A Thanksgiving themed post today:
There has been a good deal of research showing that people who focus on the good things that have been occurring in their lives are happier and have follow-on benefits in their health, experience, and performance. You can find some solid research behind this here.
Francesca Gino and Adam Grant were featured on this week's Harvard Business Review Ideacast talking about Francesca's recent book and related studies. One of the studies that she talked shows why it is important to look into the details - and this will probably resonate with everyone who read my first paragraph with skepticism.
The study they talked about (hard to get the exact reference from a podcast, sorry) found that thinking about what you are thankful for every day doesn't work. They suspect that on many days, you don't have anything worth being thankful for. So you have to make something up, forcing yourself to be hypocritical ("Gee, my cereal this morning was really good !!").
But when you do it about once a week, it really does work. Over 7 days, just about everyone will have a couple of things to be thankful for. And the shift in focus really does make us happier, more productive, better friends, and all that stuff.
So count your blessings, just don't force yourself to do it every day. Do it whenever you have something legit to be thankful for.
My musings about human behavior and how we can design the world around us to better accommodate real human needs.
Saturday, November 30, 2013
Monday, November 25, 2013
UX Psychologist
Erik Flowers posted an article earlier this year that I am
just discovering now. It is a topic that
cannot go without comment.
He remarks that companies are finally realizing that they
need psychology expertise on their UX teams.
Anyone reading this is probably thinking “what else is there?” The established group is design. There are many experts in design, either as an
art, as a science, or as a craft. This
field is orthogonal to psychology so it is easy to know one without knowing the
other.
His article is a good primer on how psychology is essential for
UX design and I plan to use it as a handout for the design students who take my
UX courses. As Erik discusses
extensively, UX is as much a human-human interaction as it is a
human-technology interaction. Knowing
something about neuropsychology, behavioral psychology, and cognitive
psychology (and I would add social psychology to his list) can be powerfully
valuable to UX design. His examples are
fantastic so you can read about those directly on his article.
But today, I want to ask the organizational culture question
that led to the article in the first place.
Why hasn’t psychology been part of UX since the beginning if it is that
valuable? Where is the UX Psychologist (Erik’s term)? Or the dual-qualified UX Designer/Psychologist?
I have to admit to being much better at the psychology component
than the design component. I can recognize good design from bad design, but can
I create good design myself . . . . not so much. Is this the reason? Is it because designers were there first and
psychologists don’t fit in with their thought processes? I have seen both kinds
of teams and they work very differently.
This could lead to difficulties onboarding onto a design team and
washing out. Not because of any lack of
expertise or valuable things to add, but simple team process bottlenecks.
I would be interested in hearing from people who have worked
on a team that includes both areas of expertise or from a designer who has seen
a psychology expert fail to onboard to their team.
Thursday, November 21, 2013
Augmented Cognition and some pretty cool new toys.
For those of you who are not familiar with Dylan, he is a
phenom in the area of Augmented Cognition.
He just retired from his job as Deputy Director of Human Performance, Training, and
BioSystems at the Office of the Secretary of Defense and joined SoarTech as
Chief Scientist. He is one of the most scientifically
capable human factors pros I have ever known.
The basic idea of his talk is that we don’t need to know exactly how
the brain works in order to exploit what we do know. Sometimes, having a simple (and
oversimplified) connection from some kind of brain activity to some mental construct
can be all we need to improve system performance using augmented cognition. Here are a few of the examples he used.
1. We know that
working memory is often the major bottleneck in human performance. There is only so much we can keep in mind at
once. We also know that there are
different brain areas responsible for different kinds of working memory, such
as spatial or verbal information. We don’t
know exactly how these work. Perhaps
these areas are in charge of temporary storage.
Or maybe they are pointers to long term memory. Or maybe they are like the orchestra
conductor of working memory. His point
is that it doesn’t really matter if all we want to do is predict when someone’s
working memory in one of these modalities is getting close to full. He says that we have the ability now to attach
a sensor to a person’s forehead and assess if one of these areas is getting
close to full (or not). If it is close
to full, we can reframe additional information into a different modality or we
can reduce the overall task load.
2. We also know that there is a particular signal called the
P200 spike that indicates when a piece of information was really processed. We
don’t know exactly what this is signifying, but we know it happens at about the
same time. So we can attach a sensor to monitor the P200 and if important
information is presented we can check for a spike. If there is no spike, the person needs a reminder
to pay attention. Dylan jokes that this
can be important when your spouse reminds you to pick up milk on the way home
from work and you automatically agree without really hearing what she
said. But this could be really valuable
when something unexpected happens on the road while you are driving. A sensor in the car can see if you noticed it,
and if not, get your attention.
He had a few other examples, but I think you get the
point. There are things we can do right
now with our limited models of brain processing that would work pretty
reliably. This is what he has been doing
at SecDef and I suspect now at SoarTech.
Pretty cool stuff, don’t you think?
Tuesday, November 19, 2013
Workplace fatality memorials
You know those displays that you see on the side of the road
to memorialize tragic car crash fatalities?
I have seen them for car drivers and passengers, pedestrians, cyclists, and
roadside workers. They are often for
drunk driving crashes or a young person’s death. Why do people put those up?
I can think of two reasons.
One is as a remembrance of the person who died. Even if the victim’s family and friends don’t
come by often, it can make them feel better knowing that the memorial is there
to permanently testify to the victim’s life and the loss that they feel.
But it also can be a very visceral educational reminder. No matter who you are, when you see one of
those you are reminded of the risks. The
risks of driving, drunk driving, biking, or whatever. And hopefully, it reminds you to be careful
and to avoid these risks.
It is this second reason that brings me here today. I heard a suggestion to create similar
memorials for workplace fatalities. If
someone dies in a workplace explosion, getting caught in a machine, black lung
disease in a coal mine, collapse of a building under construction, would we get
a similar result? If you were working in
a factory and every time you passed by a grain silo and you saw the plaque
reminding of the February 2, 2011 fatal explosion that killed Fred Ferrino,
would it make you more careful?
Friday, November 15, 2013
Children are wiser than we give them credit for.
On this week's episode of Radiolab, they played a clip of an experimenter asking children about ethical questions. He asked "If there wasn't a rule not to hit someone, would it be OK then?" Even little children (I think 4 years old) knew it wasn't.
It made me think of those stupid AT&T commercials like this one. Knowing how wise children really are makes it even worse to trivialize it when selling mobile phone service.
It made me think of those stupid AT&T commercials like this one. Knowing how wise children really are makes it even worse to trivialize it when selling mobile phone service.
Monday, November 11, 2013
User Experience of drinking
I tweeted something pithy (how else can one tweet?) about this today, but then I stepped back and realized that this is as much of an example of user experience design as an intuitive shopping app, perhaps even more. If you don't feel like clicking through to the original, it describes a device that floats around a cocktail and "delivers dainty drops of liquid to the tongue" thereby enhancing the flavor experience.
Your appreciation of this innovation probably depends on your history with flavors, your tasting biographic (especially if you are one of the lucky "Supertasters"), and how much of your drinking experience is based on the (social) atmosphere and how much is based on the chemistry.
For those of us who love the sensory experience of tasting our food and drink, this is really important. I have noticed in past that I enjoy the strategically placed caraway seed in my rye bread more than the overwhelming "everything" bagel. This innovative cocktail apparatus seems to hit this need right on the nose (or I guess right on the tongue).
Your appreciation of this innovation probably depends on your history with flavors, your tasting biographic (especially if you are one of the lucky "Supertasters"), and how much of your drinking experience is based on the (social) atmosphere and how much is based on the chemistry.
For those of us who love the sensory experience of tasting our food and drink, this is really important. I have noticed in past that I enjoy the strategically placed caraway seed in my rye bread more than the overwhelming "everything" bagel. This innovative cocktail apparatus seems to hit this need right on the nose (or I guess right on the tongue).
Thursday, November 07, 2013
Priming a social/uniqueness perspective
Here is a fascinating study in the Journal of Consumer Research from a pair of Canadian marketing researchers.
They had groups of consumers come in to watch different kinds of advertising. They sat with their chairs configured in either a circular arrangement or an angular arrangement. They used this to prime them either to unconsciously consider themselves one of a group or an individual. Then they used ads that either focused on groups (families, teams) or individuals (uniqueness, minority viewpoints).
And it worked. People who sat in the circular arrangements had higher ratings of the group-oriented ads and people who sat in angular arrangements had higher ratings of the individual-oriented ads.
There was also a social priming effect. People who sat in the circular arrangements had higher ratings of the ads that were tagged with "90% of previous participants liked this ad" and people who sat in angular arrangements had higher ratings of the ads that were tagged with "10% of previous participants liked this ad".
Just the arrangement of chairs can fundamentally change the way we think, at least in the short term while we are sitting in them. If you frequently run meetings, group design collaborations, idea brainstorming etc., you might want to think a little more about how you arrange the chairs. What prime do you want to give them? To think independently, put them in an angular arrangement. To come to a quicker consensus, put them in a circle.
They had groups of consumers come in to watch different kinds of advertising. They sat with their chairs configured in either a circular arrangement or an angular arrangement. They used this to prime them either to unconsciously consider themselves one of a group or an individual. Then they used ads that either focused on groups (families, teams) or individuals (uniqueness, minority viewpoints).
And it worked. People who sat in the circular arrangements had higher ratings of the group-oriented ads and people who sat in angular arrangements had higher ratings of the individual-oriented ads.
There was also a social priming effect. People who sat in the circular arrangements had higher ratings of the ads that were tagged with "90% of previous participants liked this ad" and people who sat in angular arrangements had higher ratings of the ads that were tagged with "10% of previous participants liked this ad".
Just the arrangement of chairs can fundamentally change the way we think, at least in the short term while we are sitting in them. If you frequently run meetings, group design collaborations, idea brainstorming etc., you might want to think a little more about how you arrange the chairs. What prime do you want to give them? To think independently, put them in an angular arrangement. To come to a quicker consensus, put them in a circle.
Monday, November 04, 2013
Snapchat and motivated reasoning
As I am sure you know, Snapchat is a service that allows you to send photos that self-destruct after just a few seconds. The whole purpose is so that you can send embarassing content without worrying that it will come back to haunt you later. (A smaller use case is for students to send each other answers during a test so the teacher can't see it if you get caught - but I think/hope this is rare enough not to justify Snapchat's existence).
Other than self-destructing, it doesn't really do anything. So if it turns out that the photos don't really self-destruct, why would you buy and use it? The reason is pure motivated reasoning.
It turns out that there are a lot of ways around Snapchat. You can use an app like SnapHack or SnapSave that allows you to save the photo before it destructs. You can also search your raw storage and find it after the fact.
But users don't seem to care. Taking a rational long term view, yeah, they are not protected. But in the heat of the moment, you just can't help but send the selfie. Imagining that you are protected is enough to get over your decision threshold. Risk awareness is no match for motivated reasoning.
Other than self-destructing, it doesn't really do anything. So if it turns out that the photos don't really self-destruct, why would you buy and use it? The reason is pure motivated reasoning.
It turns out that there are a lot of ways around Snapchat. You can use an app like SnapHack or SnapSave that allows you to save the photo before it destructs. You can also search your raw storage and find it after the fact.
But users don't seem to care. Taking a rational long term view, yeah, they are not protected. But in the heat of the moment, you just can't help but send the selfie. Imagining that you are protected is enough to get over your decision threshold. Risk awareness is no match for motivated reasoning.
Saturday, November 02, 2013
Cheater's High
I read a great paper last night from the October (yeah, I am
on time with this one) issue of the Journal of Personality and Social
Psychology by Nicole Ruedy and some of her colleagues.
What I like most about this stream of research is that they start
out with a dialectic hypothesis. Most
research assumes the people feel bad when they do unethical things. People feel bad when they are anticipating doing
something unethical, they feel bad when doing something unethical, and then
they feel bad when thinking back on an unethical thing that they have
done.
But they take what you all know is my favorite perspective –
“it depends.” Sometimes, we don’t feel
bad at all. They review a great deal of
literature to demonstrate that this is not just sociopaths who have no bad
feelings to have. They are talking about
all of us. And they are not talking
about the financial gain we get from some kinds of unethical activities. There are many kinds of unethical activities
where we feel a “cheater’s high” or a “duper’s delight.” They want to know when, where, and most
importantly, why.
And what they find is kind of a sad story about the human
condition, but resonates with me and probably most of you. First, let’s define the context. If someone is going to get hurt, we don’t feel
good about acting unethically. And if we
feel forced into acting unethically, we don’t feel good about that either. But when we freely choose the behavior and
when the only entity that gets hurt is some ambiguous corporation or society at
large, there are many cases where we feel good acting unethically. They speculate that this a combination of the
allure of the forbidden fruit, the dopamine rush of immediate gratification,
the sense of mastery that we got around constraints or outthought an entrenched
opponent on his home turf.
One of the strengths of the research is that they also
looked for ways to explain the previous research where people do report feeling
bad. Otherwise, they haven’t proved
anything. They controlled for
self-deception and confirmed that the people in their study knew full well they
were acting unethically. But what they
found is that we are very good at self-deception in other ways. When we are thinking about an unethical
behavior in the future, we convince ourselves that we will feel bad if we do
it. And then afterwards, we convince
ourselves that we feel bad as a result of having done it. The cheater’s high that they talk about is
the thrill of the moment – the only time we are really honest with
ourselves. It is the people who claim to
feel bad who are fooling themselves.
This is the simple phenomenon of self-identity resonance that I have
blogged about beforehttp://humanfactors.blogspot.com/2013/10/self-identity-resonance-motivated.html. We like to think
of ourselves as good people, so we really do believe that we will feel bad if
we do something unethical. And we really
do misremember that we felt bad when we did it.
In fact, you are probably struggling with some self-identity
resonance as you read this. You probably
have at least half of your brain telling you that this research doesn’t apply
to you. Perhaps other people experience
cheater’s high during the unethical act and only feel remorse before and after. But not you.
Sorry to be the bearer of bad news. This doesn’t make you a bad
person. You do feel bad if someone gets
hurt. You just don’t feel bad if it is
the proverbial victimless crime. You are
human.
Or maybe this resonates with you right away. Perhaps you realize or have always realized
that you feel this cheater’s high. Maybe
now you don’t feel so bad because you realize that so does everyone else. Happy to be the bearer of good news for you.
Gamifying the Flash Deal
Most of you know that gamification is an area that I have
been very interested in lately. If you
don’t know, gamification is not about designing games. It is investigating the fundamental mechanics
that make games engaging, motivating, and even addictive and then trying to
apply those mechanics to other processes, like work, consumer behavior, health
care, home life, and education. This
does not mean turning these things into games – that is one of the most common
ways of doing it wrong. It is also not
about adding points and badges, which is also a common way of doing it wrong
and pejoratively referred to as pointsification or contestification. In stark contrast, gamification is lot more
complicated and comprehensive than that.
There are dozens of game mechanics that make up the gamification toolbox
and it generally requires applying quite a few of them to a process in order to
have a lasting impact on performance.
OK, so with that introduction, I want to present an
application of gamification that I had not thought of until I saw Jamie Madigan’s
recent post at the Psychology of Games on Steam’s Summer Sale. Steam is a store and they had a sale this
past summer. Jamie posted about it in
July, but I am just getting around to blogging the ideas that it generated in
me. Perhaps if I apply some of these
game mechanics to my blogging, I would get to it faster J.
What I am going to present to you today is the gamified
flash deal. You all know what flash
deals are. Something is available for a
limited time only. The original versions of Groupon and Woot
worked this way. By putting the time
constraint on it, they create the feeling of scarcity (a game motivator). It is similar to the old infomercial trick of
screaming “Limited time offer!!! Only 3
left !!” “Only 25 will be sold!!” In the Web flash deal version, you had to
log in (or subscribe to the email notification) every day to find out what it
was and to purchase it. In contrast to
the infomercial, they didn’t scream.
They actually made it hard to find to add some mystery (another game
motivator). And you never know what the
item might be – the more variety in their offerings the better (the anticipation
motivator and the surprise motivator). It also makes you feel special if you
are “in the know” (the secret information motivator).
In some flash deals, a minimum number of people need to
commit to buying it before the sale goes through (Groupon’s original model). This
adds the social promotion motivator. If
you wanted to buy it, not only do you need to commit, you also need to tell all
your friends to buy it too, just in case.
Remember how many times Farmville, and Mafia Wars announcements flooded
your Facebook feed from friends who were playing? Same idea.
We can use reward motivators in several ways. If you frame the flash deal properly, customers
will feel like they have “won” when their purchase goes through. Perhaps counterintuitively, the more effort
they invested in making the deal happen (logging in every morning, recruiting
several friends to join) the bigger the reward feels when they win. This winning
feeling is one of the reward motivators.
We can add a long term component to this through a loyalty program. Building up the reward over time based on
frequency, volume, duration, etc. can make the reward motivator more powerful.
The mastery motivator is one that is rarely used with flash
deals, but we can add it if we think creatively. What if getting the flash deal requires first
solving some puzzle that is related to the brand or product being sold? If Groupon offered a $25 certification at
American Apparel, perhaps users have to solve a word scramble to figure out the
name before they can sign up. The trick
is to balance making it hard enough so that the customer feels that sense of
accomplishment, but not so hard that any potential customers might fail or give
up before they finish. Adding effort is
OK, but adding “work” is not.
But now I am getting into mechanics – which are the ways we
design the system to elicit and engage the motivators. The word scramble would be an example of the
puzzle mechanic, which leads to the mastery motivator. Designing the flash deal to be announced at
the stroke of midnight and to have a limited supply is a way to use the schedule
mechanic to elicit the mastery, scarcity and secret information motivators – because
they had to learn the time, make the effort to log in exactly at that time, and
be faster than anyone else who tries.
There are two ways we can elicit the social promotion
motivator and the difference illustrates good gamification from weak
gamification. We can elicit the social promotion
motivator by automatically posting their successful purchase to their Facebook
feed. But feeling in control is another
motivator and this violates control (even as it makes your marketing department
happy). So instead, we make it really
really easy for them to do it themselves.
Making it easy increases the chance they will do it (effort wouldn’t
work here) and letting them make the decision adds the empowerment
motivator. So have the message already
written out, in quotes to make it obvious what would be posted, editable in
case they want to change it (but not mandatory in case they don’t), and a
one-click activation.
You could add all kinds of loyalty, reward, and competition
motivators through a loyalty program.
The cheap way is to award points for purchases and have a leaderboard to
help them show off. But this is an
example of extrinsic tangible reward, with is the least effective and shortest
term. When you give points for their
spending, it makes it seem like you only love them for their money. True or not, you don’t want this to be
obvious. Instead, give them points for
other actions that still benefit your company but are not directly linked to the
purchase. You can give them points for
posting on their Facebook feed or writing a review of the purchased product
after they use it. And instead of points
being usable for discounts or free products (which is extrinsic tangible
again), use them for more intangible rewards.
Perhaps have t-shirts for the flash deal company (rather than a client)
that are not for sale and can only be acquired by being a loyalty program
star. This adds to the feeling special
motivator and the social promotion motivator because wearing that t-shirt
demonstrates that you are star and anyone who doesn’t know how you got it might
ask.
Randomness is something that adds to the surprise motivator,
similar to the mystery motivator. We can
elicit this by having a sale at noon maybe once a month but on unpredictable
days and unannounced. Someone happens
to be surfing by the site, sees the sale, and WOW – dopamine rush. They tell their friends (social promotion)
either because they think their friends might want to join or just to show off
their luck and good fortune. Or perhaps
every 1000 product reviews you give the reviewer a random award. One of the special products that I mentioned
earlier. There is no way to know if you
are the thousandth reviewer, so you have to keep trying (and keep reviewing). And if you get it, the feeling of accomplishment
kicks in.
If we want to make the scarcity motivator more powerful, we
can make it salient. Have a countdown
clock for limited offers. “Only 10 left,
9, 8, 7 . . . . only 1 left!!!”
Another motivator that affects many people is the desire to
collect. We collect baseball cards,
stamps, shot glasses, baseball caps, etc.
You can leverage this by giving special rewards for the 10th
restaurant deal a customer joins. You
can make this visible by showing it on the page when they log in or posting it
to their Facebook page. “Joe Smith has 8
stamps on his restaurant set, with only 2 to go for a free dinner.” This increases the motivation for Joe to
purchase another restaurant deal because he wants to complete his set, he wants
the free dinner, he wants the feeling of winning, and he wants his friends to
know all of the above.
Another mechanic that we can use to help motivate (or
prevent demotivation) is onboarding.
When a potential customer hears about all of these great game motivators,
they may want to join the fun. But what chance
to they have when there is all this secret information to learn, puzzles to
master, sets to start collecting, etc.
What can we do to make this onboarding process easier and less
intimidating? “Join now and get two
stamps on your restaurant card.” Or give
new users a button to solve the word scramble if they can’t figure it out – can
be used up to 2 times before it disappears.
There are so many more of these that we can add. And this is just for a flash deal
service. Imagine what you can do for a
more complex environment like high school.
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