on a form).

Smart defaults do not only refer to one-off events, however. In the well-known Save More Tomorrow program, participants were not only included in a savings program by default, but the amount they saved was also changed over time automatically (again by default). Similarly, other behavior change programs have default settings that include at-home medication or food delivery, rules-based reminders on different platforms, etc.

Coaching or Counselling
Coaching or Counselling

Coaching or counselling here refers to having a trained person provide guidance to someone attempting a behavior. Many mental health and lifestyle programs utilize coaching in various forms, including phone calls, video chat, text messaging, or in-person sessions. Some programs have replaced some or all of these traditionally human-delivered touchpoints with AI or rules-based interactions.

Financial Incentives
Financial Incentives

Financial incentives are monetary rewards given for performing a certain behavior. These come in many different varieties; for example, they may be guaranteed vs lottery-based, or group-oriented vs individually-assigned.

Identity Priming
Identity Priming

Identity priming refers to attempting to influence someone's behavior by emphasizing their being part of to a certain group or being a certain type of person. These often leverage social norms—particularly injunctive norms—and introjected regulation.

For example, voter turnout campaigns often emphasize the person's membership to the community or previous voting history in reminder letters.

Rules of Thumb
Rules of Thumb

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.

Products that change behavior

Research on behavior change