Week 3

My plan for moving forward is to start wireframing and prototyping so I can get user testing going on. My main questions/concerns are How do I user test something that requires you to use it for a long time and How do I make people want to test my budget because people don’t like doing it in the first place.


Start of invision wireframe:

https://projects.invisionapp.com/freehand/document/RciKUdhK6



plan for wireframe:


Budgeting strategy research:

Rather than scrutinizing daily expenses, she encourages people to keep the big picture in mind. Tell yourself, “as long as I can save this much per month or quarter or year, it doesn’t really matter how I spend my money. I just have to know that I’m getting to the savings goal that matters for me at this point in my life.”

As long as you’re reaching your savings goal, feel free to spend on lattes, shoes, a big wedding or whatever brings you joy.

60% of your income goes to "committed expenses" while the other 40% is split equally between retirement savings, long-term savings, short-term savings and fun money! The ultimate goal of this budgeting method is to avoid overspending because that often leads to debt. Today I'm going to show you how to use the 60% solution budget. – best for people with big expenses that do the most damage, who have good control and don’t often impulse buy but might overspend in areas like house and cars

He realized that using budgets like the Zero-Sum budget wasn't working for him and his family. It was too laborious of an activity and so it often didn't get done properly. He needed a simpler (and quicker to implement) solution.

0 based budget – everyone should try at some point because it forces you at least once to look at where your money is going and the knowledge of where its been going can be lifechanging for some people. More aware of their spending habits. works best for those who never want to feel like they’re wasting money and those who want to feel in control of their financial destiny. Hard to waste a dollar if every dollar is a purpose. Being in control of your money instead of it being in control of you can be empowering. Not good for people who want a quick budget without hassle. High maintenance

Envelope system works for those who tend to overspend in the variable categories. It’s a system to help you control spending. Could reward yourself for coming in under budget. Not good for those who are likely to steal money from one category to make up for spending too much in another

Automatic budget sets up as many automatic payments as possible for you. The leftover is for you to spend on whatever you want. Then you can just monitor your finances rather than setting up a budget every month. Works best for those who already have more money coming in than going out or have a good idea of where they want their financial life to go and well established goals. For this budget to work you need to be willing to paying yourself first and willing to live on less. Set it and forget it, first time setting it up will have a huge impact on financial future. Not good if you are not already aware of where your money is going

Paying your self first. Easy to combine with some others. Savings need a purpose. Similar to automatic budget. Could end up saving not enough or too much because its estimates. Low maintenance

How many hours would you have to work to pay for an item. Make sus consider our purchases more carefully .  is it worth it?

The habit of managing your money is far more important than the amount. So if you cant follow an amount to the tee take the amount you can manage and go from there

Value based budget. Similar to 0 based budget but finds out what you value spending your money on the most and freeing up the rest of your budget that your using on things you don’t value to put as much as you can to the things you value. Very personalised. Not as focused on the money. Going through the cost cutting brainstorming session for something that’s worth it to you. High maintenance. But adaptable can take methods from other budgeting techniques. Most enjoyable but got to make sure planning for your future is still involved. Self awareness, take notes on feelings when buying things

User testing goals:
  • ·         Set up scenarios and tasks that cover all possible situations
  • ·         finding out if users understand and enjoy your app
  • ·          finding out whether the features meet their needs
  • ·         Mobile app usability makes it easy for the user to become familiar with the UI
  • ·         It should be easy for users to achieve their goal when using the app
  • ·         Establish how efficiently users can undertake predetermined tasks
  • ·         Do users enjoy using the product?


App goals
  • ·         Needs to offer immediate value right away, convince them to stay within a week
  • ·         Easy to use and simple navigation
  • ·         The fewer steps, pages, buttons, and fields to input data, the better. Every time your user needs to complete an action, check to see if there’s a simpler way that would make their experience more natural. Consider each action you require of your user as an added barrier. The fewer steps you include, the closer your users are to completing their goal.
  • ·         Avoid scrolling

Breaking bad habits research:

Changing a bad habit
1.       Use the words I don’t instead of I cant (changing connotations and mindset around spending money)
2.       Practice being aware of triggers (being aware of where your money is being spent)
3.       replace the bad habit with a good one with a plan of action (instead of spending money on something pointless allocate that money to something you enjoy)

The secret to permanently breaking any bad habit is to love something greater than the habit.

— Bryant McGill


Instead, you need to replace a bad habit with a new habit that provides a similar benefit
Cut out as many triggers as possible
Surround yourself with people who live the way you want to live.
Visualize yourself succeeding. (or goals)
Use the word “but” to overcome negative self–talk

Support & reward yourself

Know your cues
Habits, Berkman says, have three main parts: a cue, a routine and a reward.
Cues are the context where you tend to engage in the behavior. If you’re a smoker for example, the cue might be work breaks. If you’re a dessert aficionado, it might be simply scouring the dessert menu. “You’re most likely to relapse in the context of when you’ve done it before,”
Set better goals

Go Slow and Make Tiny Changes
our brains’ habit system doesn’t comprehend negative goals (I will stop eating junk food) – instead, they learn by working towards positive goals (I will start eating healthy). In fact, research shows we’re more likely to achieve a goal that involves reaching a desired outcome (eating healthy) than eliminating an undesired outcome (eating junk food).

. Avoid ‘Cold Turkey’ Situations

How to make apps addictive
  • ·         keep it simple
  • ·         Our mind works in such a way that we feel some satisfaction when interacting with a game that gives us a measure of self-expression and control over different aspects of the experience
  • ·         gradually provide more excitement to keep them coming back
  • ·         positive impact
  • ·         Ideally you want to build something that allows users to do something meaningful in a tiny amount of time. Most really successful games let you “achieve” incremental rewards in very short periods of time. Tindr’s massive success is in part due to how simple they’ve made it to do something seemingly overwhelming – finding a date can be done while you’re waiting in the coffee line in the morning
  • ·         Encourage competition
  • ·         FOMO
  • ·         The person must want to do it, they must be able to, and they must be prompted to do it. A trigger – the prompt for the action – is effective only when the person is highly motivated, or the task is very easy. If the task is hard, people end up frustrated; if they’re not motivated, they get annoyed.
  • ·         When motivation is high enough, or a task easy enough, people become responsive to triggers such as the vibration of a phone, Facebook’s red dot, the email from the fashion store featuring a time-limited offer on jumpsuits. The trigger, if it is well designed (or “hot”), finds you at exactly the moment you are most eager to take the action. The most important nine words in behaviour design, says Fogg, are, “Put hot triggers in the path of motivated people.”
  • ·         making it the default option rather than presenting it as a choice.
  • ·         If you’re triggered to do something you don’t like, you probably won’t return, but if you love it you’ll return repeatedly – and unthinkingly. After my first Uber, I never even thought of getting around Palo Alto any other way. This, says, Fogg, is how brands should design for habits. The more immediate and intense a rush of emotion a person feels the first time they use something, the more likely they are to make it an automatic choice. It’s why airlines bring you a glass of champagne the moment you sink into a business-class seat, and why Apple takes enormous care to ensure that a customer’s first encounter with a new phone feels magical.
  • ·         Such upfront deliveries of dopamine bond users to products. Consider the way Instagram lets you try 12 different filters on your picture, says Fogg. Sure, there’s a functional benefit: the user has control over their images. But the real transaction is emotional: before you even post anything, you get to feel like an artist. Hence another of Fogg’s principles: “Make people feel successful” or, to rephrase it, “Give them superpowers!”
  • ·         Social-media apps plumb one of our deepest wells of motivation. The human brain releases pleasurable, habit-forming chemicals in response to social interactions, even to mere simulacra of them, and the hottest triggers are other people: you and your friends or followers are constantly prompting each other to use the service for longer.
  • ·         Facebook, Pinterest and others tap into basic human needs for connection, approval and affirmation, and dispense their rewards on a variable schedule.
  • ·         There are two key elements behind every successful notification: An intriguing and actionable trigger, and perfect timing. The best habit-forming apps offer compelling copy through external triggers (push notifications) timed to line up with our internal triggers (boredom).
  • ·         Having fresh content available every time users open your app encourages them to check back more often to see what’s new.
  • ·         As little taps as possible
  • ·         Offering rewards
  • ·         Customizable Experiences
  • ·         Apps that require continuously repeating the same actions are also effective in luring users.
  • ·         We like being appreciated so positive reinforces will make users to enjoy the experience even more.
  • ·         It’s the mixture of thinking you can win plus the belief that you are good at the game which keeps people sitting at that poker table — and it’s the same reason we keep hitting “play” in our Candy Crush apps. When you lose, the app even taunts you, saying “You failed!” with a conveniently addictive “retry” button just below.
  • ·         you have a mission and you are rewarded in some way for reaching it.
  • ·         But the thing that makes Angry Birds a different kind of addictive game is the objective: you’re beating the bad guys. Everyone loves an underdog story. These mean pigs bully their way into the nests and steal the birds’ eggs. Who wouldn’t want to help them? Add the simple storyline with endearing characters to some gamers’ desire to three-star all the levels, and you have the perfect recipe for a majorly addictive game.
  • ·         The games become more complex as you progress through them, but they are incredibly easy to begin with, which gets people in the door with some quick bursts of dopamine.
  • ·         Use humour
  • ·         Simplicity matters more than motivation, make it easy
  • ·         Daily habits are powerful. In fact, daily habits are the most powerful of all behaviors. While technology can help people create good habits most attempts fail. Why? Few designers understand the psychology of long-term behavior change. We know what it takes to create a habit – in yourself, a customer, your dog.
  • ·         The minimalist, focused interface gives me exactly what I want: a count of my activity. It also shows me where I’ve been in an elegant, intuitive way.
  • ·         It works because the designers have minimized Distraction (confusing settings) and Anxiety (battery life), and maximized the Clarity and Relevance
  • ·         help the user develop a stronger motivation for the new behavior, so the old habit is relatively less motivating. -the trick is to use the rewards and feedback of gamification to motivate community participation. While the users are participating, they start to realize and recognize the value of participation. Then the increasing value becomes a much stronger motivator than the gamification rewards. Those values realized by the users could be the relationship they built, the status and recognition they achieve, or just a sense of belonging and purpose. That’s what drives the superfans back to the community and continue to come back. By the time a community member reaches superfan status, gamification is no long a necessity for his contribution. Because their extrinsic motivation for the rewards from gamification has been replaced by the stronger intrinsic motivation to participate because of the value they realized.
  • ·         Ultimatum or scary result



Research into behaviour design:

Trigger: Internal (boredom, loneliness) and external (notification, email)
Action: Accomplishing something with the app is a limited number of taps away
Variable Reward: Satisfy their need and leave them wanting more
Investment: Create an environment where users can take specific actions to invest in a better and more personalized experience

Ways to make long term behaviour change:
  • ·         If people have an epiphany (a self-realization): This path is intrinsically motivated, so we have little influence over it.
  • ·         If the context changed: This path involves changing people’s physical and social environment that is often not easily achieved. But when it’s feasible, it’s very effective.
  • ·         If the behavior is developed through a sequence of baby steps (tiny habits): This path involves designing a sequence of tiny habits leading to the desired behavior. The key is that every tiny habit is a baby step that is very simple. Although designing the sequence of tiny habits could be challenging, it’s at least systematic.


The 4 stages of behavior design

Stage 1 Grab attention

The first thing people want to know: Why should I care? As designers, we may have a fantastic product, but nobody will ever know if we can’t get people to pay attention to our message and consider using our product.

Techniques

Make it inviting. Draw people in with eye-catching aesthetics, engaging storytelling, or compelling motion design.

Elicit an emotional reaction. Create designs that stand out and remain memorable by appealing to our emotionsTwitter Logo, whether that’s surprise, curiosity, or urgency (e.g. using techniques like scarcity or loss aversion).

Show personalized content. People respond strongly to messaging that is customized and relevant based on their behaviors, interests, and values.

Stage 2: Influence decisions

Once people are interested and engaged, we need to present a clear, convincing argument that nudges them to take action.

Techniques

Provide clear, straightforward content. Eliminate jargon and make your message specific and simple to understand.Twitter Logo Offer content that answers a person’s questions and helps them make an informed choice.

Offer recommendations. People will be more compelled to do something when they’re provided clear next steps or options. Users value suggestions and personalized advice from experts or trusted sources (including social networks).

Describe the benefits. People want to know what’s in it for them.Twitter Logo This might include extrinsic rewards (money, rebates), lifestyle benefits (comfort), or appeal to a person’s intrinsic motivations and values.

Reframe the message. Alter perceptions and encourage action using behavioral science messaging. Anchor people toward a specific choice, persuade them through scarcity, or use social motivators such as social comparison or social proof.

Stage 3: Facilitate action

After a person has made the decision to act, the next step is to help them follow through, making the action as easy and barrier-free as possible.

Techniques

Simplify the action. Break down target actions into small, achievable steps. Reduce cognitive load on a user by simplifying an interfaceTwitter Logo, chunking information, or introducing progressive disclosure. Identify and address common barriers that prevent people from taking action.

Guide the experience. Shape the experience in a way that facilitates action. Common techniques include walkthroughs, callouts, or pre-determined defaults.

Help users create a plan.Twitter Logo Encourage people to set goals and commit to actions. Send reminders and follow up on their progress over time.

Trigger at the right moment. Timing is critical—make sure you trigger a person to take action during the times they are most motivated and able to take action.

Stage 4. Sustain behavior

Taking action once is not enough. For products to truly have a long-lasting impact, our designs need to motivate people to continue their behavior and feel a sense of progress over time

Techniques

Celebrate progress. Reward people with positive feedback and show progress over time. Consider a variable rewards schedule to increase engagement and reinforce behavior change.

Build a long term relationship. Rather than one-time communications, design for experiences that extend over timeTwitter Logo and improve as we learn more about the people using our products.
Emphasize intrinsic motivation. Intrinsic motivation is the strongest driver of long-term behavior change. Research shows that people are drawn to experiences that give them a sense of purpose, social connection, status, self expression, mastery, and autonomy.

Comments

Popular posts from this blog

Week 12

Week 6