hi I'm Ana Caraban and I'm presenting the Nudge Deck a card base design support
tool for the design of technology mediated nudges
ten years ago Taylor and Sustain
introduced the notion of nudging to define any aspect of the choice
architecture that alters people's behavior in a predictable way without forbidding
any option or significantly changing their economic incentive
leveraging this concept researchers have designed systems that introduce subtle change in the
way choices and information are presented to guide to desired behaviors
this notion has been applied in multiple contexts such as health or privacy
however while a wealth of technology mediating nudging has been developed
we still have a limited understanding of how to design effective nudges
research in the field of behavioral economics has provided over 100 of cognitive biases
that can be leveraged in the design of nudging interventions
translating this knowledge to a concrete nudge interventions becomes a challenge
researchers have proposed a number of frameworks of nudging but recent
research has found the designers perceived theory as lengthy and
complex which limits their applicability during the design process
to make match Theory accessible during the design process we designed the nudge deck a card
base design tool the supports in design of nudging interventions
the deck is grounded
on the twenty three ways to nudge
a review of technology mediating nudging in HCI
the framework was derived out of a systematic review of the use of nudging in hci
we analyzed 71 papers which allow us to identify 23 mechanisms of nudging and
illustrate how these mechanism leveraged or mitigate 15 cognitive biases and heuristics
the current version of the nudge consists of 23 nudge mechanism
which are clustering in six categories and linked
two three triggers making a total of 32 double side cards
category cards represent six nudge categories and are color code to simplify their recognition
category cards present the what for instance facilitate aim at diminishing
individuals' physical or mental effort to pursue a behavior
the how is presented in the mechanism cards
each mechanism card described the 23 nudge mechanism proposed by the framework
the front of the card presents the name description
example the back side list design considerations hints and suggestions
that can trigger discussion within the design team
we also present a trigger
the trigger is related to trigger cards leveraging Fogg's behavioral model
trigger cards identify three types of triggers facilitators spark and signal and
identify which type of nudges that might be used in different situations
facilitators which aim at increasing individual's ability sparks which a
meant increasing individual motivation and signal which act as a reminder
to access efficacy of the nudge deck supporting the design of nudging
interventions we conducted two case studies one in the context of physical
activity and one in the context of misinformation mitigation
our studies aim at addressing the following research questions how does the nudge take
influences design activity how does the deck influence participants experience
of the design activity how does the nudge deck influence the quality of ideas
to answer these questions we recruited 29 participants all with HCI background
most participants reported having prior experience to behavior change theories
we implemented a between subjects design where half of the
participants were assigned to the control condition with other cards while
the other half was assigned to experimental condition
all participants were introduced to the definition of nudging along with
three example of technology mediating nudges all participants were provided with
design brief, asked to sketch out their idea and
instructed to include a description on their sketches
in the experimental condition participants were asked to explore the cards until finding a card
or a combination that they might want to use
design task had a duration between 40 to 60 minutes
to answer our research questions we triangulated data from
questionnaires we measure participant self-efficacy beliefs before and after
each design session in both conditions and in both cases physical activity and
misinformation
we employed the creativity support index after the
session to measure participant experience creativity
in the experimental condition at the end of the design session participants ranked the
usefulness and ease of use of the tool through an adapted version of the
technology acceptance model
the first two authors rated the documented design
solutions in terms of how to theoretically grounded they were how well they fit to
the context of use and how creative they were
we took into account
observations during the design activity and a semi-structured interview
conducted at the end of the study
how does the nudge deck influence the design activity
we observed that the trigger cards the nudge deck assisted design teams in
defining the problem and laying out direction for the design
trigger cards were also used to find relevant nudging mechanism
in line prior work we
observed that the cards serve as a source of reference to create and inform
ideas while also support tech versions which minimizes design fixation
the cards also provide a common vocabulary which facilitated communication and
collaboration between members
we observe the three levels of the cards trigger categories and mechanism
help participants breaking down the
design activity in smaller tasks providing a line of work
lastly we observed that the design considerations located in the back side
of the cards were used to evaluate and refine the ideas produced
how does the nudge deck influence participant experience of the design activity
we expected that facilitating knowledge acquisition through the nudge deck would
boost participant self-efficacy beliefs however we found the participant self-reported
self-efficacy increased after the design sessions across both conditions
control and experimental and cases physical activity and misinformation
we hypothesize that participants that in the experimental condition might have feel
overwhelmed to the amount of information presented and the short duration of the
task which affected the perceived self-efficacy
we found no significant
difference between the two conditions or cases in terms of participants perceived creativity
a closer look at the creativity support index revealed the
participants felt more expressive and their solutions were worth the effort
only when designing interventions to mitigate misinformation and not with
physical activity participants rated the nudge deck as useful and easy to use
we also observe lower ratings in relation of learn using and become skillful
some participants reported feeling overwhelmed with the amount of cards
presented this feeling dissipated as participant explored the cards
how does the nudge deck influence participant experience of the design activity
as expected ideas produced in the experimental condition were ranked as more theoretically
grounded than in the control condition
for instance we observed that when designing
for physical activity in the control condition participants would take
advantage of their experience using activity trackers they will employ
features such as goal setting or social comparison but did not elaborate on
these techniques for instance reporting on how they would
motivate users setting a concrete and attainable goal
in experimental condition the ideas instead combined different mechanism and multiple detailed
steps describing actions that would motivate the desired behaviors
in experimental condition participants were better able to design solutions that fitted
the context of use we observe that by combining different mechanism
participants were able to design solutions that were more suitable for
the context under concern
the nudge deck led also to more creative ideas
we notice that the nudge deck enabled participants to quickly start the
ideation process participants often selected the cart and quickly apply the
knowledge to produce an idea while in the control condition participants took
more time to warm up
thank you for your time you can find more information and
the current version of the cards at our website