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Behavior change

In order to create special behavior in the users or recipients, various triggers or prompts are created through the experience product to create a flow that leads to changes on both the emotional and physical level. These prompts are designed with an appropriate degree of feasibility in relation to the motivation level of the users. For example, if the design aims to change a behavior, such as keeping a digital diary, the solution could be to pre-write and fill in the diary, making the process simple. This can also include reminders, audio notes and the like. Creativity is the only limitation, but the concept of behavior change and creation is about adapting the motivation to the ability and desire of the users.

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From ideas to flow creation

Users' motivation touch-points, via "Prompts" and the world of gamification, more specific triggers have been defined through different subjects, sorted according to their form of motivation, with intrinsic and extrinsic motivation triggers. In concrete terms, it works by creating a Journey where users are rewarded with small rewards for small behaviors, large rewards for difficult behaviors. There are a multitude of triggers and persuasives, and there are endless possibilities in terms of experience platforms. It is because the gamification method processes over the entire unit, by creating a Plot, where the story creates trends, such as creativity, self-expression but also ownership and good implementation.

User journey

Throughout the development, there has been a special focus on triggering only positive motivational factors, as recommended in behavioral therapy. This implies that all behavior and design must be clear, accessible and generally contribute to positive entertainment.

An example of this is the inclusion of a coach in the application who presents, guides, motivates and creates cohesion. This feature also helps give users ownership of the application, including design choices, coach and avatar, and to measure and evaluate their progress. The user has full control over their development process and goals, while implementing internal control mechanisms such as time-based challenges, notifications and prompts for development.

The purpose is to establish a routine with the young people, which gradually develops from small challenges to the creation of an independent, entertaining and positive sense of self in everyday life.

Prototype

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