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Behavior change and behavior design models

Tactics that change behavior

Social Support
Social Support

Social support refers to the perception or reality that other people will provide assistance in a given context. It is a key component of several behavior models and plays an important role in mediating behavior change.

Motivational Interviewing
Motivational Interviewing

Motivational interviewing (MI) is a therapeutic approach that aims to influence behavior by eliciting goals, motivation, insights, and specific behavioral plans through structured dialog. It's largely associated with William Miller and Stephen Rollnick, and bears some relation to the Socratic method (as does the original cognitive therapy approach). While originally developed as part of a treatment for substance abuse, the method has been generalized and found empirical support in assisting behavior change in diet, exercise, and other areas.

Self-Monitoring or Tracking
Self-Monitoring or Tracking

Self-monitoring or tracking simply refers to a person measuring their behavior, experiences, cognition, or other data points over time.

Often, merely tracking a behavior can influence the likelihood or frequency with which a person performs the behavior or related ones. For example, many pedometer studies increase walking activity merely by improving awareness, and many interventions that merely consist of rewarding someone for weighing themselves result in weight loss. Similarly, when cognitive behavioral therapy patients track which cues or environments are associated with undesired behaviors or thoughts, they may begin to avoid them.

Unfortunately, people often find tracking behaviors tedious and lose interest after a short period, so behavior designers should seek to reduce the burden of self-monitoring by collecting information automatically or doing so in a low-effort way.

Gamification
Gamification

Gamification refers to leveraging mechanics and other experiential elements typically associated with games in non-game contexts.

These can be fairly subtle (e.g. a progress bar for filing out a health risk questionnaire), moderate (e.g. achievements given for reaching personal finance goals, contests for steps walked as a team in a workplace wellness competition), or extreme (e.g. an augmented reality experience to treat chronic pain). At the extreme end, the distinction between a gamified experience and an actual game may be considered almost academic.

Social Support
Social Support

Social support refers to the perception or reality that other people will provide assistance in a given context. It is a key component of several behavior models and plays an important role in mediating behavior change.

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.

Random Screening
Random Screening

Random screening refers to unannounced checks of whether someone has been compliant with a given behavior.

These are frequently used via biomarkers, e.g. testing if someone has been taking recreational drugs by delivering a urine test.

AI or Chatbot
AI or Chatbot

Using a chatbot or simulated conversational interaction.

Products that change behavior

Research on behavior change