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Behavior change and behavior design models

Tactics that change behavior

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.

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.

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.

Lotteries
Lotteries

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.

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.

Education or Information
Education or Information

Education refers to empowering a person with more knowledge or training than they had previously. While providing information alone is often a suboptimal way to drive meaningful behavior change or long-term interventions, the right message at the right time can be a powerful part of a behavior change strategy.

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.

Group Incentives
Group Incentives

Group incentives refer to structure where an individual's likelihood or size of reward is influenced by others. The intention is to leverage positive peer pressure by causing compliant participants to influence less compliant participants to improve their behavior.

For example, sales teams may be offered a bonus based on an office's collective revenue generation or provided all individuals meet a baseline level of performance. Similarly a multi-site franchise may offer an incentive for whichever location improves their performance the most over the prior month.

Products that change behavior

Research on behavior change