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Behavior change and behavior design models

Tactics that change behavior

Feedback
Feedback

Feedback entails providing qualitative or quantitative information about a behavior's performance or consequences.

Performative information might include data on how a person's current diet tracks with nutrition recommendations or how their home power consumption compares with nearby households.

Feedback on outcomes may include information about relative cancer risk based on current lifestyle factors or calculated net worth in 20 years based on the person's current savings rate and investment returns.

Social Benchmarking
Social Benchmarking

Social benchmarking refers to comparing a person's behavior, trends, or status to others. Often, merely providing data on others can change behavior by leveraging social norms.

For example, letters comparing homeowners' use of electricity with peers were found to significantly reduce the amount of energy used by high-consumption households compared to non-comparison messages.

Behavior Substitution
Behavior Substitution

Behavior substitution refers to attempting to eliminate a problematic behavior by replacing it with another one.

Often, the substituted behaviors are intended to have similar sensory qualities (e.g. drink flavored sparkling water instead of soda). The goal is typically to disassociate the original behavior from its cue, enabling the more positive behavior to be triggered automatically.

Commitment Devices
Commitment Devices

Commitment devices are tools that attempt to bridge the gap between a person's initial motivation to perfrom the behavior and the typical pattern of noncompliance as time goes on.

One prominent example is the "Ulysses Pact," where Filipino banking customers were offered the option to enroll in an account where their ability to make withdrawals would be limited. In a study by Ashraf and Karlan (2005), participants with the commitment account saved 81% more than those with typical accounts.

There are many other examples of commitment devices. Temptation bundling is a form of commitment device where people only engage in an enjoyable activity when it's simultaneous with an activity they intend to do more (for example, only listening to a certain podcast or audiobook while walking on a treadmill).

Pre-paying for a service is a basic form of commitment device, and one used by Dan Ariely when he intended to increase his fruit and vegetable consumption. He paid for a year of biweekly deliveries from a local CSA program up-front.

Goal Setting
Goal Setting

Goal setting simply refers to a person choosing a specific result to aim at achieving. This might include an outcome (e.g. a goal weight) or a behavior (e.g. exercise 90 minutes 3 times a week).

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.

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.

AI or Chatbot
AI or Chatbot

Using a chatbot or simulated conversational interaction.

Products that change behavior

Research on behavior change