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Designing for Behaviour Change Toolkit

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This toolkit outlines Bridgeable’s approach to harnessing behavioural economics (BE) to design better products and services that nudge user behaviour. It combines a service design approach with a BE approach, with the caveat that BE helps identify and tweak pivotal moments of decision making but not overall user experience or strategies.
The toolkit includes an overview of BE as well as an ideation and testing framework incorporating BE principles to move from a current state to an idea future state. A basic knowledge of service design is helpful for approaching this toolkit.

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Service Design

Behavioural insights

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2 reviews for "Designing for Behaviour Change Toolkit"

  1. Joseph Allouche says:

    I used this toolkit to answer a case study with other students. The question was “How to make the UK drive on the right? ”. It was especially useful for us because it allowed us to discover the five main behavioural economics principles.
    This toolkit covers the three steps of Design Thinking: Ideation, Prototyping, Testing.
    The first part on the ideation phase is very illustrated thanks to the presence of Case Study Visual Examples which allow us to understand the implications of this phase in reality. All the steps of this process are well detailed.
    The testing stage is also quite well developed with the presence of an example in particular which improves understanding.

    In general, this toolkit is easy to understand because it is visual, however, in my opinion it does not sufficiently encompass all aspects of Design Thinking and perhaps oversimplifies this method.

  2. This toolkit clarifies to policymakers how most people will respond and react when presented with new information and intuitively elucidates the different Behavioral Economics principles that are employed to keep people engaged. One of these principles is default bias, which stipulates that people always pick the least mentally taxing option when making complex decisions. Another valuable principle is Social Proof, which stipulates that people will always tend to do what they perceive others to be doing. Policymakers can use these neatly precise principles, alongside the many visual examples and case studies presented in the toolkit, to help craft official UIs, push citizens to enroll in beneficial government programs, and even help overcome skepticism around a public health initiative. This toolkit also allows policymakers to learn about the different design thinking phases, which include ideation, prototyping, and testing.

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