Behavior Design - App Developers Secret Weapon
BJ Fogg conducts research into behavior models with user experience. His work suggesting that in order someone to participate in an action there are several factors that must be considered to act.
First, there must be a clear motivation for the participant to perform the target behavior. Second, the participant must have the ability to perform the target behavior. Third, there must be a sufficient trigger or stimuli to perform the behavior. This model of behavior design suggests that certain motivations, opportunities and triggers must be met in order for a participant to engage in a desired task.
Current research into user interface, behavior design and components of gamification in software application design are necessary components to support structured mobile device integration in learning environments. Gamification is the use of game design elements and game mechanics in non-game contexts. Software applications for structured mobile device integration into classrooms need to be designed to engage and motivate student participants to manipulate course content in meaningful ways. These dynamic application platforms are needed to support the individual student, in addition to collaborative and whole class engagement of course content material. This new pedagogical context enables the educator to evaluate and facilitate digital class discussions from student generated output.
Nir Eyal has identified four steps to support behavior design with mobile device interface. Eyal first identifies that a software application needs to have a trigger to prompt the target behavior. Second there must be an action on behalf of the participant. Third there participant must perceive a variable reward. This variable reward in an academic setting can take on a social, scholastic or other kind of perceived value from their action. Fourth, the participant feels invested in the action and ready for the next trigger to participate in the cycle once again. However, if the behavior design of the user experience does not meet these steps, the application is not compelling and the user has little motivation or ability to participate in the application.
Two Behavior Design Guys
http://www.bjfogg.com/
http://www.nirandfar.com/
No comments:
Post a Comment