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	<title>Design with Intent &#187; Design</title>
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	<description>Design and human behaviour</description>
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		<title>If&#8230;</title>
		<link>http://architectures.danlockton.co.uk/2012/02/09/if/</link>
		<comments>http://architectures.danlockton.co.uk/2012/02/09/if/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 22:10:15 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Black box]]></category>
		<category><![CDATA[Choice Architecture]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Heuristics]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[Workshops]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1766</guid>
		<description><![CDATA[There are lots of models of human behaviour, and as the design of systems becomes increasingly focused on people, modelling behaviour has become more important for designers. As Jon Froehlich, Leah Findlater and James Landay note, &#8220;even if it is not explicitly recognised, designers [necessarily] approach a problem with some model of human behaviour&#8221;, and, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://research.danlockton.co.uk/images/rules_sketches.jpg" alt="Some heuristics extracted by workshop participants"/></p>
<p>There are lots of models of human behaviour, and as the design of systems becomes increasingly focused on <em>people</em>, modelling behaviour has become more important for designers. As <a href="http://www.cs.washington.edu/homes/jfroehli/publications/CHI2010_EcoFeedback.pdf">Jon Froehlich, Leah Findlater and James Landay note</a>, &#8220;even if it is not explicitly recognised, designers [necessarily] approach a problem with some model of human behaviour&#8221;, and, of course, <a href="http://en.wikiquote.org/wiki/George_E._P._Box">&#8220;all models are wrong, but some are useful&#8221;</a>. One of the points of the <a href="http://designwithintent.co.uk">DwI toolkit</a> (post-rationalised) was to try to give designers a few <em>different</em> models of human behaviour relevant to different situations, via pattern-like examples.</p>
<p>I&#8217;m not going to get into what models are &#8216;best&#8217; / right / most predictive for designers&#8217; use here. There are <a href="http://codingconduct.cc/#2733848/The-MAO-Model-Research-for-Behavior-Change">people doing that more clearly</a> than I can; also, there&#8217;s more to say than I have time to do at present. What I am going to talk about is an approach which has emerged out of some of the ethnographic work I&#8217;ve been doing for the <a href="http://www.brunel.ac.uk/news-and-events/news/news-items/ne_30411">Empower</a> project, working on <a href="http://www.carbonculture.net/">CarbonCulture</a> with <a href="http://www.moreassociates.com/">More Associates</a>, where asking users questions about how and why they behaved in certain ways with technology (in particular around energy-using systems) led to answers which were resolvable into something like rules: I&#8217;m talking about <em>behavioural heuristics</em>.<br />
<span id="more-1766"></span><br />
<img src="http://research.danlockton.co.uk/images/if.jpg" alt="If..."/></p>
<h4>Behavioural heuristics</h4>
<p>The term has some currency in <a href="http://www.udesa.edu.ar/files/UAEconomia/Seminarios/2010/Kawamura.pdf">game theory</a>, other <a href="http://seekingalpha.com/article/316410-dividends-a-case-of-behavioral-heuristics">economic decision-making</a> and even in <a href="http://www.hobbygamedev.com/adv/four-aspects-and-interpretation/">games design</a>, but all I really mean here is <strong>rules (of thumb) that people might follow when interacting with a system</strong> &#8211; things like:</p>
<blockquote><p>&#9654; 	If someone I respect read this article, I should read it too</p>
<p>&#9654; 	If this email claiming to be from my bank uses language which makes me suspicious, I should ignore it</p>
<p>&#9654; 	If I&#8217;ve read something that makes me look intelligent, I should tell others</p>
<p>&#9654; 	If that Go Compare advert comes on, I should press &#8216;mute&#8217;</p>
<p>&#9654; 	If the base of my coffee cup might be wet, I should put it on something rather than directly on the polished wooden table</p>
<p>&#9654; 	If, when asked which of two cities has a bigger population, I have only heard of one of them, I should choose that one</p>
<p>&#9654; 	If my friend posts that she has a new job, I should congratulate her</p>
<p>&#9654; 	If there&#8217;s a puddle in front of me, I should walk round it</p>
<p>&#9654; 	If there&#8217;s a puddle in front of me, I should jump in it</p>
<p>&#9654; 	If I&#8217;m short of time, I should choose the brand name I recognise</p>
<p>&#9654; 	If I have some rubbish, and there&#8217;s a recycling bin nearby, I should recycle it</p>
<p>&#9654; 	If I have some rubbish, and there isn&#8217;t a recycling bin nearby, I should put it in a normal bin</p>
<p>&#9654; 	If that bench is wet or dirty, I should sit somewhere else</p>
<p>&#9654; 	If lots of my friends are using this app, I should try it too</p>
<p>&#9654; 	If there are lots of pairs of seats empty on the train, I should sit in one of them rather than sitting next to someone already occupying one of a pair</p>
<p>&#9654; 	If I can&#8217;t see the USB logo on the top of this connector, I should turn it over before trying to plug it in</p>
<p>&#9654; 	If I can&#8217;t get the USB cable to plug in properly, I should force it</p>
<p>&#9654; 	If seats are positioned round a table, I should sit at the table</p>
<p>&#9654; 	If I&#8217;m trying to lose weight, I should try to choose food with less fat in it</p>
<p>&#9654; 	If this envelope has HM Revenue &#038; Customs on the back, I should open it</p>
<p>&#9654; 	If this envelope is from BT and printed on shiny paper, I should shred it immediately without bothering to open it</p>
<p>&#9654; 	If this website asks me to fill in a survey, I should click cancel immediately</p>
<p>&#9654; 	That urinal spacing thing. You know what I mean.</p></blockquote>
<p>These are a mixture of instinctive or automatic reactions (a kind of <a href="http://ifttt.com">ifttt</a> for people) and those with more deliberative processes behind them: the <a href="http://www.happinesshypothesis.com/happiness-hypothesis-ch1.pdf">elephant and rider</a> or <a href="http://www.scientificamerican.com/article.cfm?id=of-two-minds-when-making">Systems 1 and 2</a> or whatever you like. Some are more abstract than others; most involve some degree of prior learning, whether purely through conditioning or a conscious decision, but in practice can be applied quickly and without too much in-context deliberation (hence at least some are <a href="http://fastandfrugal.com">&#8216;fast and frugal&#8217;</a>, in Dan Goldstein and Gerd Gigerenzer&#8217;s terms). Some heuristics could lead to cognitive biases (or vice versa); some involve following plans, some are more like <a href="http://www.amazon.co.uk/Plans-Situated-Actions-Human-Machine-Communication/dp/0521337399">situated actions</a>. And of course <em>not all of them are true for everyone</em>, and they would differ in different situations even for the same people, depending on a whole range of factors. </p>
<p><img src="http://research.danlockton.co.uk/images/chips.jpg" alt="Just some chips with Tippexed faces on an old Dictaphone"/></p>
<h4>Truth tables for people</h4>
<p>Regardless of the backstory, though, each of these rules or heuristics potentially has <em>effects</em> in practice in terms of the actual behaviour that occurs. They are almost like <em>atomic black boxes of action</em>, transducers* which when connected together in specific configurations result in &#8216;behaviour&#8217;.</p>
<p>We might construct &#8216;behavioural personas&#8217; which put together compatible (whatever that means) heuristics into <a href="http://www.cooper.com/journal/2003/08/the_origin_of_personas.html">persona-like</a> fictional users, described in terms of the rules they follow when interacting with things, and both (admittedly crudely) simulate** their behaviour in a situation, and, maybe more importantly, design systems which <em>take account of the heuristics that users are employing</em>. </p>
<p>If we know that our fictive user is following a &#8220;If someone I respect read this article, I should read it too&#8221; heuristic, then designing a system to show users that people they respect (however that&#8217;s determined) read or recommended an article ought to be a fairly obvious way to influence the fictive user to read the article. If we know that he or she also follows related heuristics in other parts of life, e.g. the &#8220;If I&#8217;ve read something that makes me look intelligent, I should tell others&#8221; rule, then this action could also be incorporated into the process.</p>
<p>There are two main objections to this. One: it&#8217;s obvious, and we do it anyway; and two: treating people like electronic components is horrible / grotesquely reductive / etc. I don&#8217;t disagree with either, but am nevertheless interested in exploring the possibilities of using this kind of modelling, simple and lacking in nuance as it is, to provide a way of navigating and exploring the <a href="http://designwithintent.co.uk">many different ways</a> that design can influence behaviour. If we could do contextual user research with this kind of heuristic as a unit of analysis, uncovering how many users in our situation are likely to be following different heuristics, we could design systems which are not just segmented but tailored much more directly to the things which &#8216;matter&#8217; to people in terms of how they behave.</p>
<p><img src="http://research.danlockton.co.uk/images/ixd12_1.jpg" alt="Interaction 12 workshop"/><br />
<img src="http://research.danlockton.co.uk/images/ixd12_2.jpg" alt="Interaction 12 workshop"/></p>
<h4>Trying it out: thank you, Dublin guinea-pigs</h4>
<p>At <a href="interaction12.ixda.org">Interaction 12</a> last week in Dublin, 41 wonderful people from organisations including Adaptive Path, Google and Chalmers University took part in a <a href="http://interaction12.ixda.org/programme/#session-94">workshop</a> exploring the idea of these heuristics and how they might be used in design for behaviour change. </p>
<p>What we did first was a kind of rapid functional decomposition (in the <a href="http://en.wikipedia.org/wiki/Notes_on_the_Synthesis_of_Form">Christopher Alexander sense</a>) on a few examples where systems have been designed expressly to try to influence user behaviour in multiple ways. </p>
<p>The example I worked through first though was a simple decomposition of Amazon&#8217;s &#8216;social proof&#8217; recommendation system: the point was to try to think through some of the &#8216;assumptions&#8217; about behaviour that can be read into the design, and using a kind of <a href="http://www.uxmatters.com/mt/archives/2009/07/laddering-a-research-interview-technique-for-uncovering-core-values.php">laddering</a> / <a href="http://www.institute.nhs.uk/creativity_tools/creativity_tools/identifying_problems_-_root_cause_analysis_using5_whys.html">Five Whys</a> process, end up with statements of possible heuristics.</p>
<p><img src="http://research.danlockton.co.uk/images/amazonrecommendations.png" alt="Amazon recommendations"/></p>
<p>So with the Amazon example here, what are the assumptions? Basically, what assumptions are present, that if true would explain how the system &#8216;works&#8217; at influencing users&#8217; behaviour? What I have glibly classified as simply <a href="http://www.danlockton.com/dwi/Social_proof">social proof</a> contains a number of assumptions, including things like:</p>
<blockquote><p><strong>&#9654; 	People will do what they see other people doing</p>
<p>&#9654; 	People want to learn more about a subject</p>
<p>&#9654; 	People will buy multiple books at the same time</strong></p></blockquote>
<p>And many others, probably. But let&#8217;s look in more detail at &#8216;People will do what they see other people doing&#8217;: Why? Why will people do what they see other people doing? If we break this down, asking &#8216;Why?&#8217; a couple of times, we get to tease out some slightly different possible factors.</p>
<p><img src="http://research.danlockton.co.uk/images/decomp_blog_1.jpg" alt="Decomposing 'People will do what they see other people doing'"/><br />
<img src="http://research.danlockton.co.uk/images/decomp_blog_2.jpg" alt="Decomposing 'People will do what they see other people doing'"/></p>
<p>After a couple of iterations it&#8217;s possible to see some actual heuristics emerge:</p>
<p><img src="http://research.danlockton.co.uk/images/decomp_blog_3.jpg" alt="Decomposing 'People will do what they see other people doing'"/></p>
<p>Of course there are many possible heuristics here, but for the five uncovered, it&#8217;s not too difficult to think of design patterns or techniques which are directly relevant:</p>
<table WIDTH="470" BORDER="5" BORDERCOLOR="#000000" CELLPADDING="10" CELLSPACING="10" FRAME="VOID" RULES="ROWS">
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<td WIDTH=150>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>&#9654; 	If lots of people are doing it, do it</strong></font></p>
</td>
<td WIDTH=270 CELLSPACING=10>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><em>Show directly how many (or what proportion of) people are choosing an option</em></font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=150>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>&#9654; 	If people like me are doing it, do it</strong></font></p>
</td>
<td WIDTH=270 CELLSPACING=10>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><em>Show the user that his or her peers, or people in a similar situation, make a particular choice</em></font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=150>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>&#9654; 	If people that I aspire to be like are doing it, do it</strong></font></p>
</td>
<td WIDTH=270 CELLSPACING=10>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><em>Show the user that aspirational figures are making a particular choice</em></font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=150>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>&#9654; 	If something worked before, do it again</strong></font></p>
</td>
<td WIDTH=270 CELLSPACING=10>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><em>Remind the user what worked last time</em></font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=150>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>&#9654; 	If an expert recommends it, do it</strong></font></p>
</td>
<td WIDTH=270 CELLSPACING=10>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><em>Show the user that expert figures are making a particular choice</em></font></p>
</td>
</tr>
</col>
</table>
<p>There&#8217;s nothing there that isn&#8217;t obvious, but I suppose my point is that <strong>each heuristic implies a specific design feature</strong>, and the process of unpicking what the actual decision-points might involve gives us a much more targeted set of design possibilities than simply saying &#8216;put some social proof there&#8217;. Depending on the heuristics uncovered, it might be that simple majority preference (the Whiskas ad), irritating pseudo-authority-based messaging (Klout), friend-based recommendation (Facebook apps), peer voting (Reddit) or even celebrity/expert endorsement (John Stalker and Drummer endorsing awnings) could match individual users&#8217; heuristics better. </p>
<p><img src="http://research.danlockton.co.uk/images/whiskas.jpg" alt="In tests, 8 out of 10 owners who expressed a preferences said their cats preferred it"/><br />
<img src="http://research.danlockton.co.uk/images/klout.png" alt="Klout: vermin of Twitter"/>&nbsp;<img src="http://research.danlockton.co.uk/images/friends.png" alt="Facebook apps"/><br />
<img src="http://research.danlockton.co.uk/images/reddit.png" alt="Reddit"/>&nbsp;<img src="http://research.danlockton.co.uk/images/stalker_awnings.jpg" alt="John Stalker and Drummer endorse these awnings"/></p>
<p>Sometimes a service will use more than one, to try to satisfy multiple heuristics, or perhaps because the designers are not sure which heuristics are really important to the user (e.g. the This Is My Jam example below). In some ways, this process is approaching the kind of <a href="http://www.persuasion-profiling.com/">&#8216;persuasion profiling&#8217;</a> being pioneered by Maurits Kaptein, <a href="http://www.deaneckles.com/blog/">Dean Eckles</a> and Arjan Haring&#8217;s <a href="http://www.persuasionapi.com/">Persuasion API</a>, although from a different direction.</p>
<p><img src="http://research.danlockton.co.uk/images/thisismyjam1.png" alt="This is My Jam: Twitter recommendations"/><br />
<img src="http://research.danlockton.co.uk/images/thisimyjam2.png" alt="This is My Jam: popular recommendations"/></p>
<p>In the workshop, groups did a similar decomposition on three examples: <a href="http://www.codecademy.com">Codecademy</a>, <a href="http://opower.com">Opower</a> and <a href="http://content.yudu.com/A1ur7a/pssvol2iss5/resources/31.htm">Foodprints</a>, part of More Associates&#8217; <a href="http://carbonculture.net">CarbonCulture</a> platform &#8211; the introductory material is reproduced below.  </p>
<p><img src="http://research.danlockton.co.uk/images/codecademy.png" alt="Codecademy"/><br />
<img src="http://research.danlockton.co.uk/images/opower5.png" alt="Opower"/><br />
<img src="http://research.danlockton.co.uk/images/foodprints.png" alt="Foodprints"/></p>
<p>For each of these, groups extracted a handful of statements of possible heuristics &#8211; for example, for Opower, these included:</p>
<blockquote><p><strong>&#9654; 	If my neighbour can do it, I can do it</p>
<p>&#9654; 	If life&#8217;s a competition, I want to win it</p>
<p>&#9654; 	If I set myself goals, I want to meet them</p>
<p>&#9654; 	I don&#8217;t want to be the &#8216;weak link&#8217;, so I should do it</p>
<p>&#9654; 	I want to be &#8216;normal&#8217;, so I should do it</p>
<p>&#9654; 	[If I do it] I will be better than other people</p>
<p>&#9654; 	If I get apprecation from others, I will continue to do it</p>
<p>&#9654; 	If it stops me being the &#8216;bad guy&#8217;, I will do it</p>
<p>&#9654; 	If it stops me feeling guilty, I will do it</p>
<p>&#9654; 	[If I do it] I will improve myself</p>
<p>&#9654; 	If I don&#8217;t do it, I won&#8217;t fit in </p>
<p>&#9654; 	If I save money, I&#8217;ll have it for other things</p>
<p>&#9654; 	[If I do it] I will be a &#8216;good&#8217; person</p>
<p>&#9654; 	[If I don't do it] bad things will happen</strong></p></blockquote>
<p><img src="http://research.danlockton.co.uk/images/personas.jpg" alt="Personas"/></p>
<p>We went on to swap some of the heuristics among groups, and build them up into relatively plausible (if completely fake) personas, ranging from a &#8220;goth who doesn&#8217;t want to do what others do&#8221;, to Fido, a guide dog intent on helping his partially-sighted owner Bob (as SVA&#8217;s Lizzy Showman mentions <a href="http://design.sva.edu/site/blog/show/647">here</a>). </p>
<p>In turn, the groups then used the DwI cards as inspiration to generate some possible concepts in response to a brief about keeping that person (or dog) engaged and motivated as part of a behaviour change programme at work, around behaviours such as exercise, giving better feedback and so on. Finally, groups acted these out (photo below shows Fido and Bob!).</p>
<p><img src="http://research.danlockton.co.uk/images/dog.jpg" alt="Guide dog"/></p>
<h4>Where does all this fit into a design process?</h4>
<p>What was the point of all this? The aim, really, is ultimately to provide a way of helping designers choose the most appropriate methods for influencing user behaviour in particular contexts, for particular people. This is what much design for behaviour change research is evolving towards, from Stanford&#8217;s <a href="http://www.behaviorwizard.org/wp/">Behaviour Wizard</a> to <a href="http://repository.tudelft.nl/assets/uuid:f1efccdd-07bc-437d-bcbc-7a9d848b806d/439_Zachrisson.pdf">Johannes Zachrisson&#8217;s development of a framework</a>.</p>
<p>I would envisage that with user research framed and phrased in the right way, observation, interviews and actual behavioural data, it would be possible to extract heuristics in a form which are useful for selecting design patterns to apply. While in the workshop we &#8216;decomposed&#8217; existing systems without doing any real user research, doing this <em>alongside</em> would enable the heuristics extracted to be compared and discrepancies investigated and resolved. The redesigned system could thus match much better the heuristics being followed by users, or, if necessary, help to <em>shift</em> those heuristics to more appropriate ones. </p>
<p>Ultimately, each design pattern in some future version of the DwI toolkit will be matched to relevant heuristics, so that there&#8217;s at least a more reasoned (if not proven) process for doing design for behaviour change, using heuristics as a kind of common currency between user behaviour and design patterns: <strong>user research &rarr; extracting heuristics &rarr; matching heuristics to design patterns &rarr; redesigning system by applying patterns &rarr; testing &rarr; back to the start if needed</strong></p>
<p>In the meantime, my next step with this is to do some more extraction of heuristics from actual behavioural data for some particular parts of CarbonCulture, and (as my job requires) put this process into a more formal write-up for an academic journal. I will try to make some properly theoretical bridges with the heuristics work of <a href="http://edge.org/3rd_culture/gigerenzer03/gigerenzer_index.html">Gerd Gigerenzer</a>, <a href="http://www.decisionsciencenews.com/">Dan Goldstein</a> and (as always) Herbert Simon. But if you have any thoughts, suggestions, objections or otherwise, please do <a href="mailto:dan@danlockton.co.uk">get in touch</a>.</p>
<p>Thanks to everyone who came to the workshop, and thanks too to the Interaction 12 organisers for an impressively organised conference.</p>
<p><em>* In reality, the rules have to be able to degrade if the conditions are not met: people are maybe following nested IF&#8230;THEN&#8230;ELSE loops rather than individual IF&#8230;THEN rules. Or perhaps more likely (this thought occurred while talking to <a href="http://codingconduct.cc">Sebastian Deterding</a> on a bus from Dun Laoghaire last week) a kind of CASE statement &#8211; which would take us into pattern recognition and <a href="http://www.ise.ncsu.edu/nsf_itr/794B/papers/Klein_1989_AMMSR_RPDM.pdf">recognition-primed decision models</a>&#8230;<br />
**<a href="http://magicalnihilism.com/2011/11/18/blog-all-dog-eared-unpages-philosophy-simulation-the-emergence-of-synthetic-reason-by-manuel-delanda/">Matt Jones</a> suggests I should read Manuel deLanda&#8217;s <a href="http://eyebeam.org/events/lecture-manuel-delanda-on-philosophy-and-simulation-the-emergence-of-synthetic-reason">Philosophy and Simulation</a>, which fills me with both excitement and fear&#8230;</em></p>
<p>Image sources: <a href="http://itwonlast.tumblr.com/post/1094479127/if-lindsay-anderson-1968-supposedly-one-of">&#8216;If&#8230;&#8217; movie poster</a>; <a href="http://wheresthesausage.typepad.com/my_weblog/2010/02/the-persuasive-power-of-social-proof.html">Whiskas ad</a>;  <a href="http://www.advertisingarchives.co.uk/index.php?action=do_quick_search&#038;service=search&#038;language=en&#038;q=p%3A%2F%2Fwww.google.co.uk%2Fimgres%3Fq%3Djohn+stalker+awnings">Nationwide awnings</a></p>
<p><img src="http://research.danlockton.co.uk/images/chips2.jpg" alt="Just some chips with Tippexed faces on an old Dictaphone gathered round to watch a display"/></p>
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		<title>Architecture, urbanism, design and behaviour: a brief review</title>
		<link>http://architectures.danlockton.co.uk/2011/09/12/architecture-urbanism-design-and-behaviour-a-brief-review/</link>
		<comments>http://architectures.danlockton.co.uk/2011/09/12/architecture-urbanism-design-and-behaviour-a-brief-review/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 20:11:43 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
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		<description><![CDATA[by Dan Lockton Continuing the meta-auto-behaviour-change effort started here, I’m publishing a few extracts from my PhD thesis as I write it up (mostly from the literature review, and before any rigorous editing) as blog posts over the next few months. The idea of how architecture can be used to influence behaviour was central to [...]]]></description>
			<content:encoded><![CDATA[<p>by Dan Lockton</p>
<p><img src="http://research.danlockton.co.uk/images/hollywood.jpg" alt="Hollywood &#038; Highland mall"/></p>
<p><strong><em>Continuing the meta-auto-behaviour-change effort started <a href="http://architectures.danlockton.co.uk/2011/07/19/design-and-behaviourism-a-brief-review/">here</a>, I’m publishing a few extracts from my <a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">PhD thesis</a> as I write it up (mostly from the literature review, and before any rigorous editing) as blog posts over the next few months. The idea of <a href="http://architectures.danlockton.co.uk/what-are-architectures-of-control/">how architecture can be used to influence behaviour</a> was central to this blog when it started, and so it&#8217;s pleasing to revisit it, even if makes me realise how little I still know.</em></strong> </p>
<blockquote><p>“There is no doubt whatever about the influence of architecture and structure upon human character and action. We make our buildings and afterwards they make us. They regulate the course of our lives.”<br />
<strong>Winston Churchill, addressing the English Architectural Association, 1924</strong></p></blockquote>
<p>In designing and constructing environments in which people live and work, architects and planners are necessarily involved in influencing human behaviour. While Sommer (1969, p.3) asserted that the architect “in his training and practice, learns to look at buildings without people in them,” it is clear that from, for example, Howard&#8217;s <em>Garden Cities of To-morrow</em> (1902), through Le Corbusier’s <em>Ville Contemporaine</em> and <em>La Ville radieuse</em>, to the Smithsons&#8217; &#8216;Streets in the sky&#8217;, there has been a long-standing thread of recognition that the way people live their lives is directly linked to the designed environments in which they live. Whether the explicit intention to influence behaviour drives the design process—architectural determinism (Broady, 1966: see future blog post ‘POSIWID and determinism’)—or whether the behaviour consequences of design decisions are only revealed and considered as part of a post-occupancy evaluation (e.g. Zeisel, 2006) or by social scientists or psychologists studying the impact of a development, there are links between the design of the built environment and our behaviour, both individually and socially.<br />
<span id="more-1679"></span><br />
Where there is an explicit intention to influence behaviour, the intended behaviours could relate (for example) to directing people for strategic reasons, or providing a particular ‘experience’, or for health and safety reasons, but they are often focused on influencing <em>social interaction</em>. Hillier et al (1987, p.233) find that “spatial layout in itself generates a field of probabilistic encounter, with structural properties that vary with the syntax of the layout.” Ittelson et al (1974, p.358) suggest that “All buildings imply at least some form of social activity stemming from both their intended function and the random encounters they may generate. The arrangement of partitions, rooms, doors, windows, and hallways serves to encourage or hinder communication and, to this extent, affects social interaction. This can occur at any number of levels and the designer is clearly in control to the degree that he plans the contact points and lanes of access where people come together. He might also, although with perhaps less assurance, decide on the desirability of such contact.”</p>
<p>“Designers often aspire to do more than simply create buildings that are new, functional and attractive—they promise that a new environment will change behaviours and attitudes” (Marmot, 2002, p.252). Where architects expressly announce their intentions and ability to influence behaviour, such as in Danish firm 3XN’s exhibition and book <em>Mind Your Behaviour</em> (3XN, 2010), the behaviours intended and techniques used can range from broad, high-level aspirational strategies such as communal areas “creating the potential for involvement, interaction and knowledge sharing” in a workplace (3XN, 2010) to specific tactics, such as Frank Lloyd Wright’s occasional use of “very confining corridors” for people to walk along “so that when they entered an open space the openness and light would enhance their experience” (Ittelson et al, 1974, p.346). An appreciation of both broad strategies and specific tactics is valuable: from the perspective of a designer whose agency may only extend to redesign of certain elements of a space, product or interface, it is the specific tactical techniques which are likely to be the most immediately applicable, but the broader guiding strategies can help set the vision in the first place. For example, the ‘conditions for city diversity’ outlined by Jacobs (1961)—broad strategies for understanding aspects of urban behaviour—have influenced generations of urbanists.</p>
<p>Following the influence of Christopher Alexander (Alexander et al, 1975, 1977; Alexander, 1979), such strategies and tactics may be expressed architecturally in terms of patterns, which describe “a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice” (Alexander et al, 1977). The concept of patterns, and Alexander et al’s A Pattern Language (1977) will be examined in detail in a future thesis extract, for their form, philosophy and impact, but, as an example, it is worth drawing out a few of the patterns which actually address directly influencing behaviour architecturally (Table 1). Among others, Frederick (2007) and Day (2002) both also outline a range of architectural patterns, some with similarities to Alexander et al’s, including some specifically relating to influencing behaviour. </p>
<p><img src="http://research.danlockton.co.uk/images/chepstow.jpg" alt="Chepstow, Monmouthshire"/><br />
<em>Two examples of pattern 53? Chepstow, Monmouthshire (restored 1524) and Philips High Tech Campus, Eindhoven (c.2000)</em><br />
<img src="http://research.danlockton.co.uk/images/htc-1.jpg" alt="Gateway at Philips High Tech Campus, Eindhoven"/></p>
<p><strong>Table 1. Summaries of a few of Alexander et al’s patterns (1977) which specifically address influencing behaviour, simplified into ‘ends’ and ‘means’.</strong></p>
<table WIDTH="470" BORDER="1" BORDERCOLOR="#000000" CELLPADDING="7" CELLSPACING="10" FRAME="VOID" RULES="ROWS">
<col WIDTH=18>
	</col>
<col WIDTH=57>
	</col>
<col WIDTH=100 CELLSPACING="3">
	</col>
<col WIDTH=220>
<tr VALIGN=TOP>
<td WIDTH=18>
<p CLASS="western">
			</p>
</td>
<td WIDTH=57>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Title</strong></font></p>
</td>
<td WIDTH=100>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>End</strong></font></p>
</td>
<td WIDTH=220>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Means</strong></font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=18>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>30</strong></font></p>
</td>
<td WIDTH=57>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Activity nodes</strong></font></p>
</td>
<td WIDTH=100 CELLSPACING=3>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt">To “create concentrations of people in a community”</font></p>
</td>
<td WIDTH=220>
<p CLASS="western">“<font SIZE=2 STYLE="font-size: 9pt">Facilities must be grouped densely round very small public squares which can function as nodes—with all pedestrian movement in the community organized to pass through these nodes”</font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=18>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>53</strong></font></p>
</td>
<td WIDTH=57>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Main gateways</strong></font></p>
</td>
<td WIDTH=100 CELLSPACING=3>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt">To influence inhabitants of a part of a town to identify it as a distinct entity</font></p>
</td>
<td WIDTH=220>
<p CLASS="western">“<font SIZE=2 STYLE="font-size: 9pt">Mark every boundary in the city which has important human meaning—the boundary of a building cluster, a neighborhood, a precinct—by great gateways where the major entering paths cross the boundary”</font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=18>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>68</strong></font></p>
</td>
<td WIDTH=57>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Connected play</strong></font></p>
</td>
<td WIDTH=100 CELLSPACING=3>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt">To “support the formation of spontaneous play groups” for children</font></p>
</td>
<td WIDTH=220>
<p CLASS="western">“<font SIZE=2 STYLE="font-size: 9pt">Lay out common land, paths, gardens and bridges so that groups of at least 64 households are connected by a swath of land that does not cross traffic. Establish this land as the connected play space for the children in these households”</font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=18>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>139</strong></font></p>
</td>
<td WIDTH=57>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Farmhouse kitchen</strong></font></p>
</td>
<td WIDTH=100 CELLSPACING=3>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt">To help “all the members of the family… to accept, fully, the fact that taking care of themselves by </font><font SIZE=2 STYLE="font-size: 9pt"><i>cooking</i></font><font SIZE=2 STYLE="font-size: 9pt"> is as much a part of life as taking care of themselves by </font><font SIZE=2 STYLE="font-size: 9pt"><i>eating</i></font><font SIZE=2 STYLE="font-size: 9pt">”<br />
			 </font>
			</p>
</td>
<td WIDTH=220>
<p CLASS="western">“<font SIZE=2 STYLE="font-size: 9pt">Make the kitchen bigger than usual, big enough to include the ‘family room’ space, and place it near the center of the commons, not so far back in the house as an ordinary kitchen. Make it large enough to hold a good table and chairs, some soft and some hard, with counters and stove and sink around the edge of the room; and make it a bright and comfortable room”</font></p>
</td>
</tr>
<tr VALIGN=TOP>
<td WIDTH=18>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>151</strong></font></p>
</td>
<td WIDTH=57>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt"><strong>Small	meeting rooms</strong></font></p>
</td>
<td WIDTH=100 CELLSPACING=3>
<p CLASS="western"><font SIZE=2 STYLE="font-size: 9pt">To encourage smaller group meetings, which encourage people to contribute and make their point of view heard</font></p>
</td>
<td WIDTH=220>
<p CLASS="western">“<font SIZE=2 STYLE="font-size: 9pt">Make at least 70 per cent of all meeting rooms really small—for 12 people or less. Locate them in the most public parts of the building, evenly scattered among the workplaces”</font></p>
</td>
</tr>
</col>
</table>
<p>
<h3>Layout of physical elements</h3>
<p>Practically, most architectural patterns for influencing behaviour involve, in one way or another, the physical arrangement of building elements—inside or outside—or a change in material properties. In each case, there is the possibility of changing people’s perceptions of what behaviour is possible or appropriate, and the possibility of actually forcing some behaviour to occur or not occur (see future article ‘Affordances, constraints and choice architecture’). These are not independent alternatives: the perception that some behaviour is possible or impossible can be a result of learning ‘the hard way’ in the past.</p>
<p><img src="http://research.danlockton.co.uk/images/tubebarrier.jpg" alt="Barrier on the London Underground preventing running down stairs onto track"/><br />
<em>Barrier on the London Underground (Baker Street, from memory), preventing people running down stairs directly onto the track. Most stairs don&#8217;t open straight onto the platform like this.</em></p>
<p>The physical arrangement of elements can be broken down into different aspects of positioning and layout—putting elements in particular places to encourage or discourage people’s interaction with them, putting them in people’s way to prevent access to somewhere, putting them either side of people to channel or direct them in a particular way (e.g. staggered pedestrian crossings which aim to direct pedestrians to face oncoming traffic; Department for Transport, 1995), hiding them to remove the perception that they are there, splitting elements up or combining them so that they can be used by different numbers of people at once, or angling them so that some actions are easier than others (termed slanty design by Beale (2007), both physically and in metaphorical application in interfaces). Urbanists such as Whyte (1980) have catalogued, in colourful, intricate detail the effects that the layouts and features of built environments have on people’s behaviour—why some areas become popular, others not so, with whom, and why, with recommendations for how to improve things, in contrast to work such as Goffman (1963) which focuses on the social contexts of public behaviour in urban environments. </p>
<p>The layouts of shops, hotels, casinos and theme parks, especially larger developments where there is scope to plan more ambitiously, can also make use of multiple aspects of positioning and layout to influence and control shoppers’ paths—Stenebo (2010) discusses IKEA’s carefully planned (and continually refined) “fairyland of adventures” which routes visitors through the store; Shearing and Stenning (1984) examine how Disney World embeds “[c]ontrol strategies in both environmental features and structural relations,” many to do with positioning of physical features; while Underhill (1999, 2004), formerly one of Whyte’s students, describes how his company, Envirosell, uses observation approach to understand and redesign shopping behaviour across a wide range of store types and shopping malls themselves, much of which comes down to intelligently repositioning elements such as mirrors, basket stacks, signage and seating. Poundstone (2010) cites a study by Sorensen Associates which used active RFID tags fitted to shopping trolleys to determine that US shoppers taking an anticlockwise route around supermarkets spend on average $2.00 more per trip; the suggestion is that stores with the entrance on the right will be more likely to prompt this anticlockwise movement.</p>
<p>Changes in material properties can involve drawing attention to particular behaviour (e.g. rumble strips on a road to encourage drivers to slow down: Harvey, 1992), or making it more or less comfortable to do an activity (e.g., as Katyal (2002, p.1043) notes, “fast food restaurants use hard chairs that quickly grow uncomfortable so that customers rapidly turn over”). The application of some of these physical positioning and layout and material property ideas to a particular social issue is described in the blog post <a href="http://architectures.danlockton.co.uk/2008/01/05/towards-a-design-with-intent-method-v01/">&#8216;Towards a Design with Intent method v.0.1&#8242;</a> from 2008.</p>
<p><img src="http://research.danlockton.co.uk/images/seating.jpg" alt="Some seating at Wessex Water's HQ, Bath"/></p>
<p>Often combining positioning and material properties, the effect of different seating types and layouts on behaviour comprises a significant area of study in itself, with, for example, work by Steinzor (1950), Hearn (1957), Sommer (1969) and Koneya (1976) helping to establish patterns of likely interaction between people occurring with arrangements of chairs around tables, and overall room layouts in classrooms and mental hospitals. Sommer’s design intervention in the dayroom of an elderly ladies’ ward at a state hospital in Canada—by reducing the number of couches around the walls and adding tables and chairs in the centre of the room, with flowers and magazines—led to major increases in the amount of conversation and interaction between residents. </p>
<p><img src="http://research.danlockton.co.uk/images/airportseating.jpg" alt="Seating at LAX"/></p>
<p>Osmond (1959) introduced the terms <em>sociofugal</em> and <em>sociopetal</em> to describe spaces which drive people apart and together, respectively; Sommer (1969, 1974) notes that airports are often among the most sociofugal spaces, largely because of the fixed, single-direction seating and “sterile” decor: “Many other buildings… such as mental hospitals and jails, also discourage contact between people, but none does this as effectively as the airport… In practice the long corridors and the cold, bare waiting areas of the typical airport are more sociofugal than the isolation wing of the state penitentiary.” (Sommer, 1974: p.72). Hall’s concept of proxemics (e.g. Hall, 1966) provides a treatment of personal space, its effects on behaviour, and its significance in different physical spaces as well as in different cultures. The different ‘distance zones’ identified by Hall—intimate, personal, social and public—have implications for the design process: “If one looks at human beings in the way that the early slave traders did, conceiving of their space requirements simply in terms of the limits of the body, one pays very little attention to the effects of crowding. If, however, one sees man surrounded by a series of invisible bubbles which have measurable dimensions, architecture can be seen in a new light. It is then possible to conceive that people can be cramped by the spaces in which they have to live and work. They may find themselves forced into behavior, relationships or emotional outlets that are overly stressful” (Hall, 1966, p.129).</p>
<p><img src="http://danlockton.co.uk/research/images/trellick1.jpg" alt="Trellick Tower from the Great Western Main Line"/></p>
<h3>Emergence, desire lines and predicting behaviour</h3>
<blockquote><p>“All buildings are predictions. All predictions are wrong”.<br />
<strong>Stewart Brand, How Buildings Learn, 1994, p. 178.</strong></p>
<p>“I built skyscrapers for people to live in there and now they messed them up—disgusting”.<br />
<strong>Ernő Goldfinger, commenting on tabloid reports of violent crime in the Trellick Tower, above (quoted in Open University, 2001)</strong></p></blockquote>
<p>In <em>How Buildings Learn</em>, Stewart Brand (1994) contrasts ‘Low Road’ architecture designed to permit adaptation by users, with visionary ‘High Road’ architectural plans which seek to define at the design stage the future behaviour and lifestyles of buildings’ users. High Road plans often ‘fail’ in this sense, unable to anticipate future needs or usage patterns (as Ittelson et al (1974, p. 357) put it, “we are all living in the relics of the past”), while Low Road architecture can cope with changing requirements, appropriation (Salovaara, 2008) and emergent behaviour. The stereotype of architect as a &#8216;High Road&#8217; planner—perhaps living in the penthouse at the top of the tower block he has designed—resonates in both fact (e.g. Ernő Goldfinger&#8217;s comment quoted above) and fiction (e.g. Anthony Royal in J.G. Ballard&#8217;s <em>High Rise</em> (1975).*</p>
<p>The parallels of the the High/Low Road approaches with the design and use of other systems—in particular software, but perhaps also economic and political systems in general—are evident throughout Brand’s book, although never explicitly stated as such; there are also parallels in planning at a level above that of buildings themselves, such as the clash in New York (Flint, 2009) between the bottom-up approach to urbanism favoured by Jacobs (1961) and the top-down approach of Robert Moses. While it will unfortunately not be considered in detail in this thesis, the emerging power of ubiquitous computing, when integrated intelligently into physical space—&#8221;city as operating system&#8221; (Gittins, 2007)—could permit a kind of Low Road &#8216;read/write urbanism&#8217; (Greenfield &#038; Shepard, 2007) in which the &#8216;city users&#8217; themselves are able to augment and alter the meanings, affordances and even fabrics of their surroundings.</p>
<p><img src="http://research.danlockton.co.uk/images/cowpath.jpg" alt="A cowpath at Brunel"/><br />
<em>A desire path or cowpath is forming across this grass area in the John Crank memorial garden, Brunel University&#8230;</em></p>
<p>One emergent behaviour-related concept arising from architecture and planning which has also found application in human-computer interaction is the idea of desire lines, desire paths or cowpaths. The usual current use of the term (often attributed, although apparently in error, to Bachelard’s <em>The Poetics of Space</em> (1964)) is to describe paths worn by pedestrians across spaces such as parks, between buildings or to avoid obstacles—“the foot-worn paths that sometimes appear in a landscape over time” (Mathes, 2004) and which become self-reinforcing as subsequent generations of pedestrians follow what becomes an obvious path. Throgmorton &#038; Eckstein (2000) also discuss Chicago transportation engineers’ use of ‘desire lines’ to describe maps of straight-line origin-to-destination journeys across the city, in the process revealing assumptions about the public’s ‘desire’ to undertake these journeys. In either sense, desire lines (along with use-marks (Burns, 2007)) could perhaps, using economic terminology, be seen as a form of revealed user preference (Beshears et al, 2008) or at least revealed choice, with a substantial normative quality.</p>
<p>As such, there is potential for observing the formation of desire lines and then ‘codifying’ them in order to provide paths that users actually need, rather than what is assumed they will need. As Myhill (2004) puts it, “[a]n optimal way to design pathways in accordance with natural human behaviour, is to not design them at all. Simply plant grass seed and let the erosion inform you about where the paths need to be. Stories abound of university campuses being constructed without any pathways to them.” Myhill goes on to suggest that companies which apply this idea in the design of goods and services, designing systems to permit desire lines to emerge and then paying attention to them, will succeed in a process of ‘Normanian Natural Selection’ (after Don Norman’s work).</p>
<p><img src="http://research.danlockton.co.uk/images/pavedcowpath.jpg" alt="A paved cowpath at Brunel"/><br />
<em>&#8230;whereas this one has been &#8216;paved&#8217; after pedestrians wore a definite path.</em></p>
<p>In human-computer interaction, this principle has become known as ‘Pave the cowpaths’—“look where the paths are already being formed by behavior and then formalize them, rather than creating some kind of idealized path structure that ignores history and tradition and human nature and geometry and ergonomics and common sense” (Crumlish &#038; Malone, 2009, p.17). Particularly with websites, analytics software can take the place of the worn grass, and in the process reveal extra data such as demographic information about users, and more about their actual desires or intention in engaging in the process (e.g. Google is a “database of intentions”, according to Battelle (2003)). This allows clustering of behaviour paths and even investigation of users’ mental models of site structure. The counter-argument is that blindly paving cowpaths can enshrine inefficient behaviours in the longer-term, locking users and organisations into particular ways of doing things which were never optimal in the first place (Arace, 2006)—form freezing function, to paraphrase Stewart Brand (1994, p.157).</p>
<p>From the point of view of influencing behaviour rather than simply reflecting it, the principle of paving the cowpaths could be applied strategically: identify the desire lines and paths of particular users—perhaps a group which is already performing the desired behaviour—and then, by formalising this, making it easier or more salient or in some way obviously normative, encourage other users to follow suit. </p>
<p><em>*It is worth differentiating, though, between a visionary approach which considers human behaviour and sets out to change it, and the approach attributed to some other treatments of the &#8216;visionary architect&#8217; personality, in which human behaviour is simply ignored or relegated as being secondary to the vision of the building itself. In fiction, Ayn Rand&#8217;s Howard Roark (in </em>The Fountainhead<em>, 1943) is perhaps an archetype; Sommer&#8217;s architect who &#8220;learns to look at buildings without people in them&#8221; quoted above is perhaps based on real instances of this approach.</em></p>
<p><img src="http://research.danlockton.co.uk/images/westfieldstratfordcity.jpg" alt="Westfield Stratford City, with Olympic Athletes' Village under construction, March 2010"/><br />
<em>The ticket hall of Stratford City railway station, London, with Westfield logo and the Olympic Athletes&#8217; Village under construction in the background, March 2010</em></p>
<h3>The politics of architecture, power and control</h3>
<blockquote><p>“I was aware that I could be watched from above…and that it was possible to go much higher—to become one of the watchers—but I didn’t see how it could be done. The architecture embodied a political message: There are people higher than you, and they can watch you, follow you—and, theoretically, you can join them, become one of them. Unfortunately you don’t know how.”<br />
<strong>Geoff Manaugh, The BLDG BLOG Book (2009, p.17)</strong></p></blockquote>
<p>Architecture can serve as a regulatory force (Shah and Kesan, 2007) and has been used to influence and control public behaviour through embodying power in a number of ways. Direct use of architecture to change the economic or demographic make-up of areas ranges from policies of shopping centres and Business Improvement Districts to shift the social class of visitors to an area* (Minton, 2009), to Depression-era Tennessee Valley Authority’s mandate to revitalise impoverished areas through massive development programmes (Culvahouse, 2007), to government-driven use of settlements to occupy or colonise territories. In this latter context, Segal and Weizman (2003, p. 19), referring to Israel, comment that “[i]n an environment where architecture and planning are systematically instrumentalized… planning decisions do not often follow criteria of economic sustainability, ecology or efficiency of services, but are rather employed to serve strategic and political agendas”. </p>
<p>Vale (2008) discusses Pierre Charles L’Enfant’s 1791 layout of Washington, DC, often seen as physically reifying the ‘separation of powers’ principle contained in the US Constitution, by separating the buildings housing the branches of government, although Vale notes that L’Enfant does not explicitly mention this as his intention. Along perhaps similar lines, Stewart Brand (1994, p.3) mentions Churchill’s 1943 request that “the bomb-damaged Parliament be rebuilt exactly as it was before… It was to the good, he insisted, that the [House of Commons] Chamber was too small to seat all the members (so great occasions were standing-room occasions), and that its shape forced members to sit on either one side or the other, unambiguously of one party or the other.” Indeed, Churchill’s ‘crossing the floor’ in 1904 (and again in the 1920s) perhaps relied on the physical layout of the chamber for its impact. Ittelson et al (1974, p.139) also note that “[t]he eight months of deliberations in 1969, preceding the Paris Peace Talks, were largely centered on the issue of the shape of the table to be used in the negotiations.” </p>
<p>Internal building layouts are analysed for their ‘power’ implications by Dovey (2008), who uses a system of ‘space syntax analysis’ developed by Hillier and Hanson (1984) to examine diverse buildings such as Albert Speer’s Berlin Chancellery, the Forbidden City of Beijing, and the Metro Centre shopping mall in Newcastle-upon-Tyne. One recurring pattern in political buildings is the intentional use of something similar to what Alexander et al (1977, p.610), in a different context, call ‘intimacy of gradient’—a “diplomatic promenade” (Dovey, 2008, p. 65) selectively revealing a sequence of anterooms to visitors, their permitted progress through the structure (the deepest level being the president or monarch’s private study) calculated both to reflect their status and instil the requisite level of awe. Nicoletta (2003) looks at the use of architecture to exert social control in Shaker dwelling houses, e.g. the use of separate entrances and staircases for men and women, and the lack of routes through the house which did not result in observation by other members of the family.</p>
<p>City layouts have been used strategically to try to prevent disorder and make it easier to put down. Baron Georges-Eugène Haussmann’s “militaristically planned Paris” (Hatherley, 2008, p. 11), remodelled for Louis Napoléon (later Napoléon III) after 1848, had “[t]he true goal of…secur[ing] the city against civil war. He wanted to make the erection of barricades in Paris impossible for all time… Widening the streets is designed to make the erection of barricades impossible, and new streets are to furnish the shortest route between the barracks and the workers’ districts.” (Benjamin, 1935/1999, p. 12). The Haussmann project also involved “the planning of straight avenues as a method of crowd control (artillery could fire down them at barricaded masses)” (Rykwert, 2000, p.91). Scott (1998, p.59) likens the &#8220;logic behind the reconstruction of Paris&#8221; to the process of transforming old-growth forests into &#8220;scientific forests designed for unitary fiscal management&#8221;—part of which involves, as Scott emphasies throughout his book <em>Seeing Like a State</em>, the idea of making a space (and the people in it) <em>legible</em> to whoever is in power by removing or simplifying inconsistencies, anomalies and local practices to &#8216;tame&#8217; potentially dangerous <em>ceintures sauvages</em>. Legibility affords measurement and standardisation, and these (from <em>Domesday Book</em> to the standardisation of surnames, to biometric IDs) afford modelling, regulation and control. Drawing on Hacking (1990), Scott (1998, p.92) suggests that it is &#8220;but a small step from a simplified description of society to a design and manipulation of society, with improvement in mind. If one could reshape nature to design a more suitable forest, why not reshape society to create a more suitable population?&#8221;</p>
<p>Returning to the specifics of architectural schemes, New York ‘master builder’ Robert Moses’ low parkway bridges on Long Island are often mentioned in a similar vein to Haussmann&#8217;s Paris (Caro, 1975; Winner, 1986). These had the effect of preventing buses (and by implication poorer people, often minorities) using the parkways to visit the Jones Beach State Park—another of Moses&#8217; projects. However, Joerges (1999) questions details of the intentionality involved, suggesting that the story as presented by Winner is more of a parable (Gillespie, 2007, p. 72) about the embodiment of politics in artefacts—an exhortation to recognise that “specific features in the design or arrangement of a device or system could provide a convenient means of establishing patterns of power and authority in a given setting,” (Winner, 1986)—than a real example of architecture being used intentionally to discriminate against certain groups (see also the forthcoming blog post ‘POSIWID and determinism’). Nevertheless, Flint (2009, p.44) suggests in his book on Jane Jacobs&#8217; battles with Moses over New York planning, that, at least in his earlier years, &#8220;Moses strove to model himself after Baron Haussmann&#8221;. </p>
<p><em>*Minton (2009, p.45) interviews a Business Improvement District manager in the UK who tells her explicitly that “High margins come with ABC1s, low margins with C2DEs. My job is to create an environment which will bring in more ABC1s.”</em></p>
<p><img src="http://research.danlockton.co.uk/images/cityhall.jpg" alt="Pig ears on the South Bank, London"/><br />
<em>&#8216;Pig ear&#8217; skate stoppers near City Hall, London</em></p>
<h3>Disciplinary architecture and design against crime</h3>
<blockquote><p>“Where the homeless are ejected from business and retail areas by such measures as curved bus benches, window-ledge spikes and doorway sprinkler systems, so skaters encounter rough-textured surfaces, spikes and bumps added to handrails, blocks of concrete placed at the foot of banks, chains across ditches and steps, and new, unridable surfaces such as gravel and sand.”<br />
<strong>Iain Borden, Skateboarding, Space and the City (2001, p.254)</strong></p></blockquote>
<p>Perhaps difficult to extract from the political dimension of architecture is the notion of <em>disciplinary architecture</em>, covering everything from designed measures such as anti-homeless park benches to prison design, via Jeremy Bentham’s <em>Panopticon</em> (1787) and Foucault’s ‘technologies of punishment’ (1977). Howell (2001) notes that this is often framed as ‘defending’ the general public against ‘undesirable’ behaviour by other members of the public—in this particular case again, measures to make skateboarding more difficult. Similar measures may be installed by members of the public to defend their own properties: Flusty (1997, p. 48) classifies “five species” of “interdictory spaces—spaces designed to intercept and repel or filter would-be users”, many of which occur frequently in residential contexts as well as public spaces: <em>stealthy</em> space—areas which have been deliberately concealed from general view; <em>slippery</em> space—spaces with no apparent means of approach; <em>crusty</em> space—space that cannot be accessed because of obstructions; <em>prickly</em> space—space which cannot be occupied comfortably due to measures inhibiting walking, sitting or standing; and <em>jittery</em> space—space which is constantly under surveillance (or threatened surveillance). Some of the ways of achieving these species of space will be familiar from other examples discussed in this thesis, particularly prickly space. </p>
<p><img src="http://research.danlockton.co.uk/images/prikkastrips.jpg" alt="Prikka strips"/><br />
<em><a href="http://www.prikka-strip.com">Prikka strips</a>, a popular brand of add-on DIY plastic spikes for your wall.</em></p>
<p>&#8216;Design against crime&#8217; has recently received significant attention in the UK via initiatives such as the Design Against Crime Research Centre at Central Saint Martins (e.g. Ekblom, 1997; Gamman &#038; Pascoe, 2004; Gamman &#038; Thorpe, 2007) whose work has addressed some high-profile areas such as bicycle theft and bag theft in restaurants and bars (AHRC, 2008) through innovative product design interventions taking account of the environmental contexts in which crimes occur. While the focus may be on &#8216;better&#8217; products (as was a much earlier programme by the Design Council focusing on design against vandalism (Sykes, 1979)), the parallel field of crime prevention through environmental design (CPTED) has developed from the early 1970s to date, focusing on redesigning architectural elements to discourage particular behaviours. In the UK, compliance with an Association of Chief Police Officers’ CPTED initiative, ‘Secured by Design’—run by ACPO Crime Prevention Initiatives Ltd—has, according to Minton (2009, p.71), become a condition of planning permission for some large residential developments, leading to the situation where new estates are required to be “surrounded by walls with sharp steel pins or broken glass on top of them, CCTV and only one gate into the estate.” </p>
<p>Crowe (2000) provides a practical guide to implementing CPTED with diagrams and ‘design directives’ for a wide variety of spaces, including schools and student residences. Poyner (1983), in a guide which is effectively A Pattern Language for CPTED, outlines 31 patterns addressing different types of crime in different settings—for example, “4.7 Access to rear of house: There should be no open access from the front to the rear of a house. Access might be restricted to full-height locked gates,” addresses burglary and break-ins. Many of Poyner’s patterns make use of the principle of natural surveillance, described in Oscar Newman’s influential book <em>Defensible Space: People and Design in the Violent City</em>* (1972). Natural surveillance implies designing spaces to afford “surveillance opportunities for residents and their agents” (Newman, 1972, p. 78)—effectively, designing environments so that building users are able to observe others’ activities when outside the home, and feel observed themselves (a concept which, applied in the wider context of digital communications and social media, might be termed <em>peerveillance</em>**). There should be parallels with Jacobs’ (1961) concept of ‘eyes on the street’—although as Minton (2009) points out, implementing natural surveillance via enclosed, gated communities where strangers will necessarily stand out means that the residents can become isolated, targets even for burglars who know that it is unlikely there will be any passers-by (or even passing police) to see their activities. </p>
<p>Katyal (2002) provides a comprehensive academic review of ‘Architecture as Crime Control’, addressed to a legal and social policy-maker audience, but also interesting because of a follow-up article taking the same approach to examine digital architecture (see future article). One point to which Katyal repeatedly returns is the concept of architectural solutions as entities which subtly reinforce or embody social norms (desirable ones, from the point of view of law enforcement) rather than necessarily enforce them: “Even the best social codes are quite useless if it is impossible to observe whether people comply with them. Architecture, by facilitating interaction and monitoring by members of a community, permits social norms to have greater impact. In this way, the power of architecture to influence social norms can even eclipse that of law, for law faces obvious difficulties when it attempts to regulate social interaction directly” (Katyal, 2002, p. 1075).</p>
<p><em>*‘Defensible space’ covers “restructur[ing] the physical layout of communities to allow residents to control the areas around their homes.” (Newman, 1996)<br />
**The author used ‘Peerveillance’ for a pattern based on this concept in DwI v.1.0, at the time (March 2010) finding only one previous use of the term, on Twitter, by Alex Halavais. As of May 2011, the tweet is no longer findable via either Twitter or Google searches.</em> </p>
<blockquote><h2>Implications for designers</h2>
<p><strong>&#9654; 	Designed environments influence people’s behaviour in a variety of ways, and some have been designed expressly with this intention, often for political or crime prevention reasons</p>
<p>&#9654; 	This can range from high-level visions of influencing wider social or community behaviours, to very specific techniques applied to influence particular behaviours in a particular context; the use of patterns facilitates re-use of techniques wherever a similar problem recurs</p>
<p>&#9654; 	Most patterns involve either the physical arrangement of building elements—positioning, angling, splitting up, hiding, etc—or a change in material properties, either to change people’s perceptions of what behaviour is possible or appropriate, perhaps by reinforcing or embodying social norms, or to force certain behaviour to occur or not occur</p>
<p>&#9654; 	There are also patterns around aspects of surveillance—designing layouts which facilitate or prevent visibility of activity between groups of people</p>
<p>&#9654; 	In practice, patterns may be applied in combination to create different kinds of space with different effects on behaviour</p>
<p>&#9654; 	There is potential for ‘paving the cowpaths’ strategically through design, identifying the paths of particular users—perhaps a group which is already performing the desired behaviour—and then, by formalising this, making it easier or more salient or in some way obviously normative, encourage other users to follow suit</p>
<p>&#9654; 	By affecting so completely the way in which people spend their lives, political or police attempts to control behaviour through the design of environments can be controversial </p>
<p>&#9654; 	Some concepts related to influencing behaviour in the built environment may be transposed to other designed systems and contexts</strong></p></blockquote>
<h3>References</h3>
<p><strong>3XN (2010)</strong> Mind Your Behaviour: How Architecture Shapes Behaviour. 3XN.<br />
<strong>AHRC, (2008)</strong> Fighting crime through more effective design. Available at <a href="http://www.ahrc.ac.uk/About/Publications/Documents/DAC%20Brochure.pdf">http://www.ahrc.ac.uk/About/Publications/Documents/DAC%20Brochure.pdf</a><br />
<strong>Alexander, C. (1979)</strong> The Timeless Way of Building. Oxford University Press.<br />
<strong>Alexander, C., Silverstein, M., Angel, S., Ishikawa, S. and Abrams, D. (1975)</strong> The Oregon Experiment. Oxford University Press.<br />
<strong>Alexander, C., Ishikawa, S., Silverstein, M., Jacobson, M., Fiksdahl-King, I. and Angel, S. (1977)</strong> A Pattern Language. Oxford University Press.<br />
<strong>Arace, M. (2006)</strong> &#8216;Don&#8217;t Pave the Cowpaths&#8217;. Available at <a href="http://mikeomatic.net/?p=59">http://mikeomatic.net/?p=59</a><br />
<strong>Bachelard, G. (1964)</strong> The Poetics of Space. Orion Press.<br />
<strong>Ballard, J.G. (1975)</strong> High Rise. Jonathan Cape.<br />
<strong>Battelle, J. (2003)</strong> &#8216;The Database of Intentions&#8217;. Available at <a href="http://battellemedia.com/archives/2003/11/the_database_of_intentions">http://battellemedia.com/archives/2003/11/the_database_of_intentions</a><br />
<strong>Beale, R. (2007)</strong> &#8216;Slanty design&#8217;. Communications of the ACM 50(1), p. 1-24<br />
<strong>Benjamin, W. (1935/1999)</strong> The Arcades Project. Harvard University Press.<br />
<strong>Bentham, J. (1787)</strong> &#8216;Panopticon; or, the Inspection-House [...]&#8216;. Available at <a ref="http://www.cartome.org/panopticon2.htm">http://www.cartome.org/panopticon2.htm</a><br />
<strong>Beshears, J.L., Choi, J.J., Laibson, D., Madrian, B.C. et al, (2008)</strong> &#8216;How are Preferences Revealed?&#8217; Yale ICF Working Paper No. 08-15. Available at <a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1125043">http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1125043</a><br />
<strong>Borden, I. (2001)</strong> Skateboarding, Space and the City. Berg.<br />
<strong>Brand, S. (1994)</strong> How Buildings Learn. Viking.<br />
<strong>Broady, M. (1966)</strong> &#8216;Social Theory in Architectural Design&#8217; in Gutman, R. (ed.), People and Buildings. Basic Books.<br />
<strong>Burns, B. (2007)</strong> &#8216;From Newness to Useness and back again: a review of the role of the user in sustainable product maintenance,&#8217; Presentation at EPSRC Network on Product Life Spans event on Maintaining Products in Use.<br />
<strong>Caro, R.A. (1975)</strong> The Power Broker: Robert Moses and the Fall of New York. Vintage Books.<br />
<strong>Crowe, T.D. (2000)</strong> Crime Prevention Through Environmental Design (2nd ed.). Butterworth-Heinemann.<br />
<strong>Crumlish, C. &#038; Malone, E. (2009)</strong> Designing Social Interfaces. O&#8217;Reilly.<br />
<strong>Culvahouse, T. (ed.) (2007)</strong> The Tennesseee Valley Authority: Design and Persuasion. Princeton Architectural Press.<br />
<strong>Day, C. (2002)</strong> Spirit &#038; Place. Architectural Press.<br />
<strong>Department for Transport (1995)</strong> The Design of Pedestrian Crossings. Local Transport Note 2/95. Available at <a href="http://webarchive.nationalarchives.gov.uk/+/http://www.dft.gov.uk/pgr/roads/tpm/ltnotes/thedesignofpedestriancrossin4034">http://webarchive.nationalarchives.gov.uk/+/http://www.dft.gov.uk/pgr/roads/tpm/ltnotes/thedesignofpedestriancrossin4034</a><br />
<strong>Dovey. K. (2008)</strong> Framing Places: Mediating Power in Built Form (2nd ed.). Routledge.<br />
<strong>Ekblom, P. (1997)</strong> Gearing up against crime. Available at <a href="http://www.designagainstcrime.com/files/crimeframeworks/11_gearing_up_against_crime.pdf">http://www.designagainstcrime.com/files/crimeframeworks/11_gearing_up_against_crime.pdf</a><br />
<strong>Flint, A. (2009)</strong> Wrestling with Moses. Random House.<br />
<strong>Flusty, S. (1997)</strong> &#8216;Building Paranoia&#8217; in Ellin, N. (ed.) Architecture of Fear. Princeton Architectural Press.<br />
<strong>Foucault, M. (1977)</strong> Discipline and Punish: The Birth of the Prison. Allen Lane.<br />
<strong>Frederick, M. (2007)</strong> 101 Things I Learned in Architecture School. MIT Press.<br />
<strong>Gamman, L. and Pascoe, T. (2004)</strong> &#8216;Design Out Crime? Using Practice-based Models of the Design Process&#8217;. Crime Prevention and Community Safety: An International Journal 2004, 6(4), p. 9-18<br />
<strong>Gamman, L. and Thorpe, A. (2007)</strong> &#8216;Design against crime&#8217;as socially responsive design for public space&#8217;. Innovation and Investment in Research and the Creative Economy, 3-4 December 2007, San Paulo<br />
<strong>Gillespie, T. (2007)</strong> Wired Shut: Copyright and the Shape of Digital Culture. MIT Press.<br />
<strong>Gittins, M., writing as &#8216;kosmograd&#8217; (2007)</strong> &#8216;The City as Operating System&#8217;, Team Helsinki blog, 14 March 2007. Available at <a href="http://teamhelsinki.blogspot.com/2007/03/city-as-operating-system.html">http://teamhelsinki.blogspot.com/2007/03/city-as-operating-system.html</a><br />
<strong>Goffman, E. (1963)</strong> Behavior in Public Places. The Free Press.<br />
<strong>Greenfield, A. and Shepard, M. (2007)</strong> Urban Computing and its Discontents. Architectural League of New York. Available at <a href="http://www.situatedtechnologies.net/files/ST1-Urban_Computing.pdf">http://www.situatedtechnologies.net/files/ST1-Urban_Computing.pdf</a><br />
<strong>Hacking, I. (1990)</strong> The Taming of Chance. Cambridge University Press.<br />
<strong>Hall, E.T. (1966)</strong> The Hidden Dimension. Doubleday.<br />
<strong>Harvey, T. (1992)</strong> A Review of Current Traffic Calming Techniques. PRIMAVERA Project. Available at <a href="http://www.its.leeds.ac.uk/projects/primavera/p_calming.html">http://www.its.leeds.ac.uk/projects/primavera/p_calming.html</a><br />
<strong>Hatherley, O. (2008)</strong> Militant Modernism. Zer0 Books.<br />
<strong>Hearn, G. (1957)</strong> &#8216;Leadership and the spatial factor in small groups&#8217;. Journal of Abnormal and Social Psychology, 54 (2), p. 269-272.<br />
<strong>Hillier, W.R.G., Hanson, J. and Peponis, J. (1987)</strong> &#8216;Syntactic Analysis of Settlements&#8217;. Architecture et Comportement / Architecture and Behaviour, 3 (3), p. 217-231.<br />
<strong>Hillier, W.R.G. and Hanson, J. (1984)</strong> The Social Logic of Space. Cambridge University Press.<br />
<strong>Howard, E. (1902)</strong> Garden Cities of To-morrow. Available at <a href="http://www.archive.org/download/gardencitiestom00howagoog/gardencitiestom00howagoog.pdf">http://www.archive.org/download/gardencitiestom00howagoog/gardencitiestom00howagoog.pdf</a><br />
<strong>Howell, O. 2001</strong> &#8216;The Poetics of Security: Skateboarding, Urban Design, and the New Public Space,’ Urban Action 2001/San Francisco State University Urban Studies Program. Available at <a href="http://bss.sfsu.edu/urbanaction/ua2001/ps2.html">http://bss.sfsu.edu/urbanaction/ua2001/ps2.html</a><br />
<strong>Ittelson, W.H., Proshansky, H.M, Rivlin, L.G. and Winkel, G.H. (1974)</strong> An Introduction to Environmental Psychology. Holt, Rinehart &#038; Winston.<br />
<strong>Jacobs, J. (1961)</strong> The Death and Life of Great American Cities. Random House.<br />
<strong>Joerges, B. (1999)</strong> &#8216;Do Politics Have Artefacts?&#8217; Social Studies of Science, 29 (3), p. 411-431.<br />
<strong>Katyal, N.K. (2002)</strong> &#8216;Architecture As Crime Control&#8217;. Yale Law Journal 111, p. 1039<br />
<strong>Koneya, M. (1976)</strong> &#8216;Location and Interaction in Row-and-Column Seating Arrangements&#8217;. Environment and Behavior 8 (2) p. 265-282<br />
<strong>Manaugh, G. (2009)</strong> The BLDG BLOG Book. Chronicle Books.<br />
<strong>Mathes, A. (2004)</strong> &#8216;Folksonomies &#8211; Cooperative Classification and Communication Through Shared Metadata&#8217;. Available at <a href="http://www.adammathes.com/academic/computer-mediated-communication/folksonomies.pdf">http://www.adammathes.com/academic/computer-mediated-communication/folksonomies.pdf</a><br />
<strong>Marmot, A. (2002)</strong> &#8216;Architectural determinism. Does design change behaviour?&#8217; British Journal of General Practice, 52 (476), p. 252–253<br />
<strong>Minton, A. (2009)</strong> Ground Control: Fear and happiness in the twenty-first century city. Penguin.<br />
<strong>Myhill, C. (2004)</strong> &#8216;Commercial Success by looking for Desire Lines&#8217;, 6th Asia Pacific Computer-Human Interaction Conference (APCHI 2004), Rotorua, New Zealand. Available at <a href="http://www.litsl.com/personal/commercial_success_by_looking_for_desire_lines.pdf">http://www.litsl.com/personal/commercial_success_by_looking_for_desire_lines.pdf</a><br />
<strong>Newman, O. (1972)</strong> Defensible Space: People and Design in the Violent City. Architectural Press.<br />
<strong>Nicoletta, J. (2003)</strong> &#8216;The Architecture of Control: Shaker Dwelling Houses and the Reform Movement in Early-Nineteenth-Century America&#8217;. Journal of the Society of Architectural Historians 62 (3), p. 352-387<br />
<strong>Open University (2001)</strong> &#8216;From Here to Modernity: Trellick Tower&#8217;. Available at http://www.open2.net/modernity/3_14.htm<br />
<strong>Osmond, H. (1959)</strong> &#8216;The Relationship between Architect and Psychiatrist&#8217;. In Goshen, C. (ed.), Psychiatric Architecture. American Psychiatric Association.<br />
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<strong>Poyner, B. (1983)</strong> Design against Crime: Beyond Defensible Space. Butterworths.<br />
<strong>Rand, A. (1943)</strong> The Fountainhead. Bobbs Merrill.<br />
<strong>Rykwert, J. (2000)</strong> The Seduction of Place. Oxford University Press.<br />
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<strong>Scott, J.C. (1998)</strong> Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed. Yale University Press.<br />
<strong>Segal, R. and Weizman, E. (eds.) (2003)</strong> A Civilian Occupation: The Politics of Israeli Architecture. Babel/Verso.<br />
<strong>Shah, R.C. and Kesan, J.P. (2007)</strong> &#8216;How Architecture Regulates&#8217;. Journal of Architectural and Planning Research, 24 (4), p. 350-359.<br />
<strong>Shearing, C.D. and Stenning, P.C. (1984)</strong> &#8216;From the Panopticon to Disney World: the Development of Discipline&#8217; in Doob, A.N. and Greenspan, E.L. (eds.) Perspectives in Criminal Law: Essays in Honour of John LL.J. Edwards, p.335-349. Canada Law Book.<br />
<strong>Sommer, R. (1969)</strong> Personal Space: The Behavioral Basis of Design. Prentice-Hall.<br />
<strong>Sommer, R. (1974)</strong> Tight Spaces: Hard Architecture and How to Humanize it. Prentice-Hall.<br />
<strong>Steinzor, B. (1950)</strong> &#8216;The spatial factor in face to face discussion groups&#8217;. Journal of Abnormal and Social Psychology, 45 (3), p. 552-555.<br />
<strong>Stenebo, J. (2010)</strong> The Truth About IKEA. Gibson Square.<br />
<strong>Sykes, J. (1979)</strong> Designing Against Vandalism. The Design Council.<br />
<strong>Throgmorton, J. &#038; Eckstein, B. (2000)</strong> &#8216;Desire Lines: The Chicago Area Transportation Study and the Paradox of Self in Post-War America.&#8217; Available at https://www.nottingham.ac.uk/3cities/throgeck.htm<br />
<strong>Underhill, P. (1999)</strong> Why We Buy. Simon &#038; Schuster.<br />
<strong>Underhill, P. (2004)</strong> Call of the Mall. Simon &#038; Schuster.<br />
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<strong>Whyte, W.H. (1980)</strong> The Social Life of Small Urban Spaces. The Conservation Foundation.<br />
<strong>Winner, L. (1986)</strong> &#8216;Do Artifacts Have Politics?&#8217; In The Whale and the Reactor: A Search for Limits in an Age of High Technology, pp. 19–39. University of Chicago Press<br />
<strong>Zeisel, J. (2006)</strong> Inquiry by Design (rev. ed.). W.W. Norton.</p>
<p><img src="http://research.danlockton.co.uk/images/htc-2.jpg" alt="Boardwalk at Philips High Tech Campus, Eindhoven"/><br />
<em>Reminiscent of a scene from Ballard&#8217;s </em>Super-Cannes<em>, the Philips High Tech Campus also includes this lake and boardwalk, perhaps affording breakout meetings and secret discussions away from the earshot of office colleagues, although in full view of the surrounding buildings.</em></p>
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		<title>dConstructing a workshop</title>
		<link>http://architectures.danlockton.co.uk/2011/09/10/dconstructing-a-workshop/</link>
		<comments>http://architectures.danlockton.co.uk/2011/09/10/dconstructing-a-workshop/#comments</comments>
		<pubDate>Sat, 10 Sep 2011 21:21:31 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Black box]]></category>
		<category><![CDATA[Choice Architecture]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Site Announcements]]></category>
		<category><![CDATA[Spatial]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[Workshops]]></category>

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		<description><![CDATA[A couple of weeks ago, at dConstruct 2011 in Brighton, 15 brave participants took part in my full-day workshop &#8216;Influencing behaviour: people, products, services and systems&#8217;, with which I was very kindly assisted by Sadhna Jain from Central Saint Martins. As a reference for the people who took part, for me, and for anyone else [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-1.jpg" alt="dConstruct 2011 workshop" /></p>
<p>A couple of weeks ago, at <a href="http://2011.dconstruct.org">dConstruct 2011</a> in Brighton, 15 brave participants took part in my full-day workshop <a href="http://2011.dconstruct.org/workshops/dan-lockton">&#8216;Influencing behaviour: people, products, services and systems&#8217;</a>, with which I was very kindly assisted by <a href="https://designinteractionscsm.wordpress.com/about/">Sadhna Jain from Central Saint Martins</a>. As a reference for the people who took part, for me, and for anyone else who might be intrigued, I thought I would write up what we did. The conference itself was extremely interesting, as usual, with a few talks which provoked more discussion than others, as much about presentation style as content, I think (others have <a href="http://lanyrd.com/2011/dconstruct/#coverage-teaser">covered the conference</a> better than I can). And, of course, I met (and re-connected with) some brilliant people. </p>
<p>I&#8217;ve run quite a few workshops in both corporate and educational settings using the <a href="http://www.danlockton.com/dwi/Main_Page">Design with Intent cards or worksheets</a> (now also available as <a href="http://itunes.apple.com/us/app/design-with-intent/id460720070?mt=8">a free iPad app from James Christie</a>) but this workshop aimed to look more broadly at how designers can understand and influence people&#8217;s behaviour. This is also the first &#8216;public&#8217; workshop that I&#8217;ve done under the <a href="http://requisitevariety.co.uk">Requisite Variety</a> name, which doesn&#8217;t mean much different in practice, but is something of a milestone for me as a freelancer. </p>
<p>In the <a href="http://architectures.danlockton.co.uk/2011/07/25/dconstruct-workshop-influencing-behaviour-people-products-services-and-systems">previous post</a> I outlined what I had planned, and while in the event the programme deviated somewhat from this, I think overall it was reasonably successful. Rather than using a case study (I feel uneasy, when people are paying to come to a workshop, to ask them effectively to do work for someone else) we ran through a series of exercises intended to explore different aspects of how design and people&#8217;s behaviour relate to each other, and perhaps uncover some insights which would make it easier to incorporate a consideration of this into a design process.</p>
<p><span id="more-1654"></span></p>
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<p><strong>Heuristics and decision-making exercise</strong></p>
<p>After a brief introduction to how design has been and is being used to influence people&#8217;s behaviour, we ran through a few questions together intended to explore the idea of <a href="http://www.slideshare.net/efern211/cognitive-biases-a-visual-study-guide-by-the-royal-society-of-account-planning">heuristics and biases in decision-making</a>. Some questions addressed ‘classic’ behavioural economics issues such as sunk costs, loss aversion and recency/primacy effects—which can all affect users’ interaction with a system. Drawing on the <a href="http://www.carbonculture.net/">project around energy use in which I&#8217;m currently involved with More Associates</a>, we also looked at some heuristics issues relating to users’ interaction with systems across physical/digital interfaces, such as whether <a href="http://www.pnas.org/content/early/2010/08/06/1001509107">the salience of ‘visible’ things such as lighting leads people to overestimate how much energy they use compared with ‘invisible’ systems such as heating and air-conditioning</a>. We briefly looked at anchoring effects and how menu designers use them, and discussed the potential upside of certain heuristics in certain circumstances, such as <a href="http://library.mpib-berlin.mpg.de/ft/gg/GG_Fast_2008.pdf">Gerd Gigerenzer’s ‘fast and frugal’ heuristic</a> [PDF], and how thinking along these lines might result in more intuitive interfaces.</p>
<p>The main insights from this first session were:</p>
<blockquote><p>&bull; people use heuristics—sets of simple decision-making rules—to work out what to do in different situations, including using products and services</p>
<p>&bull; they’re often relatively sensible and efficient, based on experience and pattern recognition, but can sometimes lead to biases and poor decisions</p>
<p>&bull; so, understanding the heuristics your users use in making decisions about how to interact with your system is important, especially if you’re seeking to influence their behaviour in some way</p></blockquote>
<hr />
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-2.jpg" alt="dConstruct 2011 workshop" /></p>
<p><strong>Black boxes and mental models</strong></p>
<p>Each group received a ‘black box’, an unknown electronic device with an unlabelled interface of buttons, ‘volume’ controls and LEDs. The boxes were children&#8217;s lunchboxes from Poundland. Internally—and thus secretly—each box also contained a wireless transmitter, receiver, sound chip and speaker (basically, a wireless doorbell), and in one box, an additional combined buzzer and klaxon. The aim was to work out what was going on—what did the controls do?—and record your group’s model of how the system worked in some form that could explain it to a new user who hadn’t been able to experiment with the device. </p>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-3.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-4.jpg" alt="dConstruct 2011 workshop" /></p>
<p>Because of the hidden functionality, the boxes’ operation was more complex than might initially have been apparent, and as it was realised that the boxes ‘interacted’ with each other, by setting off sounds in response to particular button-presses, the models generated by groups became more complex. Each group used slightly different methods to investigate and illustrate the system model—an exhaustive kind of state transition table/truth table, a user manual-style annotated diagram of the device, and a diagram focusing on each button or control in turn and elaborating its function. The investigation methods themselves differed slightly, with unexpected behaviour or coincidences (one group’s box setting off the doorbell in another, but coinciding with a button being pressed or a volume control being turned) leading to some rapidly escalating complex models. </p>
<p>The intended outcomes from this session were:</p>
<blockquote><p>&bull; trying to understand a new or unknown device essentially involves a user applying a number of heuristics to arrive at a mental model which seems OK, or <a href="http://www.interaction-design.org/encyclopedia/satisficing.html">satisfices</a></p>
<p>&bull; representing and understanding models of system behaviour is difficult if you haven’t done it before, and there’s no universally agreed way of how best to do it to make sense to users</p>
<p>&bull; models of complex systems may need to take into account the behaviour (or effects on) other actors, systems or contexts: very little in the world works entirely in isolation, and a systems approach to understanding technology needs to recognise the effects it has on society, and society on it</p></blockquote>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-6.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-7.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-8.jpg" alt="dConstruct 2011 workshop" /><br />
<em>These three photos above by Sadhna Jain</em></p>
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<img src="http://research.danlockton.co.uk/images/dconstruct2011-13.jpg" alt="dConstruct 2011 workshop" /><br />
<em>Photo by Sadhna Jain</em></p>
<p><strong>Rules of interaction</strong></p>
<p>Inspired by <a href="http://www.usabilitynet.org/tools/wizard.htm">‘Wizard of Oz’ testing</a> and Eric Berne’s <em><a href="http://www.ericberne.com/Games_People_Play.htm">Games People Play</a></em>, this exercise involved, in pairs, each person playing the role of either ‘device’ or ‘user’. Facing each other via a ‘screen’ made out of card, and each having a bowl of mixed sweets and toffees, each person picked up a (randomly drawn) set of rules for how to interact with the other—both an objective and a strategy for how to achieve it. The device’s objectives all involved ‘behaviour change’ in some way. The full list of objectives and strategies was as follows:</p>
<blockquote><p><strong>Device: Objectives</strong><br />
&bull; Try to get all of a particular kind of sweet  from the user—for example, all of the  shiny-wrappered toffees.<br />
&bull; Try to get the user to eat as many sweets as possible—they can be yours or his/hers.<br />
&bull; Try to get the user not to eat any sweets at all.<br />
&bull; Try to get the user to get up and give his or her sweets to another user somewhere else in the room. </p>
<p><strong>Device: Strategies</strong><br />
&bull; Ignore the user’s understanding or attempts to engage with the situation. Don’t answer any questions, ignore everything the user says, and just keep demanding what you want to try to achieve your objective<br />
&bull; Ask questions to try to understand the user’s perspective, and try to come to an agreement which brings you both closer to your objectives.<br />
&bull; Try to trick the user somehow, e.g. by lying about what you’re trying to achieve<br />
&bull; Try to persuade the user to comply with your objective, by using reasoned, polite arguments to show that you are right.<br />
&bull; Assume the user just wants everything done as quickly and easily as possible, and emphasise that it’s easy to achieve that by doing what you say.<br />
&bull; Assume the user is very greedy, and will readily give up some sweets in return for ones he/she perceives as better. Make them seem desirable. </p>
<p><strong>User: Objectives</strong><br />
&bull; You want to keep as many as possible of your sweets, while acquiring the ones the device has got.<br />
&bull; You don’t want any of your sweets, but you do want the ones the device has got.<br />
&bull; You only want certain types of sweet (e.g. you want only ones with shiny wrappers).<br />
&bull; You want to find out more about the pros and cons of eating sweets, and you expect the device to tell you. </p>
<p><strong>User: Strategies</strong><br />
&bull; You just want things to be as easy as possible. Accept suggestions from the device as long as they’re reasonable.<br />
&bull; Ask lots of questions of the device. You want to understand and find out more about the options available to you, whatever they might be.<br />
&bull; Be open to trading / swapping sweets with the device, but don’t let it get the better of you.<br />
&bull; The device is your servant. Treat it accordingly. </p></blockquote>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-9.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-10.jpg" alt="dConstruct 2011 workshop" /></p>
<p>The combination of objectives and strategies was intended to embody ‘assumptions’ about how the other (user or device) would act—in each case, to some extent a mental model of the system and the behaviour of its components. A device which, for example, assumes that “the user just wants everything done as quickly and easily as possible” is embodying a certain ‘designer’s model’ of how the user thinks and will behave.</p>
<p>When the interaction was ‘run’, some pairs quickly arrived at a negotiated result where both were happy, in the sense of their objectives and strategies being mutually compatible, while others reached a kind of stalemate. In at least one case, the device ‘won’ in persuading a user to give up her sweets against her own objectives. In practice, some pairs told each other what their objectives and strategies were, while others kept this secret; some possible lied about their objectives, consistent with the strategies given. Sometimes one person told the other his or her objectives, but the other ignored this (as per the strategy given). Some of the combinations were expected to lead to a degree of recursive second-guessing (the user assuming that the device is assuming that the user is assuming&#8230;) or <em>knots</em>, using <a href="http://www.doyletics.com/art/knotsart.htm">R.D. Laing’s terminology</a>, although it seems that the workshop participants were too sensible to let this happen!</p>
<p>The intended insights from this exercise were:</p>
<blockquote><p>&bull; when designers are trying to influence users’ behaviour, they do so with some model embodying assumptions about how users will behave and react to the way the product or service behaves (this is something we explored briefly in <a href="http://2010.uxlondon.com/programme/2010-05-21/designwithintent/">a workshop at UX London in 2010</a>, which led to <a href="http://repository.tudelft.nl/view/conferencepapers/uuid%3A0857f98b-bc2f-435b-8862-974bdfb0be0f/">this paper</a> and a forthcoming article in the Journal of Design Research)</p>
<p>&bull; a product or service influencing a user’s behaviour can work best when the objectives of each side and the designer’s and user’s model of the system are compatible</p>
<p>&bull; so, it is important to:<br />
&nbsp;&nbsp;&nbsp;&nbsp;&bull; try to understand the models that users have of your system<br />
&nbsp;&nbsp;&nbsp;&nbsp;&bull; design using strategies that match them</p></blockquote>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-11.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-12.jpg" alt="dConstruct 2011 workshop" /></p>
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<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-16.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-17.jpg" alt="dConstruct 2011 workshop" /></p>
<p><strong>Exploring the environment</strong></p>
<p>In the afternoon, we first went on a quick exploratory tour of streets around the workshop venue in the centre of Brighton, looking at some examples of designed situations or ‘interventions’ which aim to influence public behaviour in some way. (My direct inspiration here was <a href="http://urbanscale.org/2011/05/19/weeks-18-20-walking-and-unweaving-the-urban-mesh-bristollondon/">Adam Greenfield and Nurri Kim’s excellent Systems/Layers Walkshop</a> concept.) The main examples we examined and discussed were the (remains of the) <a href="http://tidystreet.org/">Tidy Street energy graph</a>, a CCTV camera on a tall pole with anti-climb spikes in the heart of one of the most ‘liberal’ towns in the UK, a ‘Scores on the Doors’ food hygiene rating scheme using stickers on the doors of restaurants and cafes, the conflicts between pedestrians, cyclists and drivers in shopping streets which may appear pedestrianised but aren’t (neatly illustrated by an irate driver shouting at us), and a touchscreen cider advertisement at a bus stop, which invites the public to rearrange ‘fridge magnet’ words to create a limited set of mostly positive messages about the cider which are then apparently submitted to the brand’s Facebook page.  </p>
<p>In each case, the aim was to look at the situation from both the designers’ and the users’ points of view: what assumptions do the designers appear to have made about how the public will understand or interact with the product/service/thing? What behaviours are they trying to influence? What is the result? Who are the stakeholders in each situation? Are the designers aiming to target everyone, or only particular groups? (e.g., by asking an older lady waiting at the bus stop about the interactive touchscreen advert, we found that she had no idea that it was anything more than a static ad.) From a design perspective, what kind of research would need to be done to make the interventions more effective? We also considered briefly whether some of the techniques used might translate into other contexts—e.g., could the Tidy Street idea be applied to other statistics or figures in public space? (Marking crime hotspots was suggested.) Which sorts of physical interventions might translate easily into a digital context, and vice-versa?</p>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-14.jpg" alt="dConstruct 2011 workshop" /><br />
<img src="http://research.danlockton.co.uk/images/dconstruct2011-15.jpg" alt="dConstruct 2011 workshop" /></p>
<hr />
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-18.jpg" alt="dConstruct 2011 workshop" /></p>
<p><strong>Tools and processes exercise</strong></p>
<p>Returning to the workshop venue, we spent the rest of the afternoon exploring the processes that each participant uses to research, design and evaluate whatever it is that he or she does, and through discussion together, identify how explicit consideration of user behaviour, mental models and heuristics might be incorporated if influencing behaviour is to be part of the designer’s brief. What tools do people use to incorporate insights from user research into the design process? What assumptions are made about how users think, and how are these assumptions tested? The thinking here was that not only did we have a room full of very experienced people working in a range of digital and other design disciplines, but that they all used slightly different processes, and some cross-pollination between that expertise might be valuable for everyone involved.</p>
<p>In particular, the issue of how the use of <a href="http://www.cooper.com/journal/2003/08/the_origin_of_personas.html">personas</a> relates to understanding (and influencing) user behaviour arose from the discussion, since a number of participants’ processes make use of them: some of the main points raised were:</p>
<blockquote><p>&bull; How much determinism is inherent in rigid use of personas, designing with particular assumptions in mind about how people behave? Is there retrofitting of finished product behaviour to particular persona assumptions?</p>
<p>&bull; The depth or superficiality of personas: do they include any real consideration of behaviour? Has any attempt been made to include a representation of users’ mental models as part of the persona? How might this be done?</p>
<p>&bull; How fixed are personas? How often are they revised? Is there a feedback loop as part of your design process? Could you plan it to incorporate them? Can gathering behavioural data be designed into the product?</p>
<p>&bull; How are edge cases / troublemakers / extreme users included in your personas? </p>
<p>&bull; What about emergent or unexpected behaviours? Can the personas cope with these? How do you even find out what behaviours are emerging?</p>
<p>&bull; Do your personas incorporate a treatment of the history and future relationship of the individual with the product / service / brand? What might this involve if you took changes in behaviour into account?</p></blockquote>
<p>There were some great anecdotes about personas which I&#8217;d probably better not share as they&#8217;ll incriminate the participants, but the point to which much of this discussion seemed to be converging was essentially, <em>what might a behavioural persona look like?</em> Could personas even be defined in terms of mental models (“this is how a user with this mental model might behave”)?</p>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-19.jpg" alt="dConstruct 2011 workshop" /></p>
<p>Some other points raised in the discussion included:</p>
<blockquote><p>&bull; How might <a href="http://www.alistapart.com/articles/culturalprobe/">cultural probes</a> and story construction be used to explore behavioural factors?</p>
<p>&bull; Are different approaches to behaviour used at different levels of the design process? Are assumptions made at once stage which have to be ignored at another?</p>
<p>&bull; Could there be a kind of cross-disciplinary checklist of heuristics or behavioural considerations to address at different stages?</p>
<p>&bull; How much can the designers question the assumptions about users made by a client?</p>
<p>&bull; Is bringing in external specialists such as ethnographers the best way to investigate user behaviour or could the ability be developed by the design team?</p>
<p>&bull; In some cases, designers know exactly who their users are (e.g. for developing products used internally within a company). Could this be extended to consumer products?</p>
<p>&bull; Is it possible for designers to experience products from a user’s point of view? How could you facilitate this?</p></blockquote>
<p>In summary, then, the last session tried to look at how a treatment of behaviour, the factors affecting it, and how to influence it, might be built into the design processes that organisations currently use. While the <a href="http://designwithintent.co.uk">Design with Intent toolkit</a> and other great resources such as the <a href="http://www.behaviorwizard.org/">Behavior Wizard</a>, <a href="http://getmentalnotes.com/">Mental Notes</a> or <a href="http://www.brainsbehavioranddesign.com/kit.html">Brains, Behavior and Design</a> seem to have proved useful to many designers facing &#8216;behavioural&#8217; briefs, I&#8217;m under no illusions that they offer a complete process. They don&#8217;t: they need proper research with users, to understand the contexts of behaviour and the ways that decisions are made, before trying to influence that behaviour through design. As the &#8216;Rules of interaction&#8217; exercise demonstrated very simply, when the designer&#8217;s and user&#8217;s strategies and objectives aren&#8217;t aligned, behaviour is unlikely to change in the way the designer intends.</p>
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<p><strong><a href="https://secure.flickr.com/photos/danlockton/sets/72157627459691259/">More photos on Flickr</a>.</strong></p>
<p><em>Thanks to Andy Budd and Kate Bulpitt at <a href="http://clearleft.com">Clearleft</a> for inviting me and organising things so well respectively, and to Sadhna Jain for helping out. Do have a look at some of her <a href="https://designinteractionscsm.wordpress.com/about/">recent student projects</a>. And thanks too to the participants for being so enthusiastic about what , on the face of it, might have seemed a rag-bag collection of exercises!</em></p>
<p><img src="http://research.danlockton.co.uk/images/dconstruct2011-5.jpg" alt="dConstruct 2011 workshop" /><br />
<em>Photo by Sadhna Jain</em></p>
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		<title>Design and behaviourism: a brief review</title>
		<link>http://architectures.danlockton.co.uk/2011/07/19/design-and-behaviourism-a-brief-review/</link>
		<comments>http://architectures.danlockton.co.uk/2011/07/19/design-and-behaviourism-a-brief-review/#comments</comments>
		<pubDate>Tue, 19 Jul 2011 06:47:51 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[PhD]]></category>

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		<description><![CDATA[by Dan Lockton In a meta-auto-behaviour-change effort both to keep me motivated during a very protracted PhD write-up and demonstrate that the end is in sight, I&#8217;m going to be publishing a few extracts from my thesis (mostly from the literature review, and before any rigorous editing) as blog posts over the next few weeks. [...]]]></description>
			<content:encoded><![CDATA[<p>by Dan Lockton</p>
<p><em><strong>In a meta-auto-behaviour-change effort both to keep me motivated during a very protracted <a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">PhD write-up</a> and demonstrate that the end is in sight, I&#8217;m going to be publishing a few extracts from my thesis (mostly from the literature review, and before any rigorous editing) as blog posts over the next few weeks. It would be nice to think they might also be interesting brief articles in their own right, but the style is not necessarily blog-like, and some of the graphics and tables are ugly.</strong></em>   </p>
<blockquote><p>“It is now clear that we must take into account what the environment does to an organism not only before but after it responds. Behaviour is shaped and maintained by its consequences… It is true that man’s genetic endowment can be changed only very slowly, but changes in the environment of the individual have quick and dramatic effects.”<br />
<strong>B.F. Skinner, Beyond Freedom and Dignity, 1971, p.24</strong></p></blockquote>
<p>Behaviourism as a psychological approach is based on empirical observation of human (and animal) behaviour—stimuli in the environment, and the behavioural responses which follow—and attempts in turn to apply stimuli to provoke desired responses. John B. Watson (1913, p.158), in laying out the behaviourist viewpoint, reacted against the then-current focus by Freud and others on unobservable concepts such as the processes of the mind: “Psychology as the behaviorist views it… [has as its] theoretical goal…the prediction and control of behavior. Introspection forms no essential part of its methods, nor is the scientific value of its data dependent upon the readiness with which they lend themselves to interpretation in terms of consciousness”.<br />
<span id="more-1559"></span></p>
<h3>Classical and operant conditioning</h3>
<p>In an engineering sense, Watson’s behaviourism perhaps treats animals and humans as black boxes* (Sparks, 1982), whose truth tables can be elicited by comparing inputs (stimuli) and outputs (responses), without any attempt to model the internal logic of the system—an approach which Chomsky (1971) criticises. As Koestler (1967, p.19) put it—also heavily criticising the behaviourist view—“[s]ince all mental events are private events which cannot be observed by others, and which can only be made public through statements based on introspection, they had to be excluded from the domain of science.” However, learning (via conditioning) is inherent to behaviourism—both Watson’s and the later perspective of Skinner—which means that the black box is somewhat more complex than a component with fixed behaviour. Classical or respondent conditioning, of the kind explored with dogs by Pavlov (1927)—and often applied in behaviour change methods such as aversion therapy (as for example, the ‘Ludovico technique’ in Burgess’s novel A Clockwork Orange (1962))—repeatedly pairs two stimuli so that the reflex behaviour provoked by one also becomes provoked by the other. </p>
<p><img class="floatleft" src="http://research.danlockton.co.uk/images/skinner.jpg"/> Operant conditioning, as developed by B.F. Skinner (1953) via famous experiments with pigeons, rats and other animals, is essentially about consequences: it involves reinforcing (or punishing) certain behaviours (the operant) so that the animal (or person) becomes conditioned to behave in a particular way:</p>
<blockquote><p>“When a bit of behaviour is followed by a certain kind of consequence, it is more likely to occur again, and a consequence having this effect is called a reinforcer. Food, for example, is a reinforcer to a hungry organism; anything the organism does that is followed by the receipt of food is more likely to be done again whenever the organism is hungry. Some stimuli are called negative reinforcers: any response which reduces the intensity of such a stimulus—or ends it—is more likely to be emitted when the stimulus recurs. Thus, if a person escapes from a hot sun when he moves under cover, he is more likely to move under cover when the sun is again hot.” (Skinner, 1971, p.31-32)</p></blockquote>
<p>It is important to note here that in Skinner’s terms, positive and negative reinforcement do not imply ‘good’ and ‘bad’, and negative reinforcement is a different concept to punishment. Positive reinforcement is giving a reward in return for particular behaviour; negative reinforcement is removing something unpleasant in return for particular behaviour. These are subtly different. Pryor (2002) gives the example of a car seatbelt warning buzzer as negative reinforcement—a device designed to be irritating or unpleasant enough to cause the user to take action to avoid it. We might consider that a recorded voice saying “Thank you” after the seatbelt is fastened could be a positive reinforcement alternative. Positive and negative punishment are essentially the inverse of each of these—a fine for not wearing a seatbelt while driving is a form of positive punishment, and taking away someone’s driving licence would be a form of negative punishment. Clicker training with animals such as dolphins and dogs (e.g. Pryor, 2002) arguably combines features of classical and operant conditioning, using an audible clicking device to help ‘mark’ particular behaviours immediately they occur, which can then be positively reinforced with treats—or the click itself can act as a reinforcer. </p>
<p>A major factor in operant conditioning is the schedule of reinforcement that occurs: variable schedules of reinforcement, where a reward occurs on an unpredictable schedule—either ratio (amount of behaviour required) or interval (time required)—can be particularly effective; as Skinner (1971, p. 39) notes, variable ratio scheduling is “at the heart of all gambling systems”. Pryor (2002, p. 22) comments that “[p]eople like to play slot machines precisely because there’s no predicting whether nothing will come out, or a little money, or a lot of money, or which time the reinforcer will come (it might be the very first time).” This principle is inherent in all games of chance—Schell (2008, p.153) recognises it as something a designer can work with explicitly: “a good game designer must become the master of chance and probability, sculpting it to his will, to create an experience that is always full of challenging decisions and interesting surprises.”</p>
<p><em>*A ‘black box’ approach to modelling human, animal and other system behaviour has also been discussed extensively within cybernetics, e.g. by Ashby (1956) and Bateson (1969).</em></p>
<h3>Social traps</h3>
<blockquote><p>“Like their physical analogs, social traps are baited. The baits are the positive rewards which, through the mechanisms of learning, direct behavior along lines that seem right every step of the way but nevertheless end up at the wrong place. Complex patterns of reinforcement, motivation, and the structure of social situations can draw people into unpreferred modes of behavior, subjecting them to consequences that are not comprehended until it is too late to avoid them.”<br />
<strong>Cross and Guyer, Social Traps, 1980, p.16-17</strong></p></blockquote>
<p>Platt (1973) and Cross and Guyer (1980) discuss ‘social traps’, situations in which there is both reinforcement which encourages a behaviour, but also a punishment or unpleasant consequences of some kind, affecting either the person involved or someone else, at some later point or in some other way. “The behavior that receives the green light becomes supplanted by or is accompanied by an unavoidable punishment…[C]igarette smoking provides a simple example: the gratification associated with smoking encourages future behavior of the same kind, while the painful illness associated with that same behavior does not occur until a point very distant in the future; and when, finally, the illness does occur, no behavioral adjustments exist that are sufficient to avoid it” (p.11-12). There are perhaps parallels with Bateson’s concept of the double bind (Bateson et al, 1956), in which a person is subject to conflicting ‘injunctions’ (reinforcers or punishments) about what ‘right’ behaviour is, with the result that whatever he or she does, will be wrong (and perhaps punished) according to one of the injunctions. </p>
<p>Countertraps—what Platt (1973) suggests might be called ‘social fences’—also exist, where people avoid a behaviour because of (fear of) punishment or undesirable consequences, even though the behaviour would have been desirable. Often the reinforcer is a short-term, local gain, whereas the punishment is a longer-term effect, perhaps affecting a wider group or area: Platt cites Hardin’s tragedy of the commons (1968) as a well-known example of social trap with worldwide social and environmental consequences. Costanza (1987) examines how different kinds of social traps are responsible for a range of environmental problems. </p>
<p>Cross and Guyer’s (1980) taxonomy of social traps is potentially interesting for two reasons from a design perspective, since (in common with some of the cognitive biases and heuristics to be discussed in a later post), design could seek to help users avoid such traps, by redesigning situations to avoid them (hence influencing behaviour), or in some way exploit the effects to influence behaviour, if they are useful in some other way. In Cross and Guyer’s taxonomy, there are five classes of trap (including countertraps), together with a ‘hybrid’ category for traps comprising more than one of the others: time-delay traps, where the time lag between a behaviour and a reinforcer is too high for it to be effective, e.g. “the high school dropout who, avoiding the present pain and unpleasantness of school, finds himself later lacking the education which could have prepared him for a more rewarding job” (p.21); ignorance traps, in which people fail to make use of generally available knowledge when making a decision, but simply rely on immediate reinforcers or superstitions; sliding reinforcer traps, “patterns of behavior [which] continue long after the circumstances under which that behavior was appropriate have ceased to be relevant, producing negative consequences that would have been avoided easily had the behavior stopped earlier… The trap occurs because the rewards establish a habit which persists in the succeeding period” (p.25); externality traps, where “the reinforcements that are relevant to the first individual may not coincide with the returns received by the second… If Peter spends five minutes in a cafeteria line choosing his dessert, he does not suffer for it, but all the people waiting behind him certainly do” (p. 28); and collective traps, which involve tragedy-of-the-commons-type externality traps, involving reinforcers or consequences for multiple participants based on behaviour by one or more. </p>
<p>Cross and Guyer (1980, p.35) suggest ‘ways out’ of the traps, including their ‘conversion’ into trade-offs, “presenting the individual with a set of reinforcers that occur in close proximity to the behavior in question and which closely match the actual reward and punishment patterns that underly [sic.] the situation. The trap then becomes a simple choice situation in which rational and learned behavior are coincident. In some cases—particularly those of time-delay traps—this might be accomplished simply by altering the timing of reinforcers somehow bringing the punishment or proxy for the punishment into closer proximity with its causative behavior.” This could well be the principle behind a design approach to removing social traps, although it relies on being able to determine the structure of reinforcers and punishments which are affecting current behaviour, and somehow redesigning them accordingly. </p>
<p><a name="Means"></a><br />
<h3>Means and ends</h3>
<p>Studer (1970, p.114-6) discussed applying operant conditioning principles to the design of environments (such as buildings), by treating them as “learning systems arranged to bring about and maintain specified behavioral topographies…What operant findings suggest, among other things, is that events which have traditionally been regarded as the ends in the design process, e.g., pleasant, exciting, comfortable, the participant’s likes and dislikes, should be reclassified. They are not ends at all, but valuable means, which should be skillfully ordered to direct a more appropriate over-all behavioral texture.” </p>
<p>Reconsidering means and ends in this way may provide a useful alternative perspective on design for behaviour change. What may be an end from the user’s perspective (some kind of reward for turning off unnecessary equipment, perhaps) effectively becomes the means by which the designer’s end (the user turns off unnecessary equipment) might be influenced. The designer’s intended end is the user’s means for achieving the user’s intended end (Figure 1). If the end the user desires can be aligned with the means available to the designer, then the behaviour is reinforced. The mapping between ends and means (in both directions) may not seem to be one-to-one on first inspection. For example, the user’s end probably reflects an underlying need—not examined further in a behaviourist context—and likewise with the designer’s end. ‘Receiving feedback on my energy use in the office’—a favourite designer’s means for influencing reduced energy use—is probably rarely expressed as a desired end from a user’s point of view, but if successful at reinforcing conservation behaviour, it presumably fulfils some underlying psychological needs.</p>
<p><img src="http://research.danlockton.co.uk/images/means_end.png" alt="Means and ends"/><br />
<em><strong>Figure 1.</strong> The designer’s end and user’s means may be seen as reflections of each other, and likewise with the designer’s means and user’s end. Based on ideas from Studer (1970).</em></p>
<p><img class="floatleft" src="http://research.danlockton.co.uk/images/workshopsmall5.jpg"/> As an informal warm-up exercise in a workshop run at the Persuasive 2010 conference in Copenhagen, the author asked participants (designers and others involved with planning persuasive technology interventions) to map some intended ends relating to socially beneficial behaviour change, and some of the means they could think of to achieve them (Figure 2), using the labels <strong>‘People will do this…’</strong> and <strong>‘…if our design does this’</strong> for ends and means respectively. </p>
<p>Viewing the designer’s means from the user’s point of view, as an end, sometimes involves the end being avoiding something rather than receiving something—i.e. negative reinforcement. It is debatable whether this has much value beyond being simply a warm-up exercise, but it does encourage designers to think about trying to align the ends desired by the user with the means available to the designer. Weinschenk (2011, p.120), in appealing to (mainly web) designers to consider operant conditioning as a strategy for influencing behaviour, asks, “Hungry rats want food pellets. What does your particular audience really want?”</p>
<p><img src="http://research.danlockton.co.uk/images/means_end_table.png" alt="Means and ends"/><br />
<em><strong>Figure 2.</strong> Some means-end pairings suggested by workshop participants in Copenhagen.</em></p>
<h3>Impact of behaviourism</h3>
<p>Despite many of behaviourism’s principles having been adopted in other fields—not just animal training but therapeutic applications (e.g. with autism), athletic training, programmed learning via ‘teaching machines’ (e.g. Kay et al, 1968), to the emerging self-help industry (Rutherford, 2009)—it was largely supplanted in the mainstream of academic psychology by the ‘cognitive revolution’ (e.g. Crowther-Heyck, 2005), re-emphasising cognition as something to be understood as a determinant of behaviour. Pask (1969, p.21) refers to “the arid conflict between behaviourism and mentalism,” while Ericsson and Simon (1985, p.1) suggest that “[a]fter a long period of time during which stimulus-response relations were at the focus of attention, research in psychology is now seeking to understand in detail the mechanisms and internal structure of cognitive processes that produce these relations.” Images of Skinner-like scientist figures peering at rats pressing levers to obtain food, with the implication that this was what was proposed for humanity, to some extent cast a shadow of ‘the psychologist as manipulator’ over subsequent work on behaviour change—as Pryor (2002, p. xiii) notes, “to people schooled in the humanistic tradition, the manipulation of human behavior by some sort of conscious technique seems incorrigibly wicked.” Winter and Koger (2004, p.116) suggest that “[s]inister motives are attributed to those who would implement behavioral technology, and Skinner himself has been badly misrepresented and misunderstood as a cold, cruel scientist”.</p>
<p>Skinner’s Beyond Freedom and Dignity (1971), which proposed a new society—“the design of a culture” based on a scientifically refined “technology of behaviour” reinforcing only behaviours which were beneficial to humanity, many of which were essentially about ensuring environmental sustainability—was widely read as promoting a totalitarian future. Chomsky (1971) suggested that “there is nothing in Skinner’s approach that is incompatible with a police state in which rigid laws are enforced by people who are themselves subject to them and the threat of dire punishment hangs over all,” and this view persists, although Skinner eschews the use of punishment in favour of reinforcement. Slater (2004, p. 28) argues that “Skinner is asking society to fashion cues that are likely to draw on our best selves, as opposed to cues that clearly confound us, cues such as those that exist in prisons, in places of poverty. In other words, stop punishing. Stop humiliating. Who could argue with that?”</p>
<p>In a later work, Skinner (1986) offers an explicit ‘design for sustainable behaviour’ view of the possibilities of intelligent use of operant conditioning:</p>
<blockquote><p>“[W]e have the science needed to design a world…in which people treated each other well, not because of sanctions imposed by governments or religions but because of immediate, face-to-face consequences. It would be a world in which people produced the goods they needed, not because of contingencies arranged by a business or industry but simply because they were “goods” and hence directly reinforcing. It would be a beautiful and interesting world because making it so would be reinforced by beautiful and interesting things… It would be a world in which the social and commercial practices that promote unnecessary consumption and pollution had been abolished… A designed way of life would be liked by those who lived it (or the design would be faulty).” (Skinner, 1986, p. 11-12) </p></blockquote>
<p>Rutherford (2009, p.102) notes that Skinner himself designed and “constructed a variety of gadgets and devices that allowed him to control his environment, and thus his behavior. For example for many years Skinner rose early to write, often going directly from his bed to his desk. He would then switch on his desk lamp, which was connected to a timer. When his writing time was up, the timer would switch off his desk lamp, signaling the end of the writing period… For Skinner, setting up environmental contingencies for personal self-management was a natural outcome of behavior analysis.” </p>
<p>Regardless of the position of behaviourism in current academic psychological discourse, there are certainly elements which are relevant to design for behaviour change; indeed, the principles of reinforcement can be seen at work underneath many designed interventions even if they are not explicitly recognised as such. As Skinner (1971) argued (see quote opening this section), the environment shapes our behaviour both before and after we take actions, antecedent and consequence (even the absence of a perceived consequence is a consequence, in this sense). This is an important point, since much work in behaviour change focuses on one or the other. A system designed to suggest or cue particular behaviours, and then reward or acknowledge them, covers both intervention points, particularly given the fact that much interaction with products and systems is part of a regular schedule, and users do learn how to operate things through an ongoing cycle of reinforcement: behaviour change does not necessarily happen in a single step. The concept of variable or unpredictable reinforcement has potential design application in situations where a reward cannot be given every time, and also (as noted by Schell (2008)) in the design of games and game-like features in other interactions. The idea of shaping behaviour towards an intended state through progressive rewards for improvements in behaviour rather than every time has relevance in changing habits, which can be important in (for example) establishing exercise and healthier eating routines. </p>
<p>Winter and Koger (2004, p.118) propose what a behaviourist approach to a sustainable society might involve in relation to influencing more environmentally friendly transport choices, which suggests a mixture of different kinds of reinforcement designed into the system: “All the cues encouraging driving alone would be gone. Nobody would be climbing into a car alone, cars would be expensive to operate and roads would be less convenient. People would live within walking or biking distance to their workplace, commute in groups, or use public transportation… Schools and shops would be arranged close by, allowing people to complete errands without the use of a car… We wouldn’t try to change out of moral responsibility or pro-environment attitudes. We would emit environmentally appropriate behaviors because the environment had been designed to support them.”</p>
<blockquote><h2>Implications for designers</h2>
<p><strong><br />
&#9654; 	Behaviourism is no longer mainstream psychology, but some of the principles could have potential application in design for behaviour change</p>
<p>&#9654; 	There is a recognition that the environment shapes our behaviour both before and after we take actions—a useful insight for designing interventions</p>
<p>&#9654; 	There is also a recognition that behaviour change does not necessarily happen in a single step, but as part of an ongoing cycle of shaping</p>
<p>&#9654; 	Where cognition cannot be understood or examined, modelling users in terms of stimuli and responses may still offer valuable insights</p>
<p>&#9654; 	Positive and negative reinforcement, and positive and negative punishment can all be implemented via designed features, and often underlie designed interventions without being explicitly named as such</p>
<p>&#9654; 	Schedules of reinforcement can be varied (e.g. made unpredictable) to drive continued behaviour</p>
<p>&#9654; 	Design could either exploit or help people avoid ‘social traps’ where both reinforcement and punishment exist, or reinforcement is currently misaligned with the behaviour, converting them into ‘trade-offs’ which more closely match the intended behavioural choices</p>
<p>&#9654; 	Considering means and ends may provide a useful perspective on design for behaviour change. The end from the user’s perspective effectively becomes the means by which the designer’s end might be influenced<br />
</strong>
</p></blockquote>
<h3>References</h3>
<p><strong>Ashby, W.R. (1956)</strong> An Introduction to Cybernetics. Chapman &#038; Hall, London<br />
<strong>Bateson, G., Jackson, D.D., Haley, J. and Weakland, J.H. (1956)</strong> Toward a Theory of Schizophrenia. Behavioral Science I(4)<br />
<strong>Bateson, G. (1969)</strong> Metalogue: What Is an Instinct? In Bateson, G. (1969) Steps to an Ecology of Mind. University of Chicago Press, Chicago<br />
<strong>Burgess, A. (1962)</strong> A Clockwork Orange. Heinemann, London<br />
<strong>Chomsky, N. (1971)</strong> The Case Against B.F. Skinner. The New York Review of Books, 30 Dec 1971<br />
<strong>Costanza, R. (1987)</strong> Social traps and environmental policy. Bioscience 37(6)<br />
<strong>Cross, J.G. and Guyer, M.J. (1980)</strong> Social Traps. University of Michigan Press, Ann Arbor<br />
<strong>Crowther-Heyck, H. (2005)</strong> Herbert A. Simon: The Bounds of Reason in Modern America. Johns Hopkins University Press<br />
<strong>Ericsson, K.A. and Simon, H.A. (1985)</strong> Protocol Analysis: Verbal Reports as Data. MIT Press<br />
<strong>Hardin, G. (1968)</strong> The Tragedy of the Commons. Science 162.<br />
<strong>Kay, H., Dodd, B. and Sime, M.E. (1968)</strong> Teaching Machines and Programmed Instruction. Penguin<br />
<strong>Koestler, A. (1967)</strong> The Ghost in the Machine.<br />
<strong>Pask (1969)</strong> The meaning of cybernetics in the behavioural sciences (The cybernetics of behaviour and cognition; extending the meaning of &#8220;goal&#8221;). In Rose, J. (ed.) (1969) Progress of Cybernetics, Volume 1. Gordon and Breach<br />
<strong>Pavlov, I. (1927)</strong> Conditioned Reflexes: An Investigation of the Physiological Activity of the Cerebral Cortex. Translated by Anrep, G.V. Oxford University Press<br />
<strong>Platt, J. (1973)</strong> Social Traps. American Psychologist, 28<br />
<strong>Pryor, K. (2002)</strong> Don&#8217;t Shoot the Dog: The New Art of Teaching and Training. Interpet<br />
<strong>Rutherford, A. (2009)</strong> Beyond the Box: B.F. Skinner&#8217;s Technology of Behavior from Laboratory to Life, 1950s-1970s. University of Toronto Press<br />
<strong>Schell, J. (2008)</strong> The Art of Game Design. Morgan Kaufmann<br />
<strong>Skinner, B.F. (1953)</strong> Science and Human Behavior. The Free Press, New York.<br />
<strong>Skinner, B.F. (1971)</strong> Beyond Freedom and Dignity.<br />
<strong>Skinner, B.F. (1986)</strong> Why we are not acting to save the world. In Skinner, B.F. Upon further reflection. Prentice-Hall<br />
<strong>Slater, L. (2004)</strong> Opening Skinner&#8217;s Box: Great Psychology Experiments of the Twentieth Century. Bloomsbury<br />
<strong>Sparks, J. (1982)</strong> The Discovery of Animal Behaviour. Collins.<br />
<strong>Studer, R.G. (1970)</strong> The Organization of Spatial Stimuli. In Pastalan, L.A. and Carson, D.H. (eds.), Spatial Behavior of Older People. University of Michigan Press, Ann Arbor<br />
<strong>Watson, J.B. (1913)</strong> Psychology as the behaviorist views it. Psychological Review, 20<br />
<strong>Weinschenk, S (2011)</strong> 100 Things Every Designer Needs to Know About People. New Riders<br />
<strong>Winter D. du N. and Koger, S.M. (2004)</strong> The Psychology of Environmental Problems. Lawrence Erlbaum Associates</p>
<p>B.F. Skinner photo from <a href="http://www.pbs.org/wgbh/aso/databank/entries/bhskin.html">http://www.pbs.org/wgbh/aso/databank/entries/bhskin.html</a><br />
<a href="http://www.flickr.com/photos/dgjones/196175869/in/photostream/">Banksy Rat photo from DG Jones on Flickr</a>, licensed under CC-BY-NC</p>
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		<title>Design with Intent toolkit 1.0 now online</title>
		<link>http://architectures.danlockton.co.uk/2010/04/10/design-with-intent-toolkit-1-0-now-online/</link>
		<comments>http://architectures.danlockton.co.uk/2010/04/10/design-with-intent-toolkit-1-0-now-online/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 00:43:23 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
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		<category><![CDATA[DwI Method]]></category>
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		<description><![CDATA[It&#8217;s been a long time coming, but a year after v.0.9, the new Design with Intent toolkit, DwI v.1.0, is ready. Officially titled Design with Intent: 101 Patterns for Influencing Behaviour Through Design, it&#8217;s in the form of 101 simple cards, each illustrating a particular &#8216;gambit&#8216; for influencing people&#8217;s interactions with products, services, environments, and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="floatleft" src="http://danlockton.co.uk/research/images/packofcards2.jpg" alt="Design with Intent cards" /></p>
<p>It&#8217;s been a long time coming, but a year after <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">v.0.9</a>, the <strong><a href="http://designwithintent.co.uk">new Design with Intent toolkit</a></strong>, DwI v.1.0, is ready. Officially titled <em>Design with Intent: 101 Patterns for Influencing Behaviour Through Design</em>, it&#8217;s in the form of 101 simple cards, each illustrating a particular &#8216;<a href="http://www.danlockton.com/dwi/Main_Page#The_idea_of_gambits_and_patterns">gambit</a>&#8216; for influencing people&#8217;s interactions with products, services, environments, and each other, via the design of systems. They&#8217;re loosely grouped according to eight &#8216;<a href="http://www.danlockton.com/dwi/Lenses">lenses</a>&#8216; bringing different disciplinary perspectives on behaviour change.</p>
<p><strong>The cards</strong> (<a href="http://www.danlockton.com/dwi/Download_the_cards"><strong>Download them here</strong></a>)<br />
The intention is that the cards are useful at the idea generation stage of the design process, helping designers, clients and &#8211; perhaps most importantly &#8211; potential users themselves <a href="http://designandbehaviour.rsablogs.org.uk/2010/01/11/missing-links/">explore behaviour change concepts</a> from a number of disciplines, and think about how they might relate to the problem at hand. Judging by the impact of earlier iterations, the cards could also be useful in stakeholder workshops, and design / technology / computer science education.<br />
<span id="more-1456"></span><br />
Each gambit is phrased as a <em>question</em>, as used in <a href="http://www.slideshare.net/weinreich/design-approach-worksheet">Nedra Weinreich&#8217;s worksheet</a> based on DwI v.0.9, in the hope that the cards can actively <em>provoke</em> innovative behaviour change design ideas, while the new accompanying <a href="http://designwithintent.co.uk">Design with Intent wiki</a> can, in time, act as a kind of &#8216;further reading&#8217; resource.</p>
<p>You can <a href="http://www.danlockton.com/dwi/Download_the_cards">download the card deck</a>, either the whole thing (ISBN 978-0-9565421-1-3) or individual sections, free of charge, but bear in mind this initial version is still something of a draft (with some typos and a few ugly alignment errors) and there are a few extra introductory cards which will be added over the next couple of weeks. So do come back and get the updated version when it&#8217;s available.</p>
<p>Printed card decks (ISBN 978-0-9565421-0-6) will be available for mail order very soon, too: these will be sold at a price which just covers my costs. If you&#8217;re going to <a href="http://2010.uxlondon.com">UX London</a> or <a href="http://www.persuasive2010.org/">Persuasive 2010</a> I hope to have some packs with me, so do let me know if you&#8217;d like me to reserve one for you. This isn&#8217;t a commercial venture: it&#8217;s part of <a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">my PhD</a> and the more people who use the cards, the better (from my point of view). I will try to produce some alternative formats such as posters and worksheets, too, since I know cards aren&#8217;t everyone&#8217;s cup of tea.</p>
<p><strong>UPDATE: <a href="http://danlockton.com/order_cards.html">Printed packs now available to order</a></strong></p>
<p><strong>The <a href="http://designwithintent.co.uk">wiki</a></strong><br />
The <a href="http://designwithintent.co.uk">wiki</a> is inspired partly by Crumlish &#038; Malone&#8217;s <a href="http://www.designingsocialinterfaces.com/">Designing Social Interfaces</a>, a great book (and a neat companion to Jenifer Tidwell&#8217;s incredible <a href="http://designinginterfaces.com/">Designing Interfaces</a>, also from O&#8217;Reilly) with a <a href="http://www.designingsocialinterfaces.com/patterns.wiki/index.php?title=Main_Page">companion wiki</a> which acts as an evolving, referenceable container for new examples, tips on implementation, data on effectiveness, and so on, as they come to light, as well as new patterns, new ways of grouping them and new uses for this kind of approach. </p>
<p>At present, the wiki is pretty basic and while I get to grips with the nuances of Mediawiki (and, of course, writing up my PhD thesis!) it&#8217;s not open for general editing, but it will be in due course. I hope over time it will prove to be a valuable resource for people working in design for behaviour change, design for sustainable behaviour, persuasive technology, behavioural economics and other related areas. There are also a number of linked pages which I haven&#8217;t written yet, but by putting them in as red links, they&#8217;re a <a href="http://www.danlockton.com/dwi/Leave_gaps_to_fill">constant reminder</a> for me to do them!</p>
<p><strong>Your feedback</strong><br />
Your comments are incredibly important to this project. I&#8217;ll be putting a survey online very soon, but in the meantime, if you have any reactions, please do get in touch (<a href="mailto:dan@danlockton.co.uk">dan@danlockton.co.uk</a>). I&#8217;m aware that I haven&#8217;t yet replied to everyone who took part in the <a href="http://architectures.danlockton.co.uk/2009/07/12/a-survey-for-designers-more-books-to-win/">earlier survey</a>, for which I apologise. </p>
<p><strong>UPDATE: <a href="http://architectures.danlockton.co.uk/design-with-intent-1-0-user-survey">5-minute survey now online</a></strong></p>
<p><strong>The blog</strong><br />
In the light of the new wiki, and coming towards the end of my PhD, the blog will change a bit during the summer &#8211; nothing will be lost, but I intend to incorporate a lot of the examples into the wiki, preserving people&#8217;s comments. The various domain names and redirects need a bit of htaccess fun to sort out too! For the moment, though, it&#8217;ll stay as chaotic as it is.</p>
<p>Thanks to everyone who&#8217;s helped with the development of Design with Intent so far: I hope the wait for these cards has been worth it!</p>
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		<title>Learning from game design: 11 gambits for influencing user behaviour</title>
		<link>http://architectures.danlockton.co.uk/2010/03/22/learning-from-game-design-11-gambits-for-influencing-user-behaviour/</link>
		<comments>http://architectures.danlockton.co.uk/2010/03/22/learning-from-game-design-11-gambits-for-influencing-user-behaviour/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 22:43:32 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Interaction design]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1425</guid>
		<description><![CDATA[Games are great at engaging people for long periods of time, getting them involved, and, if we put it bluntly, influencing people&#8217;s behaviour through their very design. Something conspicuously missing from Design with Intent v.0.9 is a satisfactory treatment of the kinds of techniques for influencing user behaviour that can be derived from games and [...]]]></description>
			<content:encoded><![CDATA[<p>Games are great at engaging people for long periods of time, getting them involved, and, if we put it bluntly, <em>influencing people&#8217;s behaviour</em> through their very design. Something conspicuously missing from <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent v.0.9</a> is a satisfactory treatment of the kinds of techniques for influencing user behaviour that can be derived from games and other &#8216;playful&#8217; interactions. I hope to remedy this in DwI 1.0, so here&#8217;s a preview of the eleven patterns I&#8217;ve included in the new <strong><em>Ludic Lens</em> on behaviour change</strong>: patterns drawn from games or modelled on more playful forms of influencing behaviour.</p>
<p>These aren&#8217;t original, by any means. People such as <a href="http://socialarchitect.typepad.com/">Amy Jo Kim</a> (see her <a href="http://www.youtube.com/watch?v=ihUt-163gZI">great presentation &#8216;Putting the fun in functional&#8217;</a>), <a href="http://cargocollective.com/codingconduct/">Sebastian Deterding</a>, <a href="http://www.smashingmagazine.com/2010/01/29/better-user-experience-using-storytelling-part-one/">Francisco Inchauste</a>, <a href="http://www.lukew.com/ff/entry.asp?1007">Jeremy Keith</a>, <a href="http://www.informationdesign.org/archives/2010/02/surprise-as-a-design-strategy.php#005449">Geke Ludden</a>, and of course <a href="http://bogost.com/">Ian Bogost</a> have done work which explores this area from lots of different angles, and it also draws on decades of research in social psychology. Russell Davies&#8217; <a href="http://www.thisisplayful.com/">Playful</a> (which I really should have gone to!) looks like it was very pertinent here too. (Note, this lens doesn&#8217;t cover <a href="http://www.gametheory.net/dictionary/">Game <em>Theory</em>-like patterns</a>, some of which are indeed relevant to influencing user behaviour, but which I&#8217;ve chosen to group under a new &#8216;Machiavellian Lens&#8217;) </p>
<p>My main interest here is to extract the design techniques as very simple design patterns or &#8216;gambits&#8217;* that can be applied in other design situations outside games themselves, where designers would like to influence user behaviour (along with the other Design with Intent techniques). So these are (at least at present) presented simply as provocations: a &#8220;What if&#8230;?&#8221; question plus an example. The intention is that the card deck version will simply have what you see here, while the online version will have much more detail, references, links and reader/user-contributed examples and comments.</p>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/challenges1.jpg" alt="Challenges &#038; targets, Santa Barbara beach" /><strong>Challenges &#038; targets</strong></p>
<p>What happens if you set people a challenge, or give them a target to reach through what they&#8217;re doing?</p>
<p><em>&laquo; Whoever laid out <a href="http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/">this coffee tub</a> as a target for throwing coins knew a lot about influencing people to donate generously and enjoy it</em></p></blockquote>
<p><span id="more-1425"></span><br />
<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatright" src="http://danlockton.co.uk/research/images/unpredictable1.jpg" alt="Unpredictable reinforcement, Teignmouth, Devon" /><strong>Unpredictable reinforcement</strong></p>
<p>What happens if you give rewards or feedback on an unpredictable schedule, so users keep playing or interacting?</p>
<p><em>Arcade games such as this coin pusher usually employ a strong element of unpredictable reinforcement, to keep users playing/paying &raquo;</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/scores1.jpg" alt="Scores - Nintendo Brain Age" /><strong>Scores</strong></p>
<p>Can you give users feedback on their actions as a score or rating allowing comparison to a reference point?</p>
<p><em>&laquo; The ‘Brain Age’ score given by Dr Kawashima’s games for Nintendo gives users a clear incentive to keep using the software</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatright" src="http://danlockton.co.uk/research/images/levels1.jpg" alt="Levels - Farmville" /><strong>Levels</strong></p>
<p>Can you split your system up into achievable levels which help users feel like they’re making progress?</p>
<p><em>Easy-to-reach levels lower the barriers to participation and encourage continued engagement for games such as FarmVille &raquo;</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/rewards1.jpg" alt="Rewards, Kai's Power Tools" /><strong>Rewards</strong></p>
<p>Can you encourage users to take up or continue a behaviour by rewarding it, through the design of the system?</p>
<p><em>&laquo; <a href="http://en.wikipedia.org/wiki/Kai%27s_Power_Tools">Kai’s Power Tools</a> (pioneering visual effects software) revealed ‘bonus functions’ to reward users who developed their skill level</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatright" src="http://danlockton.co.uk/research/images/playfulness1.jpg" alt="Playfulness - Spiral Wishing Well" /><strong>Playfulness</strong></p>
<p>Can you design something which ‘plays’ with its users, provoking curiosity or making interactions into a game?</p>
<p><em><a href="http://www.spiralwishingwells.com/">Spiral wishing wells</a> turn giving money to charity into something actively fun for donors, and provoke curiosity of passers-by &raquo;</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/storytelling1.jpg" alt="Storytelling - Dyson booklets" /><strong>Storytelling</strong></p>
<p>Can you tell a story via your design, which interests users and keeps them engaged?</p>
<p><em>&laquo; <a href="http://www.dyson.co.uk/insidedyson/default.asp">Dyson</a> uses narrative booklets drawing customers (and potential customers) into the story behind the company and its technology</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatright" src="http://danlockton.co.uk/research/images/leavegaps1.jpg" alt="Leave gaps to fill - Mediawiki" /><strong>Leave gaps to fill</strong></p>
<p>Can you leave deliberate gaps (in a design, message, etc) which users will want to fill, becoming engaged in the process?</p>
<p><em>Deliberate use of red links on Wikipedia, signifying articles which should be written, <a href="http://en.wikipedia.org/wiki/Wikipedia:Red_link">“encourage[s] new contributors in useful directions”</a> &raquo;</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/roleplaying1.jpg" alt="Roleplaying - Tio by Tim Holley" /><strong>Role-playing</strong></p>
<p>What happens if your system gives users particular roles to play, or makes them feel like they’re playing a role?</p>
<p><em>&laquo; <a href="http://timholley.de/Design_Home.html">Tim Holley’s Tio</a> encourages children to become ‘energy champions’ for their household, influencing parental behaviour</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatright" src="http://danlockton.co.uk/research/images/collections1.jpg" alt="Collections - UbiFit Garden" /><strong>Collections</strong></p>
<p>What happens if you encourage users to collect a set of things (friends, activities, places, objects, etc) through using your system?</p>
<p><em><a href="http://dub.washington.edu/projects/ubifit">UbiFit Garden</a> encourages users to maintain a regular variety of exercise activities, in order to ‘collect’ different types of flower &raquo;</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/meme1.jpg" alt="Make it a meme - ShareThis" /><strong>Make it a meme</strong></p>
<p>What happens if you plan your design to be something people want to spread, and make it easy for them to do so?</p>
<p><em>&laquo; <a href="http://sharethis.com/">ShareThis</a> and similar quick-access social sharing services can mean rapid ‘viral’ or ‘meme’ status for interesting or amusing stories</em></p></blockquote>
<p>&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;</p>
<p>The text and examples aren&#8217;t quite fixed yet, so any comments and feedback on the above are very welcome. </p>
<p>Spiral wishing well photograph courtesy of <a href="http://www.spiralwishingwells.com/">Steve Divnick</a> &#8211; <a href="http://www.youtube.com/watch?v=rfNpjrPTYzU">see this video</a> if you don&#8217;t believe the power of the well; UbiFit Garden images from <a href="http://dub.washington.edu/projects/ubifit">DUB at University of Washington</a>; ShareThis Chicken Poncho screenshot from <a href="http://www.regretsy.com/2009/10/20/kentucky-frilled-chicken/">this listing on Regretsy</a>; Tio image from <a href="http://timholley.de">Tim Holley</a>.  </p>
<p><em>*I&#8217;ve decided to start using <a href="http://www.creativityandcognition.com/cc_conferences/cc03Design/papers/13LawsonDTRS6.pdf">Bryan Lawson&#8217;s &#8216;gambit&#8217; terminology</a> [PDF], if only to recognise that at least at present, DwI is not really a proper pattern language, as <a href="http://www.cs.kent.ac.uk/people/staff/saf/patterns/gallery.html#D">Sally Fincher comments here</a>. </em></p>
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		<title>What I didn&#8217;t get round to writing about in 2009</title>
		<link>http://architectures.danlockton.co.uk/2009/12/24/what-i-didnt-get-round-to-writing-about-in-2009/</link>
		<comments>http://architectures.danlockton.co.uk/2009/12/24/what-i-didnt-get-round-to-writing-about-in-2009/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 11:00:12 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Site Announcements]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1404</guid>
		<description><![CDATA[A lot of people send me ideas and suggestions for the blog, for which I&#8217;m very grateful indeed, but which I don&#8217;t always get round to investigating or posting or dealing with in a timely manner. Or sometimes I note them, use them as examples elsewhere, or in conversation with people, but never actually get [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of people send me ideas and suggestions for the blog, for which I&#8217;m very grateful indeed, but which I don&#8217;t always get round to investigating or posting or dealing with in a timely manner. Or sometimes I note them, use them as examples elsewhere, or in conversation with people, but never actually get round to posting about them. I apologise for all this, and I apologise if you&#8217;ve sent stuff and never got a reply, or got a very late reply. I have a very very inefficient workflow and it is sometimes embarrassing. It&#8217;s something I need to fix in 2010 if I&#8217;m going to get a PhD thesis done by the summer.</p>
<p>But as as a bumper end-of-2009 post, here&#8217;s a roundup of some really interesting examples, ideas, projects, and other tit-bits. If yours isn&#8217;t here, I further apologise: it may resurface at some point soon. </p>
<h3>Transparent toilet in Lausanne</h3>
<p><object class="floatright" width="425" height="344"><param name="movie" value="http://www.youtube-nocookie.com/v/0WL2ZnE1vAU&#038;hl=en_GB&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/0WL2ZnE1vAU&#038;hl=en_GB&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p><a href="http://twitter.com/yourlocalGP">George Preston</a> sent me a link to <a href="http://www.youtube.com/watch?v=0WL2ZnE1vAU">this video</a> of a very interesting public toilet in Lausanne, Switzerland. As George puts it:</p>
<blockquote><p>There&#8217;s a central quite modern district [in Lausanne] called Flon, and the toilets have an intriguing way of grabbing your attention/dissuading vandals&#8230;.the walls are made of glass. But when you pay and enter, a current running to an <a href="http://en.wikipedia.org/wiki/Smart_glass"><acronym title="liquid crystal">LC</acronym> layer in the glass</a> is cut off, rendering it opaque. For people not familiar with them, they are baffling!</p></blockquote>
<h3>The tell-tale pill bottle</h3>
<p><a href="http://www.ralphborland.net">Ralph Borland</a> &#8211; responsible for the impressive <a href="http://www.ralphborland.net/s4s/index.html">Suited for Subversion</a> &#8211; and who must be just about finished with his <a href="http://www.ralphborland.net/ddt/index.html">PhD at Trinity College, Dublin</a> &#8211; sends me <a href="http://www.sagoodnews.co.za/health_and_hiv_aids/sa_innovation_makes_taking_meds_simpill__2.html">this story about tuberculosis pill bottles equipped with a SIM card</a>, which can text a patient, his or her carer, or <strong>indeed the health authorities</strong> if the pills aren&#8217;t taken, &#8220;achiev[ing] a <a href="http://www.simpill.com/thesimplesolution.html">94% compliance</a> rate for a TB trial in South Africa&#8221;. The <a href="http://www.simpill.com/howsimpillworks.html">SIMpill Medication Adherence Solution</a> is a clever product, a neat technology intervention in patient compliance, <a href="http://www.rsadesigndirections.org/projects/projects9.html">an area designers are increasingly being asked to address</a>.</p>
<p>From the <a href="http://www.simpill.com/howsimpillworks.html">SIMpill website</a>:</p>
<blockquote><p>The SIMpill® Medication Adherence Solution offers detailed compliance data and corresponding statistics, and the patient or pre-approved healthcare professionals or analyst, can gain access to real-time information regarding medication use and compliance through a private secure account on the SIMpill® website. Via the web account the healthcare providers can monitor the medication use of their patients in real-time, and can decide on type of intervention to meet the patient’s ongoing adherence schedule. </p></blockquote>
<p>As Ralph points out, though:</p>
<blockquote><p>Put that together with the fact that <a href="http://www.britannica.com/blogs/2008/04/hospital-imprisonment-in-port-elizabeth/">you can be imprisoned in SA</a> if you have a drug-resistant TB strain and you have something more like a coercive technology than persuasive, interfacing directly with authority structures etc. Thought it&#8217;s an interesting cross-over of developing world design and persuasive design&#8230;</p></blockquote>
<h3>Narrower supermarket aisles</h3>
<p><a href="http://www.cugelman.com/">Brian Cugelman</a> of <a href="http://www.alterspark.com/">AlterSpark</a> sent me the following rather coercive idea he overheard, along the lines of <a href="http://www.monkeon.co.uk/">Monkeon</a>&#8216;s <a href="http://architectures.danlockton.co.uk/2008/07/04/discriminatory-architecture/">Leonard Ball bench</a>:</p>
<blockquote><p>On BBC radio some caller made a proposal relevant to your research. To cope with the UK’s obesity epidemic, with 25% of the population considered obese, a caller proposed making grocery stores aisles very narrow so people of average weight could shop and obese people would not fit.</p></blockquote>
<h3>Punishing users for Alt-tabbing away</h3>
<p>From a comment on <a href="http://www.codinghorror.com/blog/archives/001011.html">Jeff Atwood&#8217;s 2007 &#8216;Please don&#8217;t steal my focus&#8217; post</a> (which I found again when searching for how to stop an application stealing focus):</p>
<blockquote><p>One of the old MMOs I used to play (Rubies of Eventide) would log you out of the game if you alt tabbed, supposedly to prevent cheating. This was back in the days when web browsers on windows would steal focus back any time a script on the page reloaded.<br />
I died so many times to those damn page reloads.</p>
<p>Mike on December 5, 2007 4:08 AM</p></blockquote>
<h3>Obstacles speed up exiting crowds</h3>
<p>Tjebbe van Eemeren of the University of Twente &#8211; a student of Peter-Paul Verbeek of <em><a href="http://www.odannyboy.com/blog/new_archives/2006/11/review_what_thi.html">What Things Do</a></em> fame &#8211; sends me a link to this story about <a href="http://news.discovery.com/tech/obstacles-reduce-crowd-jams.html">the use of obstacles to speed up the passage of crowds</a>:</p>
<blockquote><p>Even when exits are wide open, people seem to jam up in front of it. Then they tried something goofy. They put something in the way of the people trying to get out. Not so big that it blocked the way, but big enough that people had to detour around it. And it had to be in just the right place. Guess what? Everybody got out faster.</p></blockquote>
<p>The actual research isn&#8217;t referenced in the story, but <a href="http://physicsbuzz.physicscentral.com/2009/08/for-quick-exit-just-block-fire-door.html">this article</a> goes into a lot more detail. There&#8217;s <a href="http://arxiv.org/abs/0906.0224">a preprint of the paper by Daichi Yanagaisawa et al here</a>. There&#8217;s also <a href="http://derrenbrown.co.uk/blog/2009/12/obstacles-speed-exiting-crowds/">discussion of the story and the phenomenon on Derren Brown&#8217;s blog</a>.</p>
<p>
<h3>Opower</h3>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/opower.png" alt="Opower" /><br />
<a href="http://www.influenceatwork.com/INFLUENCEATWORK-CialdiniBio.html">Robert Cialdini</a> gets name-checked quite a lot on this blog, and rightly so: his work on persuasion and the psychology of influencing behaviour across many different domains underpins many of the design patterns and explains many of the examples we&#8217;ve looked at (particularly what I characterised as the <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/">&#8216;cognitive lens&#8217;</a> of design with intent). He&#8217;s something of a model for how to be a respected academic researcher at the forefront of his field (who actually <em>tries things out</em> rather than simply theorising), a consultant in high demand from industry, and also a bestselling popular author. </p>
<p>Cialdini is now <a href="http://www.opower.com/Company/ScientificAdvisoryBoard.aspx">Chief Scientist of Opower</a>, an energy monitoring and smart metering startup which started life as Positive Energy (thanks to <a href="http://donotremove.co.uk/weblog">Mike Stenhouse</a> for sending me details earlier in the year) and has already had <a href="http://latimesblogs.latimes.com/greenspace/2009/10/california-embraces-psychology-of-influence-to-reduce-energy-use.html">significant success</a> <a href="http://www.businessweek.com/innovate/content/nov2009/id2009115_475766.htm">partnering with utility companies</a> in the US to give customers better feedback &#8211; using <a href="http://www.opower.com/Approach/TargetedMessaging.aspx">personalised messages</a> based on <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> and norms to suggest actions for householders to take to reduce their consumption:</p>
<blockquote><p>Step 1:  Customer reads report: “You used 72 percent more than your efficient neighbors.”<br />
Step 2: Customer reads targeted tip: “Most people in your area keep their AC at 78 degrees”<br />
Step 3: Customer turns down thermostat and takes other energy-saving actions.</p></blockquote>
<p>I think it&#8217;s worth keeping an eye on <a href="http://www.opower.com">Opower</a>&#8216;s development: they&#8217;re taking a different, but complementary approach to other innovators such as <a href="http://onzo.co.uk/">Onzo</a> in the UK, and seem to be putting into practice (on a huge scale) some of the ideas that projects such as <a href="http://business.kingston.ac.uk/charm">CHARM</a> are also investigating. As I&#8217;ve <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/">talked about before</a>, there&#8217;s a lot of opportunity for design to influence behaviour in this area, and help users as well as reducing environmental impact.</p>
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		<title>User-centred design for energy efficiency in buildings: TSB competition</title>
		<link>http://architectures.danlockton.co.uk/2009/12/10/user-centred-design-for-energy-efficiency-in-buildings-tsb-competition/</link>
		<comments>http://architectures.danlockton.co.uk/2009/12/10/user-centred-design-for-energy-efficiency-in-buildings-tsb-competition/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 18:29:56 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture]]></category>
		<category><![CDATA[Asides]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Technology policy]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1366</guid>
		<description><![CDATA[The deadline&#8217;s fast approaching (mid-day 17th Dec) for the UK Technology Strategy Board&#8216;s &#8216;User-centred design for energy efficiency in buildings&#8217; competition [PDF] &#8211; there&#8217;s an introduction from Fionnuala Costello here. This is an exciting initiative which aims to bring together (in a 5-day &#8216;sandpit&#8217;) people from different disciplines and different sectors to address the problems [...]]]></description>
			<content:encoded><![CDATA[<p>The deadline&#8217;s fast approaching (mid-day 17th Dec) for the UK <a href="http://www.innovateuk.org/">Technology Strategy Board</a>&#8216;s <a href="https://www.technologyprogramme.org.uk/extranet/competitions/autumn08/Documents/misc/UserCentredDesign/User-CentredDesignCompetition.pdf">&#8216;User-centred design for energy efficiency in buildings&#8217; competition</a> [PDF] &#8211; there&#8217;s an <a href="http://peopleinbuildings.ning.com/profiles/blogs/new-competition-for-funding-in">introduction from Fionnuala Costello here</a>. </p>
<p>This is an exciting initiative which aims to bring together (in a 5-day &#8216;sandpit&#8217;) people from different disciplines and different sectors to address the problems of influencing user behaviour to improve the energy efficiency of offices and other non-domestic buildings, and generate commercially viable collaborative solutions to develop, some of which will then be part-funded by the TSB. Fionnuala&#8217;s blog, <a href="http://peopleinbuildings.ning.com/"><strong>People in Buildings</strong></a> has some great posts and discussions exploring aspects of how <a href="http://peopleinbuildings.ning.com/profiles/blogs/taking-away-peoples-power">human</a> <a href="http://peopleinbuildings.ning.com/profiles/blogs/case-study-retail-chain-uses">factors</a> and <a href="http://peopleinbuildings.ning.com/profiles/blogs/temperature-sensors-attached">technology</a> together might be used to help people use energy more effectively. If you or your organisation are interested in these kinds of issues &#8211; and using design to address them &#8211; it&#8217;d be well worth getting an application in over the next few days.</p>
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		<title>Through London with the DwI goggles on</title>
		<link>http://architectures.danlockton.co.uk/2009/12/10/through-london-with-the-dwi-goggles-on/</link>
		<comments>http://architectures.danlockton.co.uk/2009/12/10/through-london-with-the-dwi-goggles-on/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 08:00:25 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[London]]></category>
		<category><![CDATA[Urban]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1331</guid>
		<description><![CDATA[As I&#8217;ve admitted before, having the idea of &#8216;design that&#8217;s intended to influence behaviour&#8217; on my mind a lot of the time does sometimes lead to seeing everything with that filter in place: [It's] a kind of conspiracy bias, ascribing to design intent that which is perhaps more likely to be due to situational factors [...]]]></description>
			<content:encoded><![CDATA[<p>As I&#8217;ve <a href="http://architectures.danlockton.co.uk/2009/01/15/whats-the-deal-with-angled-steps/">admitted before</a>, having the idea of &#8216;design that&#8217;s intended to influence behaviour&#8217; on my mind a lot of the time does sometimes lead to seeing everything with that filter in place:</p>
<blockquote><p>[It's] a kind of <a href="http://www.overcomingbias.com/2007/07/conspiracy-beli.html">conspiracy bias</a>, ascribing to design intent that which is perhaps more likely to be due to situational factors (a kind of <a href="http://en.wikipedia.org/wiki/Fundamental_attribution_error">fundamental attribution error</a> for design), or <a href="http://en.wikipedia.org/wiki/Correspondent_inference_theory">inferring the intention behind a design by looking at its results</a>.</p></blockquote>
<p>Nevertheless, it&#8217;s not unexciting. Noticing things I&#8217;d never have noticed before I started doing this research &#8211; often details or tricks that have been pointed out by commenters here on the blog &#8211; can give you a feeling of deeper connection to the design of the products and systems and environments around us. Things are designed to influence how people use them, what people do and don&#8217;t do, whether we are conscious of it or not. So here are some observations &#8211; none of them terribly amazing! &#8211; from a recent day in London with a camera and my long-suffering girlfriend. There are hundreds more I could have included &#8211; everything from elements of the websites we looked at before travelling, to the layout of stations and streets and buildings and tables and chairs and the wording and order of menus and adverts and just about <em>everything that&#8217;s been designed to elicit some kind of behavioural response</em>. But we just don&#8217;t notice most of this: it&#8217;s only occasionally that things attract our attention, which is what happened with the following examples.</p>
<p><img src="http://danlockton.co.uk/research/images/01closebutton.jpg" alt="Door buttons, First Great Western" /></p>
<p>The &#8216;Open Door&#8217; buttons on First Great Western&#8217;s <a href="http://en.wikipedia.org/wiki/Networker_%28train%29">Class 165/166</a> trains (going into Paddington) are much larger than the &#8216;Close Door&#8217; buttons (which rarely need to be pressed anyway, since the doors are closed automatically before the train departs). I&#8217;m assuming they&#8217;re intentionally <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">more prominent</a> because it&#8217;s the button that people need to see and press in a hurry if they need to get off and the vestibule(?) area&#8217;s crowded (and it often is on this service), and larger for a kind of <a href="http://www.interaction-design.org/encyclopedia/fitts_law.html">Fitts&#8217; Law</a> reason: reducing the time taken to &#8216;acquire the target&#8217;. It&#8217;s also large enough to be able to elbow it or press it with a shoulder if you&#8217;re carrying things in both hands.  </p>
<p><img src="http://danlockton.co.uk/research/images/02escalators.jpg" alt="Escalators, Canary Wharf station" /></p>
<p>The escalators at Canary Wharf underground station, as at many others, have raised obstructions (often masquerading as &#8220;Stand on the right&#8221; signs) every couple of feet to prevent people sliding down the panelling between the handrails. When I looked at this before &#8211; the slightly more extreme <a href="http://architectures.danlockton.co.uk/2006/12/13/no-sliding/">spikes at Highbury &#038; Islington station</a> &#8211; there were some great <a href="http://architectures.danlockton.co.uk/2006/12/13/no-sliding/#comments">comments</a> including <a href="http://architectures.danlockton.co.uk/2006/12/13/no-sliding/#comment-28354">a story about what can happen when they obstructions aren&#8217;t present</a> (or rather when just one is &#8211; a large sign at the bottom). It did occur to me that the kind used at Canary Wharf would actually work quite well as hand-holds for climbing <em>up</em>, should you want to.</p>
<p><img src="http://danlockton.co.uk/research/images/03lookright.jpg" alt="Look Right marking on road, Canary Wharf" /></p>
<p>All over the UK, but particularly in urban areas with complex traffic movements, one-way systems or lots of visitors, such as here outside the DLR station at Canary Wharf, some pedestrian crossings are marked with &#8220;Look Right&#8221;, &#8220;Look Left&#8221; or &#8220;Look Both Ways&#8221; on the road, to suggest to pedestrians (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">at just the right moment</a>) which way they should look to watch out for oncoming traffic. <a href="http://nudges.wordpress.com/">Richard Thaler</a> has mentioned this as a <a href="http://www.ergonomics.org.uk/item.php?s=7&#038;p=99&#038;i=169">&#8216;nudge&#8217; example</a> before. <a href="http://www.dailymail.co.uk/news/article-1202500/Mixed-signals-Road-sign-causes-chaos-telling-pedestrians-look-left-instead-right.html">It doesn&#8217;t always get implemented correctly</a>; there are also <a href="http://architectures.danlockton.co.uk/2009/01/05/staggering-insight/">other design tricks for influencing pedestrians to face the right way at crossings</a>. </p>
<p>I might be going beyond my expertise here, but it seems like it&#8217;s actually relatively unusual in much of Europe (perhaps because of the <a href="http://en.wikipedia.org/wiki/Vienna_Convention_on_Road_Signs_and_Signals">Vienna Convention</a>) to have instructional &#8216;injunctive&#8217; text on traffic signage (including markings), compared with some other parts of the world. For example, in the UK, since the 1960s at least we very rarely have signs such as <a href="http://www.flickr.com/photos/corey_azza/1959783829/">&#8220;Wrong Way, Go Back&#8221;</a> &#8211; there would more likely be a <a href="http://www.flickr.com/photos/evissa/355278982/">&#8220;No Entry&#8221;</a> sign, with no text. If you&#8217;re interested in British road signage, <a href="http://www.cbrd.co.uk/histories/wartoworboys/">this is one of the best articles on the subject</a>.</p>
<p><img src="http://danlockton.co.uk/research/images/04kissinggate.jpg" alt="Gate at Mudchute Park" /></p>
<p>Here&#8217;s a &#8216;kissing gate&#8217; at <a href="http://www.mudchute.org">Mudchute Park</a> presumably intended to prevent bicycles (though I would have thought a bike could fit through the gate next to it). <a href="http://architectures.danlockton.co.uk/2008/05/18/cyclepatholog/">As we&#8217;ve seen before, trying to stop cyclists using awkward gates doesn&#8217;t always work</a>. Given the location of this gate, it may also help prevent any animals which have escaped from the the farm from running out onto the road.</p>
<p><img src="http://danlockton.co.uk/research/images/05anticlimb.jpg" alt="Anti-climb paint, Mudchute allotments" /> </p>
<p>Also at Mudchute, these allotments have <a href="http://www.citynoise.org/article/1310">anti-climb paint</a> applied to the fence &#8211; a <a href="http://www.metafilter.com/50141/Signs-signs-everywhere-is-signs">slippery paint that stays &#8216;wet&#8217;</a> (here&#8217;s a <a href="http://www.anti-climb-paint.co.uk/examples/index.php">nice publicity photo</a>). I&#8217;ll be honest, I&#8217;ve often wondered how much effect this stuff really has against someone equipped with, say, rough-textured gloves who could, at least on a fence like the one in the picture, probably get his/her hand all the way round both the horizontal and vertical parts of the fence. Or just a loop of rope, or a hook, along with black clothes (to hide the paint that comes off) or disposable overalls plus some kind of disposable blanket or rug to cover the spikes and flatten the barbed wire would seem to be all you need. I&#8217;m not condoning this, of course &#8211; as an allotmenteer myself, I appreciate that they can well be an attractive target. </p>
<p>As an alternative to anti-climb paint, spikes, etc, these <a href="http://www.insight-security.com/per-rollerb.htm">roller bars</a> seem quite interesting.</p>
<p><img src="http://danlockton.co.uk/research/images/06mudchutebin1.jpg" alt="Bird bin, Mudchute farm" /><img src="http://danlockton.co.uk/research/images/07mudchutebin2.jpg" alt="Bird bin, Mudchute farm" /><img src="http://danlockton.co.uk/research/images/08mudchutebin3.jpg" alt="Bird bin, Mudchute farm" /></p>
<p>The yard of the <a href="http://www.mudchutekitchen.org/start.html">Mudchute Kitchen</a>, part of the <a href="http://www.mudchute.org/">farm</a>, has these friendly rubbish bins &#8211; a great example of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a>, particularly somewhere where there are going to be lots of young children visiting on school trips or with families. The open beaks are an invitation, a <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#perceived">perceived affordance</a> that they should be &#8216;fed&#8217;. Whether it&#8217;s a good idea to &#8216;teach&#8217; children to feed litter to birds is another matter&#8230;</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/09alarmrecessed.jpg" alt="Recessed alarm, DLR" /><br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />&nbsp;<br />Unlike the &#8216;Open Door&#8217; button above &#8211; which doesn&#8217;t matter if it&#8217;s accidentally pressed since it only operates when the train is stationary and alongside the platform &#8211; passenger emergency alarms such as this type on the <a href="http://en.wikipedia.org/wiki/Docklands_Light_Railway_rolling_stock#B90.2FB92.2FB2K_rolling_stock">Docklands Light Railway</a> need to be prominent and visible, yet protected against accidental operation due to, for example, someone leaning on the button when the train is crowded. So, not only recessing it, but mounting it at the <em>top</em> of the recess, where even an inadvertent poke from an umbrella or elbow is less likely to make contact, is a clever <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/">errorproofing</a> solution.</p>
<p><img src="http://danlockton.co.uk/research/images/10normandoor.jpg" alt="A 'Norman' door, Canary Wharf" /></p>
<p>The shopping mall at Canary Wharf features &#8216;<a href="http://www.jnd.org/dn.mss/when_bugs_becom.html">Norman doors</a>&#8216; that despite having prominent, elegant, no doubt expensive stainless steel handles, must actually be pushed open, hence the necessity of the &#8216;Push&#8217; labels. Other than being able to <em>pull the doors closed</em> if necessary, or simply because it&#8217;s cheaper to make doors with the same fittings on both sides so they can be hinged either way, I&#8217;m not sure why this particular category of <a href="http://architectures.danlockton.co.uk/2008/05/29/un-hiding-affordance/">false affordance</a> is so common. Making the handles flatter on the &#8216;push&#8217; side would preserve a similar style visually but signal that they need to be pushed without needing to resort to a sign.</p>
<p>Couple of other observations: the comprehensive row of prohibition signs on the doors almost forms a design element itself, echoing the pattern of squares further down. You&#8217;re not allowed to do much other than spend money in this particular mall. Also, printing the word STYLE on posters in reflective foil does, unfortunately, mean that from some angles, the L and E will disappear.</p>
<p><img src="http://danlockton.co.uk/research/images/11atminterlock.jpg" alt="ATM forcing function" /></p>
<p>Getting some money out: we&#8217;re so used to ATMs returning the card before dispensing the cash that we often don&#8217;t even think about this <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/#interlock">interlock</a> forcing function. In fact it may even momentarily surprise us <a href="http://www.cs.bham.ac.uk/~rxb/Teaching/HCI/blog/2004/03/old-problems-still-out-there-why-do.html">when ticket machines (for example) don&#8217;t work like this</a>. </p>
<p>But ATMs didn&#8217;t always operate like this either, and <a href="http://www.nytimes.com/1990/09/29/style/consumer-s-world-help-for-forgetful-bank-card-holders.html">when the cash was returned first, the card was often forgotten</a>. So the order was changed &#8211; as <a href="http://dx.doi.org/10.1016/j.ijhcs.2007.09.001">Phillip Chung &#038; Michael Byrne put it</a> &#8220;to place the hanging postcompletion action &#8216;on the critical path&#8217; to reduce or eliminate [its] omission&#8221; &#8211; although this card-then-cash format is <a href="http://thedailywtf.com/Comments/50-Cash-Fast.aspx#228433">by no means universal</a>.</p>
<p>I looked at some possible alternative solutions for the problem in <a href="http://dx.doi.org/10.1016/j.apergo.2009.09.001">this paper for Applied Ergonomics</a> (<a href="mailto:dan@danlockton.co.uk">e-mail me</a> if you&#8217;d like a copy), as a kind of test / demonstration of the Design with Intent toolkit.</p>
<p>(The above is actually a photo of a different machine to the one I used on this particular day, since there was a queue of people behind me) </p>
<p><img src="http://danlockton.co.uk/research/images/13spikessouthwark.jpg" alt="Spikes, Southwark" /></p>
<p>These friendly <a href="http://architectures.danlockton.co.uk/2008/12/16/inexclusive-design/">anti-sit spikes</a> (including a slightly crooked one on the left) outside the headquarters of <a href="http://www.londoncouncils.gov.uk/">London Councils</a> in Southwark just scream &#8220;We love the public!&#8221;. I guess the alcove could provide a useful hiding place for someone to jump out on passers-by or something. </p>
<p><img src="http://danlockton.co.uk/research/images/12eatsouthbank.jpg" alt="Eat, South Bank" /></p>
<p>Further along the South Bank, this branch of <a href="http://www.eat.co.uk/pages/facts.html">Eat</a> reminded me that B J Fogg used a photo of the Eat sign in his talk at <a href="http://www.plugmedia.be/blog/think-small-think-lettuce/">Design for Persuasion</a>, as an example of what he calls <a href="http://behaviormodel.org/triggers.html">hot triggers</a>: cues or calls to action which actually prompt a behaviour, assuming that the motivation and ability are there already. Someone walking along, hungry (motivated), with enough money to buy food (ability) needs a trigger, and a sign pretty much instructing one to eat is a particularly clear one. We didn&#8217;t eat there, of course &#8211; there are better places &#8211; but it&#8217;s an interesting tactic. </p>
<p><img src="http://danlockton.co.uk/research/images/14reversegate.jpg" alt="Gearstick, Reliant Scimitar SST" /></p>
<p>Finally, as we were about to drive home from the station, I thought about the reverse gear &#8216;gate&#8217; &#8211; a kind of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/#lock-in">lock-out</a> &#8211; which prevents the driver changing accidentally directly from a forward gear into reverse (though it&#8217;s usually possible the other way round). Depending on the gearbox, you generally need to lift the gearstick over the &#8216;gate&#8217; or press a button while moving the stick, or in the case of my Reliant Scimitar (which has a 1980s Ford Sierra gearbox), press the gearstick itself downwards.</p>
<p>&nbsp;<br />
<strong>What do you see everyday that makes you think &#8220;they designed it like <em>that</em> so that people would do <em>this&#8221;</em>?</strong></p>
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		<title>Three quotes from clever people</title>
		<link>http://architectures.danlockton.co.uk/2009/12/07/three-quotes-from-clever-people/</link>
		<comments>http://architectures.danlockton.co.uk/2009/12/07/three-quotes-from-clever-people/#comments</comments>
		<pubDate>Mon, 07 Dec 2009 14:35:06 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1334</guid>
		<description><![CDATA[&#8220;Engineers are not the only professional designers. Everyone designs who devises courses of action aimed at changing existing situations into preferred ones. The intellectual activity that produces material artefacts is no different fundamentally from the one that prescribes remedies for a sick patient or the one that devises a new sales plan for a company [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/simon.jpg" alt="Herbert Simon" />&#8220;Engineers are not the only professional designers. <strong>Everyone designs who devises courses of action aimed at changing existing situations into preferred ones.</strong> The intellectual activity that produces material artefacts is no different fundamentally from the one that prescribes remedies for a sick patient or the one that devises a new sales plan for a company or a social welfare policy for a state.&#8221;</p>
<p><a href="http://en.wikipedia.org/wiki/Herbert_Simon">Herbert A. Simon</a>, <em><a href="http://books.google.com/books?id=k5Sr0nFw7psC">The Sciences of the Artificial</a></em>, 1969 (p.129 of 1981 MIT press 2nd edition)</p></blockquote>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/skinner.jpg" alt="BF Skinner" />&#8220;[W]e need to make vast changes in human behaviour, and we cannot make them with the help of nothing more than physics or biology, no matter how hard we try&#8230; <strong>What we need is a technology of behaviour</strong>.&#8221; </p>
<p><a href="http://en.wikipedia.org/wiki/B._F._Skinner">B.F. Skinner</a>, <em><a href="http://books.google.com/books?id=CtF6FDfUcQoC">Beyond Freedom and Dignity</a></em>, 1971 (p.10 of 1973 Pelican edition)<br />
<br />&nbsp;<br />&nbsp;
</p></blockquote>
<blockquote><p><img class="floatleft" src="http://danlockton.co.uk/research/images/forrester.jpg" alt="Jay Forrester" />&#8220;People may dislike the idea of &#8216;designing&#8217; social systems. Designing social systems may seem mechanistic or authoritarian. However, all social systems have been designed&#8230; <strong>People have designed the systems within which they live.</strong> The shortcomings of those systems result from defective design, just as the shortcomings of a power plant result from erroneous design.&#8221;</p>
<p><a href="http://en.wikipedia.org/wiki/Jay_Wright_Forrester">Jay W. Forrester</a>, &#8216;Designing the Future&#8217;, talk at University of Seville on December 15th 1998 (p.6 of <a href="http://sysdyn.clexchange.org/sdep/papers/Designjf.pdf">this PDF</a>)</p></blockquote>
<p><strong>Emphases</strong> in the above are mine. Arguably, in the Forrester quote, we have <em>not</em> consciously/intelligently enough designed the systems in which we live (hence the shortcomings), which I think is partly the point he&#8217;s making based on the rest of the talk. </p>
<p>I still think my favourite &#8216;Design with Intent&#8217;-related quote is <a href="http://architectures.danlockton.co.uk/2008/07/18/buckminster-fuller-and-design-with-intent/">this one from Buckminster Fuller</a>. It has an attractive blend of humility and confidence, seeing people not as the problem but as part of the solution. </p>
<p><em>Image sources: <a href="http://diva.library.cmu.edu/Simon/biography.html">Herbert Simon</a>; <a href="http://www.pbs.org/wgbh/aso/databank/entries/bhskin.html">B.F. Skinner</a>; <a href="http://www.csm.ornl.gov/ssi-expo/P2.html">Jay Forrester</a>.</em></p>
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		<title>Thoughts on the &#8216;fun theory&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/</link>
		<comments>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:57:16 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[advertising]]></category>
		<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Urban]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1263</guid>
		<description><![CDATA[The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s thefuntheory.com The Fun Theory (Rolighetsteorin), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by DDB Stockholm &#8211; has been getting a lot of attention in the last couple of weeks from both design-related people and other commentators with an interest in influencing behaviour: it presents a series [...]]]></description>
			<content:encoded><![CDATA[<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object><br />
<em>The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s <a href="http://www.thefuntheory.com/?q=expriment/pianotrappan">thefuntheory.com</a></em></p>
<p>The <a href="http://www.thefuntheory.com/">Fun Theory</a> (<a href="http://www.rolighetsteorin.se/">Rolighetsteorin</a>), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by <a href="http://www.campaignlive.co.uk/theWork/news/945705">DDB Stockholm</a> &#8211; has been getting a lot of attention in the last couple of weeks from <a href="http://kimberleycrofts.wordpress.com/2009/10/16/behaviour-change-through-fun-theory/">both</a> <a href="http://nataliehanson.wordpress.com/2009/10/14/delightful-steps/">design-related</a> people and <a href="http://derrenbrown.co.uk/blog/2009/10/bottle-bank-arcade-small-rewards-change-behaviour/">other commentators with an interest in influencing behaviour</a>: it presents a series of clever &#8216;design interventions&#8217; aimed at influencing behaviour through making things &#8220;fun to do&#8221; &#8211; <a href="http://www.youtube.com/watch?v=2lXh2n0aPyw">taking the stairs instead of the escalator</a>, <a href="http://www.youtube.com/watch?v=zSiHjMU-MUo">recycling glass via a bottle bank</a> and <a href="http://www.youtube.com/watch?v=cbEKAwCoCKw">using a litter bin</a>. The stairs are turned into a giant piano keyboard, with audio accompaniment; the bottle bank is turned into an arcade game, with sound effects and scores prominently displayed; and the litter bin has a &#8220;deep pit&#8221; effect created through sound effects played as items are dropped into it. It&#8217;s exciting to see that exploring design for behaviour change is being so enthusiastically pursued and explored, especially by ad agencies, since &#8211; if we&#8217;re honest &#8211; advertisers have long been the most successful at influencing human behaviour effectively (in the contexts intended). There&#8217;s an awful lot designers can learn from this, but I digress&#8230; </p>
<p>As a provocation and inspiration to enter the <a href="http://www.thefuntheory.com/?q=rolighetsstipendiet">competition</a>, these are great projects. The competition itself is interesting because it encourages entrants to &#8220;find [their] own <em>evidence</em> for the theory that fun is best way to change behaviour for the better&#8221;, suggesting that entries with some kind of demonstrated / tested element are preferred over purely conceptual submissions (however clever they might be) which have often been a hallmark of creative design competitions in the past. While the examples created and tested for the campaign are by no means &#8220;controlled experiments&#8221; (e.g. the stats in the videos about the extra amount of rubbish or glass deposited give little context about the background levels of waste deposition in that area, whether people have gone out of their way to use the &#8216;special&#8217; bins, and so on), they do demonstrate very well the (perhaps obvious) effect that making something fun, or engaging, is a way to get people interested in using it. </p>
<p><a href="http://www.youtube.com/watch?v=zSiHjMU-MUo"><img src="http://danlockton.co.uk/research/images/bottlebank.jpg" alt="Bottle bank arcade" /></a><a href="http://www.youtube.com/watch?v=cbEKAwCoCKw"><img src="http://danlockton.co.uk/research/images/deepestbin.jpg" alt="World's deepest bin" /></a></p>
<p><strong>Triggers</strong></p>
<p>Going a bit deeper, though, into what &#8220;the theory of fun&#8221; might really mean, it&#8217;s clear there are a few different effects going on here. To use concepts from <a href="http://www.behaviormodel.org/">B J Fogg&#8217;s <strong>Behaviour Model</strong></a>, assuming the <em>ability</em> to use the stairs, bottle bank or bin is already there, the remaining factors are <em>motivation</em> and <em>triggers</em>. Motivation is, on some level, presumably also present in each case, in the sense that someone carrying bottles to be recycled already wants to get rid of them, someone standing at the bottom of the stairs or escalator wants to get to the top, and someone with a piece of litter in her hand wants to discard it somehow (even if that&#8217;s just on the ground).</p>
<p>(But note that if, for example, people start picking up litter from elsewhere in order to use the bin because they&#8217;re excited by it, or if &#8211; as in the video &#8211; kids run up and down the stairs to enjoy the effect, this is something slightly different: the motivation has changed from &#8220;I&#8217;m motivated to get rid of the litter in my hand&#8221; to &#8220;I&#8217;m motivated to keep playing with this thing.&#8221; While no doubt useful results, these are slightly different target behaviours to the ones expressed at the start of the videos. &#8220;Can we get more people to take the stairs over the escalator by making it fun to do?&#8221; is not quite the same as &#8220;Can we get people so interested in running up and down the stairs that they want to do it repeatedly?&#8221;)</p>
<p>So the <em>triggers</em> are what the interventions are really about redesigning: adding some feature or cue which causes people who already have the ability and the motivation to choose this particular way of getting out of the railway station to the street above, or disposing of litter, or recycling glass. All three examples deliberately, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominently</a>, attract the interest of passers-by (&#8220;World&#8217;s deepest bin&#8221; graphics, otherwise incongruous black steps, illuminated 7-segment displays above the bottle bank) quite apart from the effect of seeing lots of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">other people</a> gathered around, or using something in an unusual way. </p>
<p>And once they&#8217;ve triggered someone to get involved, to use them, there are different elements that come into play in each example. For example, the bottle bank &#8211; by using a game <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#metaphors">metaphor</a> &#8211; effectively <a href="http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/">challenges the user into continuing</a> (perhaps even entering a <a href="http://austega.com/education/articles/flow.htm">flow state</a>, though this is surely more likely with the stairs) and gives <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">feedback</a> on how well you&#8217;re doing as well as a kind of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">reward</a>. The reward element is present in all three examples, in fact.</p>
<p>Perhaps the most relevant pattern in all these examples, and the &#8220;fun theory&#8221; concept itself, is that of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">emotional or affective engagement</a>. The user experience of each is designed to evoke an emotional response, to motivate engagement through enjoyment or delight &#8211; and this is an area of design where a lot of great (and commercially applicable) research work has been done, by people such as <a href="http://studiolab.io.tudelft.nl/desmet">Pieter Desmet</a> (whose <a href="http://studiolab.io.tudelft.nl/desmet/dissertation">doctoral dissertation</a> is a model for this kind of design research), <a href="http://www.patrickwjordan.com/">Pat Jordan</a>, <a href="http://www.design-emotion.com/marco-van-hout/">Marco van Hout</a>, <a href="http://www.affectivedesign.org/">Trevor van Gorp</a>, <a href="http://www.jnd.org/books.html#42">Don Norman</a> and <a href="http://affect.media.mit.edu/">MIT&#8217;s Affective Computing group</a>. Taking a slightly different slant, David Gargiulo&#8217;s work on <a href="http://www.coda.ac.nz/unitec_design_di/4/">creating drama through interaction design</a> (found via <a href="http://www.90percentofeverything.com/">Harry Brignull</a>&#8216;s <a href="http://twitter.com/harrybr">Twitter</a>) is also pertinent here, as is <a href="http://www.danpink.com/archives/category/emotionally-intelligent-signage">Daniel Pink&#8217;s collection of &#8216;emotionally intelligent signage&#8217;</a> (thanks to Larry Cheng for bringing this to my attention).</p>
<p><strong>What sort of behaviour change, though?</strong></p>
<p>I suppose the biggest and most obvious criticism of projects such as the Rolighetsteorin examples is that they are merely one-time gimmicks, that a novelty effect is the most (maybe <em>only</em>) significant thing at work here. It&#8217;s not possible to say whether this is true or not without carrying out a <a href="http://en.wikipedia.org/wiki/Longitudinal_study">longitudinal study</a> of the members of the public involved over a period of time, or of the actual installations themselves. Does having fun using the stairs once (when they&#8217;re a giant piano) translate into taking the (boring) normal stairs in preference to an escalator on other occasions? (i.e. does it lead to attitude or preference change?) Or does the effect go away when the fun stairs do? </p>
<p>It may be, of course, that interventions with explicitly pro-social <a href="http://www.bogost.com/books/persuasive_games.shtml">rhetoric</a> embedded in them (such as the bottle bank) have an effect which bleeds over into other areas of people&#8217;s lives: do they think more about the environment, or being less wasteful, in other contexts? Have attitudes been changed beyond simply the specific context of recycling glass bottles using this particular bottle bank?</p>
<p><img src="http://danlockton.co.uk/research/images/intillestairs1.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /><img src="http://danlockton.co.uk/research/images/intillestairs2.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /></p>
<p><strong>How others have done it</strong> </p>
<p>This campaign isn&#8217;t the first to have tried to address these problems through design, of course. Without researching too thoroughly, a few pieces of work spring to mind, and I&#8217;m sure there are many more. Stephen Intille, Ron MacNeil, Jason Nawyn and Jacob Hyman in <a href="http://architecture.mit.edu/house_n/projects.html#stairs">MIT&#8217;s House_n group</a> have done work using a sign with the &#8216;<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">just-in-time</a>&#8216; message &#8220;Your heart needs exercise &#8211; here&#8217;s your chance&#8221; (<strong>shown above</strong>) positioned over the stairs in a subway, flashing in people&#8217;s line-of-sight as they approach the decision point (between taking stairs or escalator) linked to a system which can record the effects in terms of people actually making one choice or the other, and hence compare the effect the intervention actually has. As cited in <a href="http://web.media.mit.edu/~intille/papers-files/Intille03Ubihealth.pdf">this paper</a> [PDF], <a href="http://ajp.psychiatryonline.org/cgi/content/abstract/137/12/1540">previous research by K D Brownell, A J Stunkard, and J M Albaum</a>, using the same message, in a similar situation, but statically displayed for three weeks before being removed, demonstrated that some effect remains on people&#8217;s choice of the stairs for the next couple of months. (That is, the effect <em>didn&#8217;t</em> go away immediately when the sign did &#8211; though we can&#8217;t say whether that&#8217;s necessarily applicable to the piano stairs too.)</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/dekort.png" alt="Persuasive Trash Cans by de Kort et al"/>Last year I mentioned Finland&#8217;s <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/">&#8220;Kiitos, Tack, Thank you&#8221; bins</a>, and in the comments (which are well worth reading), Kaleberg mentioned <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/#comment-214669">Parisian litter bins with SVP (s&#8217;il vous plaît) on them</a>; most notable here is the work of Yvonne de Kort, Teddy McCalley and Cees Midden at Eindhoven on &#8216;<a href="http://www.yvonnedekort.nl/pdfs/0013916507311035v1.pdf">persuasive trash cans</a>&#8216; [PDF], looking at the effects of different kinds of norms on littering behaviour, expressed through the design or messages used on litter bins (shown to the left here). </p>
<p>Work on the design of recycling bins is, I think, worthy of a post of its own, since it starts to touch more on perceived affordances (the shape of different kinds of slots, and so on) so I&#8217;ll get round to that at some point.</p>
<p><em>Many thanks to everyone who sent me the Fun Theory links, including <a href="http://www.kimberleycrofts.com/">Kimberley Crofts</a>, <a href="http://www.onlinesocialmarketing.com/">Brian Cugelman</a> and <a href="http://www.sociotechnicsolutions.com/">Dan Jenkins</a> (apologies if I&#8217;ve missed anyone out).</em> </p>
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		<title>What&#8217;s been going on recently</title>
		<link>http://architectures.danlockton.co.uk/2009/10/13/whats-been-going-on-recently/</link>
		<comments>http://architectures.danlockton.co.uk/2009/10/13/whats-been-going-on-recently/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 12:00:17 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Brunel]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[DwI Method]]></category>
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		<description><![CDATA[RSA Design Directions 2009/10 The RSA&#8217;s 2009/10 Design Directions competition has been launched, which means up and down the country there are design students and new graduates working on one of the pretty wide selection of briefs. Given the RSA&#8217;s aim of &#8216;removing barriers to social progress&#8217; &#8211; with a significant commitment to using design [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/rsa.jpg" alt="The RSA House, London" /><br />
<strong>RSA Design Directions 2009/10</strong></p>
<p>The <a href="http://www.rsadesigndirections.org/">RSA&#8217;s 2009/10 Design Directions competition</a> has been launched, which means up and down the country there are design students and new graduates working on one of the <a href="http://www.rsadesigndirections.org/projects.html">pretty wide selection of briefs</a>. Given <a href="http://www.thersa.org/about-us/what-we-do">the RSA&#8217;s aim</a> of &#8216;removing barriers to social progress&#8217; &#8211; with a <a href="http://designandsociety.rsablogs.org.uk/">significant commitment to using design to do this</a> &#8211; the briefs are themed around design for social benefit, addressing issues ranging from helping <a href="http://www.rsadesigndirections.org/projects/projects3.html">an ageing workforce</a> to helping <a href="http://www.rsadesigndirections.org/projects/projects4.html">new architecture graduates</a> apply their skills in other contexts.</p>
<p>A couple of the briefs are explicitly about design for behaviour change, and thanks to working with Jamie Young of the <a href="http://designandbehaviour.rsablogs.org.uk/"><strong>RSA&#8217;s Design &#038; Behaviour project</strong></a> on some ideas for briefs earlier this year, the <a href="http://designwithintent.co.uk">Design with Intent toolkit</a> is explicitly referenced as a &#8216;resource&#8217; for the <a href="http://www.rsadesigndirections.org/projects/projects2.html"><strong>Independence Days</strong> brief</a> on &#8216;reinventing assistive technology&#8217; (sponsored by the Technology Strategy Board) and <a href="http://www.rsadesigndirections.org/projects/projects9.html"><strong>A matter of life&#8230;</strong></a>, a brief about improving patient compliance with taking prescribed medication (sponsored by GlaxoSmithKline). Both of these are very noble causes and I hope the Design with Intent patterns are useful inspiration in some small way; I look forward to seeing some of the results!</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/nedraworksheet.png" alt="Design Approach worksheet by Nedra Kline Weinreich"/><strong>Design Approach worksheet</strong></p>
<p><a href="http://www.social-marketing.com/">Nedra Kline Weinreich</a>, author of <a href="http://www.amazon.co.uk/gp/product/0761908676"><em>Hands-on Social Marketing</em></a>, has created a fantastic <strong><a href="http://www.slideshare.net/weinreich/design-approach-worksheet">Design Approach for Behaviour Change worksheet</a></strong> based on the 12 design patterns from my Design with Intent toolkit <a href="http://bura.brunel.ac.uk/bitstream/2438/3258/1/DwI_Toolkit_v09_linked_eBook_with_indiv_pages.pdf">poster</a>. </p>
<p>By re-framing each of the patterns as a <em>question</em> &#8211; e.g. &#8220;How can you provide a cue to action at the appropriate time?&#8221; for <em><a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">kairos</a></em> (discussed by BJ Fogg in his original book, <em><a href="http://books.google.com/books?id=r9JIkNjjTfEC">Persuasive Technology</a></em>) &#8211; Nedra turns the patterns more directly into cues for action themselves for a design team to brainstorm or think about. After working through the questions, asking each of them about the behaviour problem you&#8217;re working on, you pretty much end up with a set of possible solutions: this is a very clever way to structure the idea generation process. (As such I&#8217;ve added a link to Nedra&#8217;s worksheet to the DwI intro page of this site.)</p>
<p>Inspired by Nedra&#8217;s thinking, the next version of the DwI toolkit, which I&#8217;m putting together at present, will have a question element to each of the patterns.</p>
<p><img src="http://danlockton.co.uk/research/images/dfp.jpg" alt="Design for Persuasion, Brussels" /><br />
<strong>Design for Persuasion conference, Brussels</strong></p>
<p><a href="http://research.danlockton.co.uk/DfP_handout_DanLockton.pdf"><img class="floatright" src="http://danlockton.co.uk/research/images/dfphandout_thm.jpg" alt="Design for Persuasion handout"/></a>At the beginning of October I was honoured to be invited to speak at <a href="http://designforpersuasion.com/">Design for Persuasion</a>, a new conference taking place at the impressive <a href="http://www.surfhouse.be/">Belgacom Surfhouse</a> in Brussels, organised (very well) by <a href="http://mediachannel.wordpress.com/">Christel de Maeyer</a> and <a href="http://behaviormodel.org">BJ Fogg</a>. </p>
<p>The event was mainly directed towards &#8216;new media&#8217; persuasion and design, focusing on practical applications rather than academic studies, and featured some great presentations from people such as <a href="http://customer-engagement.net/">Richard Sedley</a> (who kindly took the above photo for me!), <a href="http://www.amyshuen.com/">Amy Shuen</a>, <a href="http://www.netlash.com/">Bart de Waele</a> (whose excellent <a href="http://www.slideshare.net/netlash/addictive-websites">&#8216;Addictive Websites&#8217; slides you can see here</a>), and <a href="http://designforpersuasion.com/program-speakers/">other expert practitioners</a>. Many of the presentations <a href="http://www.slideshare.net/event/design-for-persuasion">are on Slideshare</a>; there are also some <a href="http://www.flickr.com/photos/katrien/sets/72157622501280368/">very nice photos on Flickr</a> from Katrien Degreef.</p>
<p>Here&#8217;s my presentation (below) with <a href="http://research.danlockton.co.uk/dfp_transcript.txt">a transcript here</a> and <a href="http://research.danlockton.co.uk/dfp_photocredits.txt">image credits here</a>. The <a href="http://research.danlockton.co.uk/DfP_handout_DanLockton.pdf ">handout (picture above right) I refer to is here [PDF]</a>.</p>
<p>Many thanks to Christel and BJ for organising this, and to the great people I talked to, including <a href="http://studiolab.io.tudelft.nl/tromp/">Nynke</a>, Marijn and <a href="http://www.huh-questionmark.org/">Arjan</a>.</p>
<div style="width:425px;text-align:left" id="__ss_2161104"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/DanLockton/how-to-influence-user-behaviour-design-with-intent-design-for-persuasion-brussels" title="How to influence user behaviour: Design with Intent (Design for Persuasion, Brussels)">How to influence user behaviour: Design with Intent (Design for Persuasion, Brussels)</a><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=dfpdanlockton-091008010947-phpapp02&#038;rel=0&#038;stripped_title=how-to-influence-user-behaviour-design-with-intent-design-for-persuasion-brussels" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=dfpdanlockton-091008010947-phpapp02&#038;rel=0&#038;stripped_title=how-to-influence-user-behaviour-design-with-intent-design-for-persuasion-brussels" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">documents</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/DanLockton">Dan Lockton</a>.</div>
</div>
<p><img src="http://danlockton.co.uk/research/images/burastats.png" alt="BURA stats"/><br />
<strong>A pleasing statistic</strong></p>
<p>Thanks to readers of this blog, the <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">DwI toolkit v.0.9 poster</a> [<a href="http://danlockton.co.uk/research/images/dwi_poster.jpg">PDF</a>] I originally posted back in April is <a href="http://bura.brunel.ac.uk/sdum/stats?level=general&#038;type=access&#038;group=8&#038;topn=50">at time of writing, the most-downloaded document ever</a> from Brunel University&#8217;s institutional repository, <a href="http://bura.brunel.ac.uk/">BURA</a>. (Much, much more than any of our <a href="http://bura.brunel.ac.uk/items-by-author?author=Lockton%2C+D">other papers</a>, too!) </p>
<p>With 28,000 downloads since it went on BURA, plus another 5,000 or so directly from the blog before I changed where the link pointed, and probably a few <a href="http://books.google.com/books?id=dkwzmlcSDLYC&#038;lpg=PP1&#038;client=firefox-a&#038;pg=PP1#v=onepage&#038;q=&#038;f=false">directly from Google Books</a> (as well as a handful of at-cost sales of the physical printed poster) it gives me an incredibly warm feeling to think that so many people all over the world have found it interesting enough to read (and hopefully &#8211; in at least some cases! &#8211; use) it. Please do let me know (in the comments, or <a href="mailto:dan@danlockton.co.uk">by email</a>) if you&#8217;ve found it useful (or useless), what problems you&#8217;ve applied it to, how you think it could be improved, and so on, or <a href="http://architectures.danlockton.co.uk/2009/07/12/a-survey-for-designers-more-books-to-win/">have a go at the survey</a>.</p>
<p>The next version (v.0.95) will take a different form (cards &#8211; which some of you will have tried out in a couple of workshops) and include some new patterns, as well as &#8216;question&#8217; phrasing as mentioned above. I hope to have this available to download (or buy as a card deck) by the end of 2009.</p>
<p>Thanks again for making the DwI toolkit a success!</p>
<p><strong>Things which slipped by without me writing about them much here</strong></p>
<p>The last few months have been very busy for me as I rush to progress the PhD in sufficient depth and breadth while still doing other things, and I&#8217;m aware that I haven&#8217;t talked much about all this on the blog. I&#8217;ve been to the <a href="http://amd.newport.ac.uk/displayPage.aspx?object_id=10073&#038;parent_id=10072&#038;type=PAG">DiGRA conference</a> and had great discussions with <a href="http://www.bogost.com/">Ian Bogost</a> and <a href="http://www.slideshare.net/dings">Sebastian Deterding</a>; I&#8217;ve been to <a href="http://2009.dconstruct.org/">dConstruct</a> and talked to <a href="http://speedbird.wordpress.com/">Adam Greenfield</a>; been to <a href="http://greengaged.com/">Greengaged</a> and <a href="http://greengaged.com/articles/view/dan-lockton-on-design-with-intent/">blogged about it for the site</a>; been to a conference on <a href="http://www.cs.mdx.ac.uk/research/idc/ndm9/">Naturalistic Decision-Making</a> and got some incisive advice from <a href="http://en.wikipedia.org/wiki/Gary_A._Klein">Gary Klein</a> himself; and am about to present <a href="http://bura.brunel.ac.uk/handle/2438/3664">this paper</a> [<a href="http://bura.brunel.ac.uk/bitstream/2438/3664/1/Lockton_SI_paper_disclaimer_added.pdf">PDF</a>] at <a href="http://www.cfsd.org.uk/events/tspd14/index.html">Sustainable Innovation &#8217;09</a>. With the help of some great participants (including <a href="http://www.frankieroberto.com/weblog/1517">Frankie who interviewed me here!</a>) I&#8217;ve also managed to complete a series of Design with Intent workshops in which we&#8217;ve addressed a range of behaviour change briefs. The results of these workshops will be reported on here at some point soon, I promise!</p>
<p>So, stay tuned: as winter approaches, and sitting in front of a warm, <a href="http://www.theonion.com/content/news/report_90_of_waking_hours_spent">glowing rectangle</a> becomes more appealing, I will endeavour to blog more often and about more real examples of design with intent in the wild, a bit more like the blog used to be. Thanks for sticking with me.</p>
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		<title>Some interesting projects (Part 2)</title>
		<link>http://architectures.danlockton.co.uk/2009/10/10/some-interesting-projects-part-2/</link>
		<comments>http://architectures.danlockton.co.uk/2009/10/10/some-interesting-projects-part-2/#comments</comments>
		<pubDate>Sat, 10 Oct 2009 13:57:44 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Brunel]]></category>
		<category><![CDATA[Children]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[London]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1216</guid>
		<description><![CDATA[Following on from Part 1, here are a couple more very interesting student projects linking design and behaviour. This time, both involve providing feedback on the impact or costs of everyday behaviours in order to get people to think. Tim Holley&#8217;s Tio project, developed in response to a brief by Onzo, and described as &#8216;A [...]]]></description>
			<content:encoded><![CDATA[<p>Following on from <a href="http://http://architectures.danlockton.co.uk/2009/08/19/some-interesting-projects-part-1/">Part 1</a>, here are a couple more very interesting student projects linking design and behaviour. This time, both involve <em>providing feedback</em> on the impact or costs of everyday behaviours in order to get people to think.</p>
<p><a href="http://www.timholley.de/Design_Home.html">Tim Holley&#8217;s <strong>Tio</strong></a> project, developed in response to a brief by <a href="http://onzo.co.uk/">Onzo</a>, and described as &#8216;A Light Switch to Help Children Save Energy&#8217; &#8211; deservedly won the HSBC Sustainability Prize at the <a href="http://www.madeinbrunel.com/">Made in Brunel</a> show:</p>
<blockquote><p><img src="http://danlockton.co.uk/research/images/tio_1.jpg" alt="Tio by Tim Holley" /><br />
&#8220;Children play a key role in reducing energy consumption due to the fact that they will be among the key decision-makers in the next 30 years. A simple way to engage and educate them is to concentrate on lighting, which accounts for up to 15% of electricity use in the home. The target market for Tio is 7-11 year-olds. This coincides with a period in primary education during which children begin to learn about the environment, energy and the effects that humans are having on the world. Tio [...]allow[s] children to demonstrate their knowledge of energy conservation to their family and encourage their role as ‘<strong>energy champions</strong>’ of the home. Tio has the potential to reduce lighting-use by up to 25%, resulting in an energy saving of up to 11% over a five year period&#8230;</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/tio_2.jpg" alt="Tio by Tim Holley" /><br />
The wall-mounted light switch[...] controls the lighting in the child’s room. Tio is soft and tactile, thus encourages user interaction. The character of ‘Tio’ displayed on the light switch encourages children to turn their lights off: <strong>Tio is happy when the lights have only been on for a short period of time. The longer they are left on, the angrier he becomes</strong>. This acts as an emotional reminder to turn the lights off&#8230;</p>
<p>The recommended ‘lights-on time’ is influenced by the child’s age, their daily activities and the time of day. [...] Information (‘lights-on’ time) is sent wirelessly from the wall switch to a computer. The computer programme allows the child to track their lighting-use performance over an extended period of time. The child takes care of a ‘virtual tree’ by moderating their lighting-use performance. This engages children to make a personal contribution to reducing energy consumption.&#8221;<br />
<img src="http://danlockton.co.uk/research/images/tio_3.jpg" alt="Tio by Tim Holley" /></p></blockquote>
<p>There are some clever ideas in there, including pester-power (&#8220;Make sure your parents turn off their lights too&#8221;) and, from a <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent toolkit</a> point of view, some of the patterns you might be able to identify include <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a>, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-architectural/#material">material properties</a> and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#metaphors">metaphors</a>. There&#8217;s some neat product detailing too, such as the way Tio&#8217;s expressions are formed by different patterns of LEDs being illuminated under the translucent case.</p>
<p>Tim was a very useful and insightful <a href="http://architectures.danlockton.co.uk/2008/12/12/invitation-to-participate/">tester</a> of an earlier version of the Design with Intent toolkit back in autumn 2008 (as part of the pilot study reported in <a href="http://bura.brunel.ac.uk/handle/2438/3257">this co-authored paper</a> [<a href="http://bura.brunel.ac.uk/bitstream/2438/3257/1/Lockton_et_al_Influencing_Interaction_preprint_ACM_disclaimer.pdf">direct PDF link</a>]) so it&#8217;s great to see his project get such recognition. He&#8217;s now working for Onzo in product R&#038;D strategy and has some exciting and ambitious plans for the future: as a very talented young designer bringing together creative user-centred design and technology expertise with an eye for business strategy, I&#8217;m sure Tim will go far.</p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/kirchmann.jpg" alt="Lehman's Inheritance by Alexander Kirchmann" />Across London at <a href="http://www.gold.ac.uk/static/design/shows/show2009/introduction.php">Goldsmiths</a>, Alexander Kirchmann&#8217;s <strong><a href="http://www.gold.ac.uk/static/design/shows/show2009/graduates/alexander-kirchmann.php">&#8216;Lehman&#8217;s Inheritance&#8217;</a></strong> project aims &#8220;to create and design products, that can help an individual to manage the [economic] crisis&#8221; such as this pint glass with cost markings (right). As Alexander puts it, &#8220;my products are the inheritance of the crash&#8230; By exposing people to their spending and also to their earnings my design is saving the owner money.&#8221;</p>
<p>This is an incredibly simple project (at least the example that&#8217;s illustrated &#8211; I&#8217;d be interested to know what other products Alexander modified / created). But the impact of exposing costs in this way &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a> without any special equipment &#8211; could be very effective. In some of the recent workshops I&#8217;ve run with designers and students, similarly low-tech feedback concepts have been suggested for problems such as reducing water wastage (sinks with scales marked on them) and reducing overfilling of electric kettles.</p>
<p>More projects coming up in Part 3.</p>
<p><em>Images from the websites linked</em>.</p>
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		<title>Some interesting projects (Part 1)</title>
		<link>http://architectures.danlockton.co.uk/2009/08/19/some-interesting-projects-part-1/</link>
		<comments>http://architectures.danlockton.co.uk/2009/08/19/some-interesting-projects-part-1/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 12:57:21 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Everyware]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Pervasive computing]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[semiotics]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[Wayfinding]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1198</guid>
		<description><![CDATA[I&#8217;ve come across some interesting student projects at various shows and exhibitions this summer, some of which address the relationship between design and people&#8217;s behaviour in different situations, and some of which explicitly aim to influence what people do and think. Here&#8217;s a selection (Part 2 and Part 3 will follow). Jasmine Cox&#8216;s Displacement Engine [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve come across some interesting student projects at various shows and exhibitions this summer, some of which address the relationship between design and people&#8217;s behaviour in different situations, and some of which explicitly aim to influence what people do and think. Here&#8217;s a selection (<a href="http://architectures.danlockton.co.uk/?p=1216">Part 2</a> and Part 3 will follow).</p>
<p><img src="http://danlockton.co.uk/research/images/jasminecoxdisplacementengine1.jpg" alt="Displacement Engine by Jasmine Cox" /><img src="http://danlockton.co.uk/research/images/jasminecoxdisplacementengine2.jpg" alt="Displacement Engine by Jasmine Cox" /></p>
<p><a href="http://www.jasminecox.co.uk/">Jasmine Cox</a>&#8216;s <a href="http://www.jasminecox.co.uk/image.html"><strong>Displacement Engine</strong></a> (Dundee) is &#8220;a navigational compass which gives you a little extra push to break away from routine, to wander the unexplored route&#8230; By pulling the slider closer and pushing it further away, the user learns to relax the need to be heading in an absolute direction. It allows the experience of a place and an outdoor space to absorb and distract them.&#8221; The variability of the GPS signal means that the device perhaps won&#8217;t always be &#8216;reliable&#8217; &#8211; again, leading the user to explore and think for him or herself rather than being able to trust the device entirely. As Jasmine says <a href="http://jasminecoxipd.blogspot.com/2009/04/meeting-with-chris-speed.html">here</a>, it&#8217;s somewhere between a sat-nav and <a href="http://www.bopsecrets.org/SI/2.derive.htm"><em>dérive</em></a>.</p>
<p>The question of how much <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#possibilitytrees">the paths and routes we take</a> (physically and in whatever metaphorical way you can think of) are controlled, or at least influenced, by what maps, devices, signs, etc are telling us is something that I&#8217;ve touched a few times with this blog over the years (e.g. <a href="http://architectures.danlockton.co.uk/2007/08/03/pier-pressure/">here</a>). Practical semiotics as wayfinding decision-making heuristics, maybe. As someone who grew up obsessively poring over maps and atlases, memorising road networks and coastlines, trying to visualise these unknown places (and drawing plenty of my own), I&#8217;m fascinated by the possibilities of sat-navs and navigational devices which structure our choices for us (as<a href="http://speedbird.wordpress.com/2009/07/02/interactions-interview"> Adam Greenfield notes</a>, perhaps even removing routes we &#8216;don&#8217;t want to be walking down&#8217;), even though (in practice) I very much dislike using them, and it horrifies me to become reliant on them. I&#8217;ve had the &#8220;ROAD ENDS 800 FEET&#8221; sign looming at me out of the night after following a calm voice&#8217;s directions down a canyon track somewhere off Mulholland Drive. I&#8217;ve also spent happy afternoons driving across the Fens with a scruffy, annotated Philip&#8217;s Navigator on my lap and no purpose in mind other than seeing interesting places, and I know which I prefer. Jasmine&#8217;s project helps bridge that divide a bit, or at least twist it in a new and intriguing direction.</p>
<p>Jasmine&#8217;s <a href="http://jasminecoxipd.blogspot.com/">blog chronicling the development process</a> is interesting, too: it&#8217;s a great insight into the thought processes of how a project like this actually gets done, the decisions made at different stages, and how contingent the result is on conditions, insights and ideas earlier on. I expect something like this helps quite a lot with writing up a major project, though I know I always wrote the development story for my projects right at the end, when the various dead-ends and mistakes could be woven and re-ordered into something that sounded more professional, or so I hoped.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/olivercraigsource2.jpg" alt="Source by Oliver Craig" /><img src="http://danlockton.co.uk/research/images/olivercraigsource1.jpg" alt="Source by Oliver Craig" /></p>
<p>Intended to encourage people to drink more water while out shopping or walking, without buying bottled water (and throwing away the bottle each time) <strong><a href="http://www.coroflot.com/public/individual_set.asp?from_url=true&#038;set_id=342421&#038;individual_id=145785">Source</a></strong> by <a href="http://www.olivercraigdesign.co.uk/">Oliver Craig</a> (Loughborough) is essentially a modern take on the public water fountain (which has disappeared in many areas of the UK &#8211; how many new shopping centres include them?), combining it with the convenience of bottled water: using special bottles filled via a valve in the base, pedestrians could get free filtered tap water from a network of fountains, positioned at the entrances to participating stores who would also sell the bottles. Re-using the bottles earns the user points which can be spent in the participating stores.</p>
<p>From one point of view, free fountains which don&#8217;t require a special bottle (i.e. no <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/#specialisedaffordances">format lock-in</a>) would be preferable (<a href="http://news.bbc.co.uk/1/hi/health/8155616.stm">as so often in the UK, the concern is about &#8220;value for money&#8221; and vandalism rather than public need</a>), but something like Source, with special bottles, the sale of which funds the scheme, could be a step in the right direction.</p>
<p>Ravensbourne&#8217;s <a href="http://www.keiwada-design.com/">Kei Wada</a>&#8216;s <strong>How Long? <a href="http://www.keiwada-design.com/projects/Door%20knob.html">Door Knob</a> and <a href="http://www.keiwada-design.com/projects/Door%20Tag.html">Tag</a></strong>, along with his <strong><a href="http://www.keiwada-design.com/projects/Whos%20Turn.html">Whose Turn? Bottle Opener</a></strong> address behaviours in a shared environment such as a student house, applying design to &#8216;bad habits&#8217;. The Bottle Opener (right, below) &#8220;is a playful bottle opener that can be spun to help make decisions&#8221; such as who has to take the rubbish out, or buy milk, in the format of an object associated with parties and fun (whether this would increase or decrease the likelihood that housemates adhere to the &#8216;decision&#8217;, I don&#8217;t know!). </p>
<p>The Door Knob and Tag (left and middle, below) are timers for bathroom or shower doors &#8211; the knob is a replacement knob / lock for the door itself, while the tag can be hooked over the handle without actually enforcing a &#8216;lock&#8217;. But the principle is the same: &#8220;inspired by the annoying occurrence of never knowing how long flatmate will take in the shower. The person who takes the shower sets the timer when he/she locks the door, so the other housemates do not have to knock on the door and disturb their ablutions. When time is up, it rings to let the housemates know the room is vacant.&#8221; I particularly like Kei&#8217;s statement that &#8220;the act of setting the timer now becomes an extension of the motions involved in locking the door&#8221; &#8211; whether or not this kind of action (which requires prior thought in terms of deciding how long to set it for) could become an unconscious habit or not would be interesting to study. </p>
<p>Aside from annoying your housemates less, the timers could also work to reduce water and energy usage, in terms of time spent in the shower: if the alarm ringing sound were annoying or loud enough to make it socially unacceptable to spend too long in there, then this is a kind of socially enforced <a href="http://www.nigelsecostore.com/acatalog/Shower_Coach.html">shower timer</a>. </p>
<p><img src="http://danlockton.co.uk/research/images/keiwada1.jpg" alt="Kei Wada" /><img src="http://danlockton.co.uk/research/images/keiwada2.jpg" alt="Kei Wada" /><img src="http://danlockton.co.uk/research/images/keiwada3.jpg" alt="Kei Wada" /></p>
<p>More projects coming up in Parts <a href="http://architectures.danlockton.co.uk/?p=1216">2</a> and 3&#8230;</p>
<p><em>Images from the graduates&#8217; websites linked.</em></p>
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		<title>A survey for designers: more books to win</title>
		<link>http://architectures.danlockton.co.uk/2009/07/12/a-survey-for-designers-more-books-to-win/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/12/a-survey-for-designers-more-books-to-win/#comments</comments>
		<pubDate>Sun, 12 Jul 2009 22:29:24 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[PhD]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Site Announcements]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1191</guid>
		<description><![CDATA[Following last week&#8217;s card-sorting exercise (which went really well &#8211; thanks to everyone who took part), here&#8217;s something a bit more open-ended and ongoing. I&#8217;m trying to find out how designers and design teams (in-house or consultancies) who&#8217;ve worked on influencing user behaviour think about what they&#8217;ve done &#8211; which techniques and patterns do people [...]]]></description>
			<content:encoded><![CDATA[<p>Following last week&#8217;s <a href="http://architectures.danlockton.co.uk/2009/07/02/sort-some-cards-and-win-a-copy-of-the-hidden-dimension/">card-sorting exercise</a> (which went really well &#8211; thanks to everyone who took part), here&#8217;s something a bit more open-ended and ongoing.</p>
<p>I&#8217;m trying to find out how designers and design teams (in-house or consultancies) who&#8217;ve worked on influencing user behaviour think about what they&#8217;ve done &#8211; which techniques and patterns do people recognise that they&#8217;ve used, or considered? Do the patterns I&#8217;ve identified in the <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">toolkit</a> actually make sense to people who&#8217;ve put this stuff into practice strategically? Or do people think about it differently?</p>
<p>So, if you&#8217;ve worked on persuasive technology, behaviour change design, or influencing user behaviour in general, across any field where you consider that you&#8217;re designing stuff (service design, product design, interaction design, social design, user experience, information architecture, HCI, social marketing, mobile interaction, web design, network engineering, pervasive/ubiquitous computing, transformation design, advertising, urban planning, human factors, ergonomics, built environments, healthcare, environmental, safety, crime prevention &#8211; anything, in fact), I&#8217;d really appreciate it if you could spare a few minutes to <a href="http://designwithintent.wufoo.com/forms/design-survey-influencing-user-behaviour/" target="_blank"><strong>have a go at this survey</strong></a>. It shouldn&#8217;t take too long unless you have a lot to tell me about!<br />
<a href="http://designwithintent.wufoo.com/forms/design-survey-influencing-user-behaviour/"><img class="floatleft" src="http://danlockton.co.uk/research/images/dwicards.jpg" alt="DwI Cards"/></a><br />
&#8216;<a href="http://designmind.frogdesign.com/blog/the-ethnography-defense.html">Designers thinking about the effect they can have on behaviour</a>&#8216; is a growing theme. The idea with this survey is that if we can collect together some good examples of where and how companies are using these ideas, what&#8217;s worked and what hasn&#8217;t (and why) (where you&#8217;re prepared to talk about it!), it&#8217;ll be a useful reference for everyone, as well as (potentially) a series of great case studies to be included in a book (at some point once my PhD&#8217;s out of the way). In the meantime, I&#8217;ll of course try to feature some of the projects on the blog.</p>
<p>If you take part in <a href="http://designwithintent.wufoo.com/forms/design-survey-influencing-user-behaviour/" target="_blank">the survey</a>, your details will go into a draw to win <strong>a classic book on design and behaviour</strong> (I&#8217;ll do one draw for every 20 participants). I&#8217;m not sure what the books will be yet, but there&#8217;s a lot to choose from. The survey doesn&#8217;t really have a closing date at present &#8211; I&#8217;ll leave it open as long as it&#8217;s getting interest.</p>
<p>Thanks for your help!</p>
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		<title>Cialdini on the Beach</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/#comments</comments>
		<pubDate>Fri, 10 Jul 2009 11:03:04 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[US]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1179</guid>
		<description><![CDATA[Self-monitoring is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with feedforward, i.e. &#8216;What would happen if I did this?&#8217; information, and so [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">Self-monitoring</a> is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">feedforward</a>, i.e. &#8216;What would happen if I did this?&#8217; information, and so on. My recent long post about <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/">smart energy meters</a> looks at some of the ideas within a particular application.</p>
<p>But sometimes it takes an example that&#8217;s not at first sight a &#8216;user interface&#8217; or a &#8216;product&#8217; to highlight how much difference certain design techniques can make.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_1.jpg" alt="Encouraging donations, Santa Barbara" />This unattended layout of things on the beach at Santa Barbara, California, soliciting donations, is an interface, too. It&#8217;s been designed, cleverly, both to invite passers-by to participate (by throwing coins from an adjacent walkway) and <em>to give them feedback</em> on their throwing ability.</p>
<p>That <strong>target</strong> &#8211; the bright red Folger&#8217;s tub on the bright red square of fabric in the middle of the white sheet &#8211; is a crucial way of engaging people and getting them to contribute. Who, throwing a coin, isn&#8217;t going to try and get it in the tub? (Unless you&#8217;re trying to knock over the vases or the little surfers.) And when you miss, you&#8217;re going to try again. And again. (I know I did.) You get entertainment and a challenge which seems like it&#8217;s worth pursuing, and you can see your track record.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_2.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>It mustn&#8217;t be <em>too</em> difficult. It&#8217;s <a href="http://austega.com/education/articles/flow.htm">Csíkszentmihályi&#8217;s <em>flow</em></a>, it&#8217;s fairground games theory applied to the simplest of begging sitations, but it works, in terms of getting people to contribute.  </p>
<p>What it shows me from a design point of view is that explicitly using <em>targets</em> ought to be included as a <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent technique / pattern</a> in addition to related ones such as self-monitoring, in future versions of the toolkit. The target effect &#8211; and other game-related techniques &#8211; are sufficiently distinct to inspire plenty of design ideas on their own. </p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_3.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>Of course this particular setup also uses a number of other techniques &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a> with the &#8216;Just Plain Hungry&#8217; card, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#reciprocation">reciprocation</a> with the &#8216;Make a Wish&#8217; offer, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#colour">colour &#038; contrast</a> and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominence &#038; visibility</a> with the way the arrangement draws the eye, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">operant conditioning</a> in terms of a &#8216;reward&#8217; when you succeed (the wish, or a sense of satisfaction) and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> in the way that everyone can see that others have thrown coins (and even a note), and that <em>everyone can see you contributing when you throw your coins</em> (or if you decide not to) &#8211; a kind of peer <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-security/#surveillance">surveillance</a>. The plate of sand is an additional affective touch which also works well. </p>
<p>It&#8217;s almost like <a href="http://www.influenceatwork.com/CialdiniBiography.html">Robert</a> <a href="http://en.wikipedia.org/wiki/Robert_Cialdini">Cialdini</a> put the whole thing together.</p>
<p>It also makes me think it would be worth cataloguing the design techniques employed in the design of charity collecting boxes and games which offer donors (often children) something exciting or engaging in return for their money. I used to love <a href="http://www.spiralwishingwells.com/">spiral wishing wells</a> and, in general, <em>ones that did something</em> (like <a href="http://www.flickr.com/photos/64196730@N00/3200025946/in/set-72157612614176520/">this wonderful RSPCA example</a>, though from before my time). There have to be lessons there for other designers interested in engaging users and motivating them to contribute, or behave in a particular way.</p>
<p>I hope whoever set all that up on that beach in Santa Barbara made some money that day. It would have been well deserved.</p>
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		<title>Sort some cards and win a copy of The Hidden Dimension</title>
		<link>http://architectures.danlockton.co.uk/2009/07/02/sort-some-cards-and-win-a-copy-of-the-hidden-dimension/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/02/sort-some-cards-and-win-a-copy-of-the-hidden-dimension/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 21:19:31 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design attitudes]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
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		<category><![CDATA[Vague rhetoric]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1164</guid>
		<description><![CDATA[UPDATE: Thanks everyone &#8211; 10 participants in just a few hours! The study&#8217;s closed now &#8211; congratulations to Ville Hjelm whose book is now on its way&#8230; If you&#8217;ve got a few minutes spare, are interested in the Design with Intent techniques, and fancy having a 1/10 chance of winning a brand-new copy of The [...]]]></description>
			<content:encoded><![CDATA[<p><img class="floatleft" src="http://danlockton.co.uk/research/images/hiddendimension.jpg" alt="The Hidden Dimension"/></p>
<p><strong>UPDATE: Thanks everyone &#8211; 10 participants in just a few hours! The study&#8217;s closed now &#8211; congratulations to Ville Hjelm whose book is now on its way&#8230;</strong></p>
<p>If you&#8217;ve got a few minutes spare, are interested in the <a href="http://designwithintent.co.uk">Design with Intent techniques</a>, and fancy having a 1/10 chance of winning a brand-new copy of <a href="http://www.csiss.org/classics/content/13"><em>The Hidden Dimension</em></a>, Edward T Hall&#8217;s classic 1966 work on <a href="http://en.wikipedia.org/wiki/Proxemics">proxemics</a> (very worthwhile reading if you&#8217;re involved in any way with the design of environments, either architecturally or in an interaction design sense), then please do have a go at <a href="http://websort.net/s/84C766/" target="_blank"><strong>this quick card-sorting exercise</strong></a> [now closed].</p>
<p>It makes use of the <a href="http://architectures.danlockton.co.uk/2009/07/02/modelling-users-pinballs-shortcuts-and-thoughtfulness/">pinball / shortcut / thoughtful user models I introduced in the last post</a>, so it would probably make sense to have that page open alongside the exercise. The DwI techniques will be presented to you distinct from the &#8216;lenses&#8217; (Errorproofing, Cognitive etc) so don&#8217;t worry about them.</p>
<p>The free <a href="http://websort.net">WebSort</a> account I&#8217;m using for this only allows 10 participants, so be quick and get a chance of winning the book! Once 10 people have done it, I&#8217;ll draw one of the participants out of some kind of hat or bucket and email you to get your postal address.</p>
<p>The purpose here (a <em>closed card-sort</em>, to use <a href="http://www.rosenfeldmedia.com/books/cardsorting/">Donna Spencer</a>&#8216;s terminology) is, basically, to find out whether the pinball / shortcut / thoughtful models allow the DwI techniques to be assigned to particular ways of thinking about users &#8211; that make sense to a reasonable proportion of designers. There&#8217;s no right or wrong answer, but if 80% of you tell me that one technique seems to fit well with one model, while for another there&#8217;s no agreement at all, then that&#8217;s useful for me to know in developing the method.</p>
<p>Thanks for your help!</p>
<p><img src="http://danlockton.co.uk/research/images/cardsort.jpg" alt="Card sorting"/></p>
<p><em>Cover photo from <a href="http://www.amazon.co.uk/Hidden-Dimension-Edward-T-Hall/dp/0385084765">Amazon</a></em></p>
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		<title>Modelling users: Pinballs, shortcuts and thoughtfulness</title>
		<link>http://architectures.danlockton.co.uk/2009/07/02/modelling-users-pinballs-shortcuts-and-thoughtfulness/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/02/modelling-users-pinballs-shortcuts-and-thoughtfulness/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 16:08:11 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design attitudes]]></category>
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		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
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		<category><![CDATA[User experience]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1159</guid>
		<description><![CDATA[The different approaches to influencing people&#8217;s behaviour outlined in the Design with Intent toolkit are pretty diverse. Working out how to apply them to your design problem, and when they might be useful, probably requires you, as a designer, to think of &#8220;the user&#8221; or &#8220;users&#8221; in a number of different ways in relation to [...]]]></description>
			<content:encoded><![CDATA[<p>The different approaches to influencing people&#8217;s behaviour outlined in the <a href="http://designwithintent.co.uk">Design with Intent toolkit</a> are pretty diverse. Working out how to apply them to your design problem, and when they might be useful, probably requires you, as a designer, to think of &#8220;the user&#8221; or &#8220;users&#8221; in a number of different ways in relation to the behaviour you&#8217;re trying to influence. I&#8217;ve thought about this a bit, and reckon there are maybe three main ways of thinking about <em>users</em> &#8211; models, if you like &#8211; that are relevant here. (These are distinct from the <a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/">enabling / motivating / constraining</a> idea.)</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/pinball_ktpupp.jpg"/><a name="pinball"></a><strong>The &#8216;Pinball&#8217; User</strong></p>
<p>In this case, you think of users as, pretty much, very simple components of your system, to be shunted and pushed and pulled around by what you design, whether it&#8217;s physical or digital architecture. This view basically doesn&#8217;t assume that the user thinks at all, beyond basic reflex responses: the user&#8217;s a pinball (maybe a slightly spongey one) pushed and pulled this way and that, but with no requirement for understanding coming from within [1,2].</p>
<p>While things like <a href="http://architectures.danlockton.co.uk/category/benches/">deliberately uncomfortable benches</a> or <a href="http://architectures.danlockton.co.uk/2008/02/13/mosquito-controversy-goes-high-profile/">the Mosquito</a> act against the Pinball User &#8211; effectively treating users like animals &#8211; this view need not <em>always</em> take such a negative approach &#8211; lots of safety systems, even down to making sure <a href="http://mmpp.wikispaces.com/EX5-3">different shape connectors</a> are used on medical equipment to prevent mistaken connections, don&#8217;t mind whether the user understands what&#8217;s going on or not: it&#8217;s in everyone&#8217;s interests to influence behaviour on the most basic level possible, without requiring thought.</p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/shortcut_alanstanton.jpg"/><a name="shortcut"></a><strong>The &#8216;Shortcut&#8217; User</strong></p>
<p>Here, you think of users as being primarily interested in getting things done in the easiest way possible, with the least effort. So you assume that they&#8217;ll take shortcuts [3], or make decisions based on intuitive judgements (Is this like something I&#8217;ve used before? How does everyone else use this? I expect this does what it looks like it does), habits, and recognising simple patterns that influence how they behave. </p>
<p>The Shortcut User is assumed not to want to think too much about what&#8217;s going on behind the scenes, beyond getting things done. He or she&#8217;s not always thinking about the <em>best</em> way of doing things, but a way that seems to work [4]. If systems are designed well to accommodate this, they can feel very easy to use, intuitively usable, and influence user behaviour through these kinds of shortcut mechanisms rather than anything deeper [5]. But there&#8217;s clearly potential for manipulation, or leading users into behaviour they wouldn&#8217;t choose for themselves if they weren&#8217;t taking the shortcuts.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/thoughtful_esthr.jpg"/><a name="thoughtful"></a><strong>The &#8216;Thoughtful&#8217; User</strong></p>
<p>Thoughtful Users are assumed to think about what they are doing, and why, analytically: open to being persuaded through reasoned arguments [6] about why some behaviours are better than others, maybe motivating them to change their attitudes about a subject as a precursor to changing their behaviour mindfully. If you think of your users as being Thoughtful, you will probably be presenting them with <a href="http://infosthetics.com/">information</a> and feedback which allows them to explore the implications of what they&#8217;re doing, and understand the world around them better.</p>
<p>Most of us like to model ourselves as Thoughtful Users, even though we know we don&#8217;t always fit the model. It&#8217;s probably the same with most people: so knowing when it&#8217;s appropriate to assume that users are being mindful of their behaviour, and when they&#8217;re not, will be important for the &#8216;success&#8217; of a design.</p>
<p>_______________________________________</p>
<p>Of course there are many other ways you can model the user. But these seem like they might be useful ways of thinking, and of classifying the actual <a href="http://bura.brunel.ac.uk/bitstream/2438/3258/1/DwI_Toolkit_v09_linked_eBook_with_indiv_pages.pdf">design techniques for influencing behaviour</a> [PDF] according to what assumptions they make about users. I will try to test their validity / usefulness as part of my trials.</p>
<p>See <a href="http://architectures.danlockton.co.uk/2009/07/02/sort-some-cards-and-win-a-copy-of-the-hidden-dimension/">the next post</a> for how you can get involved with that&#8230;</p>
<p><h7><strong>Note:</strong><br />
From an academic psychology (or behavioural economics) point of view, the boundaries between these models of the user are maybe too blurry. Shortcut User is assumed to be pretty much like a <a href="http://www.scientificamerican.com/article.cfm?id=of-two-minds-when-making">System 1 thinker</a>, while Thoughtful User is System 2. Straying inadvisedly into areas I know little about, Pinball User may well be assumed to be a user only using the <a href="http://en.wikipedia.org/wiki/Reptilian_complex">R-complex</a>, though I&#8217;m not sure this fits especially well. But if the distinctions are useful to designers, in the context of actually developing products and services, that (to be honest) is what matters from my point of view.</h7></p>
<p><h7>To develop the three models described above, I was inspired by <a href="http://mags.acm.org/interactions/20090102/?pg=71">this <em>Interactions</em> article</a> (also <a href="http://www.dubberly.com/articles/what-is-interaction.html">here</a>) by <a href="http://www.dubberly.com/about">Hugh Dubberly</a>, <a href="http://pangaro.com/">Paul Pangaro</a> and <a href="http://haque.co.uk/">Usman Haque</a>, which draws on some of Kenneth Boulding&#8217;s <a href="http://iscepublishing.com/ECO/ECO_other/Issue_6_1-2_18_CP.pdf">General Systems Theory [PDF]</a> to characterise a range of ordered system &#8216;combinations&#8217; in which the user can be a part. The Pinball User corresponds pretty much to the &#8216;Reacting&#8217; system; the Thoughtful User is a &#8216;Learning&#8217; system; the Shortcut User is perhaps a special case of a &#8216;Regulating&#8217; system (self-regulating negative feedback to damp variation, to minimise effort, boundedly rational).</h7></p>
<p><h7>I haven&#8217;t yet explored applying Leonard Talmy&#8217;s <a href="http://en.wikipedia.org/wiki/Force_Dynamics">Force Dynamics</a>, as <a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/#comment-371926">suggested</a> by <a href="http://infontology.typepad.com/">Simon Winter</a> to these aspects of modelling the user / interaction. I will do, in due course.</h7>    </p>
<p>[1] Perhaps analogous to <a href="http://www.socialtext.net/codev2/index.cgi?what_things_regulate">Lawrence Lessig&#8217;s &#8216;pathetic dot&#8217;</a><br />
[2] I&#8217;m grateful to <a href="http://www.slideshare.net/dings">Sebastian Deterding</a> for the explicit concept of user-as-pinball<br />
[3] <a href="http://www.acceleratingfuture.com/michael/works/heuristicsandbiases.htm">Heuristics &#038; biases</a> (Kahneman &#038; Tversky)<br />
[4] <a href="http://www.interaction-design.org/encyclopedia/satisficing.html">Satisficing</a> (Simon)<br />
[5] <a href="http://www.psychologyandsociety.com/routestopersuasion.html">Peripheral route persuasion</a> (Petty &#038; Cacioppo)<br />
[6] <a href="http://en.wikipedia.org/wiki/Elaboration_likelihood_model">Central route persuasion</a> (Petty &#038; Cacioppo)</p>
<p><em>Pinball photo by <a href="http://www.flickr.com/photos/ktpupp/485265735/">ktpupp on Flickr</a>, CC-licensed. Shortcut photo (desire path) by <a href="http://www.flickr.com/photos/alanstanton/3414968485/">Alan Stanton on Flickr</a>, CC-licensed. Thoughtful photo by <a href="http://www.flickr.com/photos/edyson/87566058/">Esther Dyson on Flickr</a>, CC-licensed.</em> </p>
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		<title>&#8216;Smart meters&#8217;: some thoughts from a design point of view</title>
		<link>http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/</link>
		<comments>http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 20:09:33 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Britain]]></category>
		<category><![CDATA[Consumer rights]]></category>
		<category><![CDATA[Control]]></category>
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		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Embedding code]]></category>
		<category><![CDATA[Engineering design]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[External Control]]></category>
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		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Intrusive technology]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Pervasive computing]]></category>
		<category><![CDATA[Political design]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1117</guid>
		<description><![CDATA[Here&#8217;s my (rather verbose) response to the three most design-related questions in DECC&#8217;s smart meter consultation that I mentioned earlier today. Please do get involved in the discussion that Jamie Young&#8217;s started on the Design &#038; Behaviour group and on his blog at the RSA. Q12 Do you agree with the Government&#8217;s position that a [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s my (rather verbose) response to the three most design-related questions in <a href="http://www.decc.gov.uk/en/content/cms/consultations/smart_metering/smart_metering.aspx">DECC&#8217;s smart meter consultation</a> that I mentioned <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meter-design-consultation-chance-to-get-involved/">earlier today</a>. Please do get involved in the discussion that Jamie Young&#8217;s started on the <a href="http://groups.google.com/group/design-and-behaviour/browse_thread/thread/e959e9b5350c9b68">Design &#038; Behaviour group</a> and on <a href="http://designandbehaviour.rsablogs.org.uk/2009/05/12/calling-interaction-designers/">his blog at the RSA</a>. </p>
<p><strong>Q12 Do you agree with the Government&#8217;s position that a standalone display should be provided with a smart meter?</strong></p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/meter.jpg"" alt="Meter in the cupboard" /></p>
<p>Free-standing displays (presumably wirelessly connected to the meter itself, as proposed in <a href="#ref7">[7, p.16]</a>) could be an effective way of bringing the meter &#8216;<strong>out of the cupboard</strong>&#8216;, making an information flow visible which was previously hidden. As Donella Meadows put it when comparing electricity meter placements <a href="#ref1">[1, pp. 14-15]</a> this provides a new feedback loop, &#8220;delivering information to a place where it wasn’t going before&#8221; and thus allowing consumers to modify their behaviour in response.</p>
<p>“An accessible display device connected to the meter” <a href="#ref2">[2, p.8]</a> or “series of modules connected to a meter” <a href="#ref3">[3, p. 28]</a> would be preferable to something where an extra step has to be taken for a consumer to access the data, such as only having a TV or internet interface for the information, but as noted <a href="#ref3">[3, p.31]</a> &#8220;flexibility for information to be provided through other formats (for example through the internet, TV) in addition to the provision of a display&#8221; via an open API, publicly documented, would be the ideal situation. Interesting &#8216;energy dashboard&#8217; TV interfaces have been trialled in projects such as <a href="http://livework.co.uk/">live|work</a>&#8216;s <a href="http://www.livework.co.uk/our-work/low-carb-lane">Low Carb Lane</a> <a href="#ref6">[6]</a>, and offer the potential for interactivity and extra information display supported by the digital television platform, but it would be a mistake to rely on this solely (even if simply because it will necessarily interfere with the primary reason that people have a television).</p>
<p>The question suggests that a single display unit would be provided with each meter, presumably with the householder free to position it wherever he or she likes (perhaps a unit with interchangeable provision for a support stand, a magnet to allow positioning on a refrigerator, a sucker for use on a window and hook to allow hanging up on the wall would be ideal &#8211; the location of the display could be important, as noted <a href="#ref4">[4, p. 49]</a>) but the ability to connect multiple display units would certainly afford more possibilities for consumer engagement with the information displayed as well as reducing the likelihood of a display unit being mislaid. For example, in shared accommodation where there are multiple residents all of whom are expected to contribute to a communal electricity bill, each person being aware of others&#8217; energy use (as in, for example, the <a href="http://www.jordanfischer.com/energy_awareness.htm">Watt Watchers</a> project <a href="#ref5">[5]</a>) could have an important social proof effect among peers.</p>
<p>Open APIs and data standards would permit ranges of aftermarket energy displays to be produced, ranging from simple readouts (or even pager-style alerters) to devices and kits which could allow consumers to perform more complex analysis of their data (along the lines of the user-led innovative uses of the <a href="http://www.currentcost.com/">Current Cost</a>, for example <a href="#ref8">[8]</a>) &#8211; another route to having multiple displays per household.</p>
<p><strong>Q13 Do you have any comments on what sort of data should be provided to consumers as a minimum to help them best act to save energy (e.g. information on energy use, money, CO2 etc)? </strong></p>
<p><em>Low targets?</em><br />
This really is the central question of the whole project, since the fundamental assumption throughout is that provision of this information will “empower consumers” and thereby “change our energy habits” <a href="#ref3">[3, p.13]</a>. It is assumed that feedback, including real-time feedback, on electricity usage will lead to behaviour change: “Smart metering will provide consumers with tools with which to manage their energy consumption, enabling them to take greater personal responsibility for the environmental impacts of their own behaviour” <a href="#ref4">[4, p.46]</a>; “Access to the consumption data in real time provided by smart meters will provide consumers with the information they need to take informed action to save energy and carbon” <a href="#ref3">[3, p.31]</a>.</p>
<p>Nevertheless, with “the predicted energy saving to consumers&#8230; as low as 2.8%” <a href="#ref4">[4, p.18]</a>, the actual effects of the information on consumer behaviour are clearly not considered likely to be especially significant (this figure is more conservative than the 5-15% range identified by Sarah Darby <a href="#ref9">[9]</a>). It would, of course, be interesting to know whether certain types of data or feedback, if provided in the context of a well-designed interface could improve on this rather low figure: given the scale of the proposed roll-out of these meters (every household in the country) and the cost commitment involved, it would seem incredibly short-sighted not to take this opportunity to design and test better feedback displays which can, perhaps, improve significantly on the 2.8% figure.</p>
<p>(Part of the problem with a suggested figure as low as 2.8% is that it makes it much more difficult to defend the claim that the meters will offer consumers “important benefits” <a href="#ref3">[3, p.27]</a>. The benefits to electricity suppliers are clearer, but ‘selling’ the idea of smart meters to the public is, I would suggest, going to be difficult when the supposed benefits are so meagre.)</p>
<p>If we consider the use context of the smart meter from a consumer’s point of view, it should allow us to identify better which aspects are most important. What is a consumer going to do with the information received? How does the feedback loop actually occur in practice? How would this differ with different kinds of information?</p>
<p><em>Levels of display</em><br />
Even aside from the actual &#8216;units&#8217; debate (money / energy / CO2), there are many possible types and combinations of information that the display could show consumers, but for the purposes of this discussion, I’ll divide them into three levels:</p>
<p><strong>(1) Simple feedback on current (&#038; cumulative) energy use / cost (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>)<br />
(2) Social / normative feedback on others’ energy use and costs (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> + <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>)<br />
(3) Feedforward, giving information about the future impacts of behavioural decisions (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">simulation &#038; feedforward</a> + <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">kairos</a> + <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>)</strong> </p>
<p>These are by no means mutually exclusive and I’d assume that any system providing (3) would also include (1), for example. </p>
<p>Nevertheless, it is likely that (1) would be the cheapest, lowest-common-denominator system to roll out to millions of homes, without (2) or (3) included – so if thought isn’t given to these other levels, it may be that (1) is all consumers get. </p>
<p>I&#8217;ve done mock-ups of the <em>sort</em> of thing each level might display (of course these are just ideas, and I&#8217;m aware that a) I&#8217;m not especially skilled in interface design, despite being very interested in it; and b) there&#8217;s no real research behind these) in order to have something to visualise / refer to when discussing them.</p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no1_600px.jpg" alt="Simple feedback on current (&#038; cumulative) energy use, cost" /><br />
<em>(1) Simple feedback on current (&#038; cumulative) energy use and cost</em></p>
<p>I’ve tried to express some of the concerns I have over a very simple, cheap implementation of (1) in a scenario, which I’m not claiming to be representative of what will actually happen – but the narrative is intended to address some of the ways this kind of display might be useful (or not) in practice:</p>
<blockquote><p>Jenny has just had a ‘smart meter’ installed by someone working on behalf of her electricity supplier. It comes with a little display unit that looks a bit like a digital alarm clock. There’s a button to change the display mode to ‘cumulative’ or ‘historic’ but at present it’s set on ‘realtime’: that’s the default setting. </p>
<p>Jenny attaches it to her kitchen fridge with the magnet on the back. It’s 4pm and it’s showing a fairly steady value of 0.5 kW, 6 pence per hour. She opens the fridge to check how much milk is left, and when she closes the door again Jenny notices the figure’s gone up to 0.7 kW but drops again soon after the door’s closed, first to 0.6 kW but then back down to 0.5 kW again after a few minutes. Then her two teenage children, Kim and Laurie arrive home from school – they switch on the TV in the living room and the meter reading shoots up to 0.8 kW, then 1.1 kW suddenly. What’s happened? Jenny’s not sure why it’s changed so much. She walks into the living room and Kim tells her that Laurie’s gone upstairs to play on his computer. So it must be the computer, monitor, etc.</p>
<p>Two hours later, while the family’s sitting down eating dinner (with the TV on in the background), Jenny glances across at the display and sees that it’s still reading 1.1 kW, 13 pence per hour. </p>
<p>“Is your PC still switched on, Laurie?” she asks.<br />
“Yeah, Mum,” he replies<br />
“You should switch it off when you’re not using it; it’s costing us money.”<br />
“But it needs to be on, it’s downloading stuff.”</p>
<p>Jenny’s not quite sure how to respond. She can’t argue with Laurie: he knows a lot more than her about computers. The phone rings and Kim puts the TV on standby to reduce the noise while talking. Jenny notices the display reading has gone down slightly to 1.0 kW, 12 pence per hour. She walks over and switches the TV off fully, and sees the reading go down to 0.8 kW.</p>
<p>Later, as it gets dark and lights are switched on all over the house, along with the TV being switched on again, and Kim using a hairdryer after washing her hair, with her stereo on in the background and Laurie back at his computer, Jenny notices (as she loads the tumble dryer) that the display has shot up to 6.5 kW, 78 pence per hour. When the tumble dryer’s switched on, that goes up even further to 8.5 kW, £1.02 per hour. The sight of the £ sign shocks her slightly – can they really be using that much electricity? It seems like the kids are costing her even more than she thought! </p>
<p>But what can she really do about it? She switches off the TV and sees the display go down to 8.2 kW, 98 pence per hour, but the difference seems so slight that she switches it on again – it seems worth 4 pence per hour. She decides to have a cup of tea and boils the kettle that she filled earlier in the day. The display shoots up to 10.5 kW, £1.26 pence per hour. Jenny glances at the display with a pained expression, and settles down to watch TV with her tea. She needs a rest: paying attention to the display has stressed her out quite a lot, and she doesn’t seem to have been able to do anything obvious to save money. </p>
<p>Six months later, although Jenny’s replaced some light bulbs with compact fluorescents that were being given away at the supermarket, and Laurie’s new laptop has replaced the desktop PC, a new plasma TV has more than cancelled out the reductions. The display is still there on the fridge door, but when the batteries powering the display run out, and it goes blank, no-one notices.</p></blockquote>
<p>The main point I&#8217;m trying to get across there is that with a very simple display, the possible feedback loop is very weak. It relies on the consumer experimenting with switching items on and off and seeing the effect it has on the readings, which &#8211; while it will initially have a certain degree of investigatory, exploratory interest &#8211; may well quickly pall when everyday life gets in the way. Now, without the kind of evidence that’s likely to come out of research programmes such as the <a href="http://business.kingston.ac.uk/charm">CHARM project</a> <a href="#ref10">[10]</a>, it’s not possible to say whether levels (2) or (3) would fare any better, but giving a display the <em>ability</em> to provide more detailed levels of information &#8211; particularly if it can be updated remotely &#8211; massively increases the potential for effective use of the display to help consumers decide what to do, or even to think about what they&#8217;re doing in the first place, over the longer term.</p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no2_600px.jpg" alt="Social / normative feedback on others’ energy use and costs" /></p>
<p><em><strong>(2) Social / normative feedback on others’ energy use and costs</strong></em></p>
<p>A level (2) display would (in a much less cluttered form than what I&#8217;ve drawn above!) combine information about &#8216;what we&#8217;re doing&#8217; (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>) with a reference, a <em>norm</em> &#8211; what other people are doing (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a>), either people in the same neighbourhood (to facilitate community discussion), or a more representative comparison such as &#8216;other families like us&#8217;, e.g. people with the same number of children of roughly the same age, living in similar size houses. There are studies going back to the 1970s (e.g. <a href="#ref11">[11</a>, <a href="#ref12">12]</a>) showing dramatic (2 × or 3 ×) differences in the amount of energy used by similar families living in identical homes, suggesting that the behavioural component of energy use can be significant. A display allowing this kind of comparison could help make consumers aware of their own standing in this context. </p>
<p>However, as Wesley Schultz et al <a href="#ref13">[13]</a> showed in California, this kind of feedback can lead to a &#8216;boomerang effect&#8217;, where people who are told they&#8217;re doing better than average then start to care <em>less</em> about their energy use, leading to it increasing back up to the norm. It&#8217;s important, then, that any display using this kind of feedback treats a norm as a goal to achieve <em>only on the way down</em>. Schultz et al went on to show that by using a smiley face to demonstrate social approval of what people had done &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a> &#8211; the boomerang effect can be mitigated.</p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no3_600px.jpg" alt="Feedforward, giving information about the future impacts of behavioural decisions" /></p>
<p><em><strong>(3) Feedforward, giving information about the future impacts of behavioural decisions</strong></em></p>
<p>A level (3) display would give consumers <em>feedforward</em> [14] &#8211; effectively, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">simulation</a> of <a href="http://architectures.danlockton.co.uk/2009/05/13/what-is-demand-really/">what the impact of their behaviour would be</a> (switching on this device now rather than at a time when there&#8217;s a lower tariff &#8211; Economy 7 or a successor), and tips about how to use things more efficiently at the right moment (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">kairos</a>), and in the right kind of environment, for them to be useful. Whereas &#8216;Tips of the Day&#8217; in software <a href="http://discuss.joelonsoftware.com/default.asp?biz.5.372471.10">frequently annoy users</a> <a href="#ref15">[15]</a> because they get in the way of a user&#8217;s immediate task, with something relatively passive such as a smart meter display, this could be a more useful application for them. The networked capability of the smart meter means that the display could be updated frequently with new sets of tips, perhaps based on seasonal or weather conditions (&#8220;It&#8217;s going to be especially cold tonight &#8211; make sure you close all the curtains before you go to bed, and save 20p on heating&#8221;) or even special tariff changes for particular periods of high demand (&#8220;<em>Everyone&#8217;s</em> going to be putting the kettle on during the next ad break in [major event on TV]. If you&#8217;re making tea, do it now instead of in 10 minutes; time, and get a 50p discount on your next bill&#8221;).</p>
<p><em>Disaggregated data: identifying devices</em><br />
This level (3) display doesn&#8217;t require any ability to know what devices a consumer has, or to be able to disaggregate electricity use by device. It can make general suggestions that, if not relevant, a consumer can ignore.</p>
<p>But what about actually disaggregating the data for particular devices? Surely this must be an aim for a really &#8216;smart&#8217; meter display. Since <a href="#ref4">[4, p.52]</a> notes &#8211; in the context of discussing privacy &#8211; that “information from smart meters could&#8230; make it possible&#8230;to determine&#8230;to a degree, the types of technology that were being used in a property,” this information should clearly be offered to consumers themselves, if the electricity suppliers are going to do the analysis (I&#8217;ve done a bit of a possible mockup, using a more analogue dashboard style). </p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no4_600px.jpg" alt="Disaggregated data dashboard" /></p>
<p>Whether the data are processed in the meter itself, or upstream at the supplier and then sent back down to individual displays, and whether the devices are identified from some kind of signature in their energy use patterns, or individual tags or extra plugs of some kind, are interesting technology questions, but from a consumer&#8217;s point of view (so long as privacy is respected), the mechanism perhaps doesn&#8217;t matter so much. Having the ability to see what device is using what amount of electricity, from a single display, would be very useful indeed. It removes the guesswork element.</p>
<p>Now, <a href="http://www.sentec.co.uk/page/our_products/7/">Sentec&#8217;s Coracle technology</a> <a href="#ref16">[16]</a> is presumably ready for mainstream use, with <a href="http://www.sentec.co.uk/content.php?news_id=6">an agreement signed with Onzo</a> <a href="#ref17">[17]</a>, and <a href="http://www.ise-oxford.com/">ISE&#8217;s signal-processing algorithms can identify devices down to the level of makes and models</a> <a href="#ref18">[18]</a>, so it&#8217;s quite likely that this kind of technology will be available for smart meters for consumers fairly soon. But the question is whether it will be something that <em>all</em> customers get &#8211; i.e. as a recommendation of the outcome of the DECC consultation &#8211; or an expensive &#8216;upgrade&#8217;. The fact that the consultation doesn&#8217;t mention disaggregation very much worries me slightly.</p>
<p>If disaggregated data by device were to be available for the mass-distributed displays, clearly this would significantly affect the interface design used: combining this with, say a level (2) type social proof display could &#8211; even if via a website rather than on the display itself &#8211; let a consumer compare how efficient particular models of electrical goods are in use, by using the information from other customers of the supplier.</p>
<p>In summary, for Q13 &#8211; and I&#8217;m aware I haven&#8217;t addressed the &#8220;energy use, money, CO2 etc&#8221; aspect directly &#8211; there are people much better qualified to do that &#8211; I feel that the more ability any display has to provide information of different kinds to consumers, the more opportunities there will be to do interesting and useful things with that information (and the data format and API must be open enough to allow this). In the absence of more definitive information about what kind of feedback has the most behaviour-influencing effect on what kind of consumer, in what context, and so on, it&#8217;s important that the display be as adaptable as possible.</p>
<p><strong>Q14 Do you have comments regarding the accessibility of meters/display units for particular consumers (e.g. vulnerable consumers such as the disabled, partially sighted/blind)?</strong></p>
<p>The inclusive design aspects of the meters and displays could be addressed through an exclusion audit, applying something such as the <a href="http://www-edc.eng.cam.ac.uk/betterdesign/downloads/exclusioncalc.html">University of Cambridge&#8217;s Exclusion Calculator</a> <a href="#ref19">[19]</a> to any proposed designs. Many solutions which would benefit particular consumers with special needs would also potentially be useful for the population as a whole &#8211; e.g. a buzzer or alarm signalling that a device has been left on overnight which isn&#8217;t normally, or (with disaggregation capability) notifying the consumer that, say, the fridge has been left open, would be pretty useful for everyone, not just the visually impaired or people with poor memory. </p>
<p>It seems clear that having open data formats and interfaces for any device will allow a wider range of things to be done with the data, many of which could be very useful for vulnerable users. Still, fundamental physical design questions about the device &#8211; how long the batteries last for, how easy they are to replace for someone with poor eyesight or arthritis, how heavy the unit is, whether it will break if dropped from hand height &#8211; will all have an impact on its overall accessibility (and usefulness).</p>
<p>Thinking of &#8216;particular consumers&#8217; more generally, as the question asks, suggests a few other issues which need to be addressed:</p>
<p>- A website-only version of the display data (as suggested at points in the consultation document) would exclude a lot of consumers who are without internet access, without computer understanding, with only dial-up (metered) internet, or simply not motivated or interested enough to check &#8211; i.e., it would be significantly exclusionary.</p>
<p>- Time-of-Use (ToU) pricing will rely heavily on consumers actually understanding it, and what the implications are, and changing their behaviour in accordance. Simply charging consumers more automatically, without them having good enough feedback to understand what&#8217;s going on, only benefits electricity suppliers. If demand- or ToU-related pricing is introduced – “the potential for customer confusion&#8230; as a result of the greater range of energy tariffs and energy related information” [4, p. 49] is going to be significant. The design of the interface, and how the pricing structure works, is going to be extremely important here, and even so may still exclude a great many consumers who do not or cannot understand the structure.</p>
<p>- The ability to disable supply remotely <a href="#ref4">[4, p. 12, p.20]</a> will no doubt provoke significant reaction from consumers, quite apart from the terrible impact it will have on the most vulnerable consumers (the elderly, the very poor, and people for whom a reliable electricity supply is essential for medical reasons), regardless of whether they are at fault (i.e. non-payment) or not. There WILL inevitably be errors: there is no reason to suppose that they will not occur. Imagine the newspaper headlines when an elderly person dies from hypothermia. Disconnection may only occur in “certain well-defined circumstances” <a href="#ref3">[3, p. 28]</a> but these will need to be made very explicit. </p>
<p>- “Smart metering potentially offers scope for remote intervention&#8230; [which] could involve direct supplier or distribution company interface with equipment, such as refrigerators, within a property, overriding the control of the householder” <a href="#ref4">[4, p. 52]</a> &#8211; this simply offers further fuel for consumer distrust of the meter programme (rightly so, to be honest). As Darby <a href="#ref9">[9]</a> notes, &#8220;the prospect of ceding control over consumption does not appeal to all customers&#8221;. Again, this remote intervention, however well-regulated it might be supposed to be if actually implemented, will not be free from error. “Creating consumer confidence and awareness will be a key element of successfully delivering smart meters” <a href="#ref4">[4, p.50]</a> does not sit well with the realities of installing this kind of channel for remote disconnection or manipulation in consumers&#8217; homes, and attempting to bury these issues by presenting the whole thing as entirely beneficial for consumers will be seen through by intelligent people very quickly indeed.</p>
<p>- Many consumers will simply not trust such new meters with any extra remote disconnection ability – it completely removes the human, the compassion, the potential to reason with a real person. Especially if the predicted energy saving to consumers is as low as 2.8% <a href="#ref4">[4, p.18]</a>, many consumers will (perhaps rightly) conclude that the smart meter is being installed primarily for the benefit of the electricity company, and simply refuse to allow the contractors into their homes. Whether this will lead to a niche for a supplier which does <em>not</em> mandate installation of a meter &#8211; and whether this would be legal &#8211; are interesting questions.</p>
<p><em>Dan Lockton, Researcher, Design for Sustainable Behaviour<br />
Cleaner Electronics Research Group, Brunel Design, Brunel University, London, June 2009</em></p>
<p>    <a name="ref1">[1]</a> Meadows, D. Leverage Points: <a href="http://www.sustainabilityinstitute.org/pubs/Leverage_Points.pdf" title="PDF">Places to Intervene in a System</a>. Sustainability Institute, 1999. </p>
<p>    <a name="ref2">[2]</a> DECC. <a href="http://decc.gov.uk/Media/viewfile.ashx?FilePath=Consultations\Smart%20Metering%20for%20Electricity%20and%20Gas\1_20090508152843_e_@@_smartmeterianondomestic.pdf&#038;filetype=4" title="PDF">Impact Assessment of smart / advanced meters roll out to small and medium businesses</a>, May 2009.</p>
<p>    <a name="ref3">[3]</a> DECC. <a href="http://decc.gov.uk/Media/viewfile.ashx?FilePath=Consultations\Smart%20Metering%20for%20Electricity%20and%20Gas\1_20090508163551_e_@@_smartmetercondoc.pdf&#038;filetype=4" title="PDF">A Consultation on Smart Metering for Electricity and Gas</a>, May 2009.</p>
<p>    <a name="ref4">[4]</a> DECC. <a href="http://decc.gov.uk/Media/viewfile.ashx?FilePath=Consultations\Smart%20Metering%20for%20Electricity%20and%20Gas\1_20090508152831_e_@@_smartmeteriadomestic.pdf&#038;filetype=4" title="PDF">Impact Assessment of a GB-wide smart meter roll out for the domestic sector</a>, May 2009.</p>
<p>    <a name="ref5">[5]</a> Fischer, J. and Kestner, J. <a href="http://jordanfischer.com/pdfs/Fischer_Kestner_4625-WattWatchers.pdf" title = PDF">&#8216;Watt Watchers&#8217;</a>, 2008.</p>
<p>    <a name="ref6">[6]</a> DOTT / live|work studio. <a href="http://www.dott07.com/go/lowcarblane">&#8216;Low Carb Lane&#8217;</a>, 2007. </p>
<p>    <a name="ref7">[7]</a> BERR. <a href="http://www.berr.gov.uk/files/file45794.pdf" title="PDF">Impact Assessment of Smart Metering Roll Out for Domestic Consumers and for Small Businesses</a>, April 2008.</p>
<p>    <a name="ref8">[8]</a> O&#8217;Leary, N. and Reynolds, R. <a href="http://rooreynolds.com/2008/07/06/current-cost-presentation-at-open-tech-2008/">&#8216;Current Cost: Observations and Thoughts from Interested Hackers&#8217;</a>. Presentation at OpenTech 2008, London. July 2008. </p>
<p>   <a name="ref9">[9]</a> Darby S. <a href="http://www.eci.ox.ac.uk/research/energy/downloads/smart-metering-report.pdf" title="PDF">The effectiveness of feedback on energy consumption. A review for DEFRA of the literature on metering, billing and direct displays</a>. Environmental Change Institute, University of Oxford. April 2006.</p>
<p>   <a name="ref10">[10]</a> Kingston University, <a href="http://business.kingston.ac.uk/charm">CHARM Project</a>. 2009</p>
<p>   <a name="ref11">[11]</a> Socolow, R.H. <em>Saving Energy in the Home: Princeton&#8217;s Experiments at Twin Rivers</em>. Ballinger Publishing, Cambridge MA, 1978</p>
<p>   <a name="ref12">[12]</a> Winett, R.A., Neale, M.S., Williams, K.R., Yokley, J. and Kauder, H., 1979 &#8216;The effects of individual and group feedback on residential electricity consumption: three replications&#8217;. <em>Journal of Environmental Systems</em>, 8, p. 217-233.</p>
<p>   <a name="ref13">[13]</a> Schultz, P.W., Nolan, J.M., Cialdini, R.B., Goldstein, N.J. and Griskevicius, V., 2007.<br />
   <a href="http://www.csom.umn.edu/assets/118375.pdf" title="PDF">&#8216;The Constructive, Destructive and Reconstructive Power of Social Norms&#8217;</a>. <em>Psychological Science</em>, 18 (5), p. 429-434.</p>
<p>   <a name="ref14">[14]</a> Djajadiningrat, T., Overbeeke, K. and Wensveen, S., 2002. <a href="http://www.cs.chalmers.se/idc/ituniv/kurser/07/uc/papers/p285-djajadiningrat.pdf" title="PDF">&#8216;But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback&#8217;</a>. Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques. ACM Press, New York, p. 285-291.</p>
<p>   <a name="ref15">[15]</a> Business of Software discussion community (part of &#8216;Joel on Software&#8217;), <a href="http://discuss.joelonsoftware.com/default.asp?biz.5.372471.10">&#8216;&#8221;Tip of the Day&#8221; on startup, value to the customer&#8217;</a>, August 2006</p>
<p>   <a name="ref16">[16]</a> Sentec. <a href="http://www.sentec.co.uk/page/our_products/7/">&#8216;Coracle: a new level of information on energy consumption&#8217;</a>, undated.</p>
<p>   <a name="ref17">[17]</a> Sentec. <a href="http://www.sentec.co.uk/content.php?news_id=6">&#8216;Sentec and Onzo agree UK deal for home energy displays&#8217;</a>, 28th April 2008</p>
<p>   <a name="ref18">[18]</a> ISE Intelligent Sustainable Energy, <a href="http://www.ise-oxford.com/technology">&#8216;Technology&#8217;</a>, undated</p>
<p>    <a name="ref19">[19]</a> Engineering Design Centre, University of Cambridge. <a href="http://www-edc.eng.cam.ac.uk/betterdesign/downloads/exclusioncalc.html">Inclusive Design Toolkit: Exclusion Calculator</a>, 2007-8</p>
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		<title>frog design on Design with Intent</title>
		<link>http://architectures.danlockton.co.uk/2009/06/14/frog-design-on-design-with-intent/</link>
		<comments>http://architectures.danlockton.co.uk/2009/06/14/frog-design-on-design-with-intent/#comments</comments>
		<pubDate>Sun, 14 Jun 2009 14:04:55 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Choice Architecture]]></category>
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		<category><![CDATA[Design with Intent]]></category>
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		<category><![CDATA[Trimtab]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1091</guid>
		<description><![CDATA[Robert Fabricant of frog design – with whom I had a great discussion a couple of weeks ago in London – has an insightful new article up at frog’s Design Mind, titled, oddly enough, ‘Design with Intent: how designers can influence behaviour’ – which tackles the question of how, and whether, designers can and should [...]]]></description>
			<content:encoded><![CDATA[<p>Robert Fabricant of <a href="http://www.frogdesign.com/">frog design</a> – with whom I had a great discussion a couple of weeks ago in London – has an insightful new article up at frog’s <a href="http://designmind.frogdesign.com/">Design Mind</a>, titled, oddly enough, ‘<a href="http://designmind.frogdesign.com/articles/power/design-with-intent.html">Design with Intent: how designers can influence behaviour</a>’ – which tackles the question of how, and whether, designers can and should see their work as being directed towards behaviour change, and the power that design can have in this kind of application. </p>
<p>It builds on a trend evident in frog’s own work in this field, most notably the <a href="http://www.frogdesign.com/services/project-masiluleke.html#/images/project-m-gallery_1.jpg">Project Masiluleke</a> initiative (which seems to have been incredibly successful in behaviour change terms), as well as a theme Robert’s identified talking to a range of practitioners as well as young designers: “We’re experiencing a sea change in the way designers engage with the world. Instead of aspiring to influence user behaviour from a distance, we increasingly want the products we design to have more immediate impact through direct social engagement.”</p>
<p>The recognition of this nascent trend echoes some of the themes of <a href="http://www.designcouncil.info/mt/RED/transformationdesign/">transformation design</a> – a manifesto developed by <a href="http://www.hilarycottam.com/html/whatIdo.htm">Hilary Cottam</a>’s former RED team at the Design Council – and also fits well into what’s increasingly called <em>social design</em>, or <em>socially conscious design</em> – a broad, diverse movement of designers from many disciplines, from service design to architecture, who are applying their expertise to social problems from healthcare to environment to education to communication. With the mantra that ‘<a href="http://socialdesignsite.com/">we cannot not change the world</a>’, groups such as <a href="http://www.design21sdn.com/">Design21</a> and <a href="http://www.projecthdesign.com/">Project H Design</a>, along with alert chroniclers such as <a href="http://kateandrews.wordpress.com/">Kate Andrews</a>, are inspiring designers to see the potential that there is for &#8216;impact through direct social engagement&#8217;: taking on the mantle of Victor Papanek and Buckminster Fuller, motivated by the realisation that design can be more than <a href="http://www.xs4all.nl/~maxb/ftf1964.htm">&#8216;the high pitched scream of consumer selling</a>&#8216;, more than simply reactive. Nevertheless, Robert&#8217;s focus on influencing people&#8217;s behaviour (much as I&#8217;ve tried to make clear with <a href="http://architectures.danlockton.co.uk/what-is-design-with-intent/">my own work on Design with Intent over the last few years</a>), is an explicit emerging theme in itself, and catching the interest of forward-looking organisations such as <a href="http://designandbehaviour.rsablogs.org.uk/">the RSA</a>.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/people.jpg" alt="People" /></p>
<p><strong>User centred design, constraint and reality</strong></p>
<p>One of the issues Robert discusses is a question I’ve put to the audience in a number of presentations recently – fundamentally, is it still ‘User-Centred Design’ when the designer’s aim is to change users’ behaviour rather than accommodating it? As he puts it, “we influence behaviour and social practice from a distance through the products and services that we create based on our research and understanding of behaviour. We place users at the centre and develop products and services to support them. With UCD, designers are encouraged not to impose their own values on the experience.” Thus, “committing to <em>direct behaviour design</em> [my italics] would mean stepping outside the traditional frame of user-centred design (UCD), which provides the basis of most professional design today.”</p>
<p>Now, ‘direct behaviour design’ as a concept is redolent of <a href="http://en.wikipedia.org/wiki/Architectural_determinism">determinism</a> in architecture, or the more extreme end of <a href="http://www.simplypsychology.pwp.blueyonder.co.uk/behaviourism.html">behaviourism</a>, where people (users / inhabitants / subjects) are seen as, effectively, components in a designed system which will respond to their environment / products / conditioning in a known, predictable way, and can thus be directed to behave in particular ways by changing the design of the system. It privileges the architect, the designer, the planner, the hidden persuader, the controller as a kind of director of behaviour, <a href="http://www.ballardian.com/biblio-high-rise">standing on the top floor</a> observing what he’s wrought down below. </p>
<p>I’ll acknowledge that, in a less extreme form, this is often the intent (if not necessarily the result) behind much design for behaviour change (hence my definition for <a href="http://architectures.danlockton.co.uk/what-is-design-with-intent/">Design with Intent: ‘design that’s intended to influence, or result in, certain user behaviour’</a>). But in practice, people don’t, most of the time, behave as predictably as this. Our behaviour – as Kurt Lewin, James Gibson, Albert Bandura, Don Norman, Herbert Simon, Daniel Kahneman, Amos Tversky and a whole line of psychologists from different fields have made clear – is a (vector) function of our physical environment (and how we perceive and understand it), our social environment (and how we perceive and understand it) and our cognitive decision processes about what to do in response to our perceptions and understanding, working within a bounded rationality that (most of the time) works pretty well. If we perceive that a design is trying to get us to behave in a way we don’t want, we display <a href="http://www.intropsych.com/ch09_motivation/psychological_reactance.html">reactance</a> to it. This is going to happen when you constrain people against pursuing a goal: even the concept of ‘direct behaviour design’ itself is likely to provoke some reactance from you, the reader. Go on: you felt slightly irritated by it, didn’t you?*</p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/simcard.jpg" alt="SIM Card poka-yoke"/></p>
<p>In some fields, of course, design’s aim really is to <a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/">constrain</a> and direct behaviour absolutely – e.g. &#8220;safety critical systems, like air traffic control or medical monitors, where the cost of failure [due to user behaviour] is never acceptable&#8221; (from <a href="http://www.cup.es/uk/catalogue/catalogue.asp?isbn=9780521690317">Cairns &#038; Cox</a>, p.16). But decades of ergonomics, human factors and HCI research suggests that <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/">errorproofing</a> works best when it helps the user achieve the goal he or she already has in mind. It constrains our behaviour, but it also makes it easier to avoid errors we don’t want. We don’t mind not being able to run the microwave oven with the door open (even though we resented seatbelt interlocks). We don’t mind being only being able to put a SIM card in one way round. The design constraint doesn’t conflict with our goal: it helps us achieve it. (It would be interesting to know of cases in Japanese vs. Western manufacturing industry where employees resented the <a href="http://www.mistakeproofing.com/tutorial.html">introduction</a> of <em><a href="http://architectures.danlockton.co.uk/category/poka-yoke/">poka-yoke</a></em> measures – were there any? What were the specific measures that irritated?)</p>
<p>Returning to UCD, then, I would argue that in cases where design with intent, or design for behaviour change, is aligned with what the user wants to achieve, it’s very much still user-centred design, whether enabling, motivating or constraining. It’s the best form of user-centred design, supporting a user’s goals while transforming his or her behaviour. Some of the most insightful current work on influencing user behaviour, from people such as <a href="http://doi.ieeecomputersociety.org/10.1109/ISEE.2008.4562920">Ed Elias at Bath</a> and <a href="http://www-staff.lboro.ac.uk/~cddl/Creating_Sustainable_Behaviour_Tang%20Tang.ppt">Tang Tang at Loughborough</a> [PPT], starts with achieving a deeper understanding of user behaviour with existing products and systems, to identify better how to improve the design; it seems as though companies such as <a href="http://onzo.co.uk/">Onzo</a> are also taking this approach.</p>
<p><strong>Is design ever neutral?</strong></p>
<p>Robert also makes the point that “every [design] decision we make exerts an influence of some kind, whether intended or not”. This argument parallels one of the defences made by <a href="http://www.nudges.org/authors.cfm">Richard Thaler and Cass Sunstein</a> to criticism of their <em><a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=405940">libertarian paternalism</a></em> concept: however you design a system, whatever choices you decide to give users, you inevitably frame understanding and influence behaviour. Even not making a design decision at all influences behaviour. </p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/staggered_1.jpg" alt="staggered crossing"/></p>
<p>If you put chairs round a table, people will sit down. You might see it as supporting your users’ goals – they want to be able to sit down – but by providing the chairs, you’ve influenced their behaviour. (Compare <a href="http://sethgodin.typepad.com/seths_blog/2007/04/meetings.html">Seth Godin’s ‘no chair meetings’</a>.) If you constrain people to three options, they will pick one of the three. If you give them 500 options, <a href="http://www.ted.com/index.php/talks/view/id/93">they won’t find it easy to choose well</a>. If you give them no options, they can’t make a choice, but might not realise that they&#8217;ve been denied it. And so on. (This is sometimes referred to as ‘<a href="http://www.guardian.co.uk/environment/2007/oct/25/ethicalliving.lifeandhealth1">choice editing</a>’, a phrase which provokes substantial reactance!) If you <a href="http://architectures.danlockton.co.uk/2009/01/05/staggering-insight/">design a pedestrian crossing to guide pedestrians to make eye contact with drivers</a>, you’ve privileged drivers over pedestrians and reinforced the hegemony of the motor car. If you don’t, you’ve shown contempt for pedestrians’ needs. <a href="http://books.google.co.uk/books?id=OB5pPtGQuZgC&#038;lpg=PA91&#038;ots=jmUCXdgd5M&#038;dq=%22Declaration%20by%20Design%3A%20Rhetoric%2C%20Argument%20and%20Demonstration%20in%20Design%20Practice%22&#038;pg=PA91">Richard Buchanan</a> and <a href="http://www.springerlink.com/content/m38028676v3w3214/">Johan Redström</a> have both also dealt with this aspect of ‘<a href="http://www.perina.net/index.php/en/about-mainmenu-69/articles-mainmenu-91/rhetoric-in-design-mainmenu-132">design as rhetoric</a>’, while <a href="http://www.niedderer.org/po.html">Kristina Niedderer&#8217;s &#8216;performative objects&#8217;</a> intended to increase user mindfulness of the interactions occurring.</p>
<p>Thaler and Sunstein’s argument (heavily paraphrased, and transposed from economics to design) is that as every decision we make about designing a system will necessarily influence user behaviour, we might as well try and put some thought into influencing the behaviour that’s going to be best for users (and society)**. And that again, to me, seems to come within the scope of user-centred design. It’s certainly putting the user – and his or her behaviour – at the centre of the design process. But then to a large extent – as Robert’s argued before – <a href="http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html">all (interaction) design is about behaviour</a>. And perhaps all design is really interaction design (or ought to be considered as such during at least part of the process).</p>
<p><strong>Persuasion, catalyst and performance design</strong></p>
<p>Robert identifies three broad themes in using design to influence behaviour &#8211; <em>persuasion design</em>, <em>catalyst design</em> and <em>performance design</em>. &#8216;Persuasion design&#8217; correlates very closely with the work on <a href="http://books.google.co.uk/books?id=aSfvNuUJNoUC&#038;lpg=PR1&#038;ots=hJUZXKjRSm&#038;dq=persuasive%20technology&#038;pg=PR1">persuasive technology</a> and <a href="http://www.linkedin.com/groups?about=&#038;gid=3345&#038;trk=anet_ug_grppro">persuasive design<a /> which has grown over the past decade, from B.J. Fogg&#8217;s </a><a href="http://captology.stanford.edu/">Persuasive Technology Lab at Stanford</a> to a world-wide collaboration of researchers and practitioners &#8211; including <a href="http://www.behaviourchangeandtechnology.org/">designers and psychologists</a> &#8211; meeting at the Persuasive conferences (2010&#8242;s will be in <a href="http://www.db.dk/forskning/persuasive2010/">Copenhagen</a>), of which I&#8217;m proud to be a very small part. Robert firmly includes behavioural economics and  <a href="http://architectures.danlockton.co.uk/2008/06/10/nudges-and-the-power-of-choice-architecture/">choice architecture</a> in his description of Persuasion Design, which is something that (so far at least) has not received an explicit treatment in the persuasive technology literature, although individual cognitive biases and heuristics have of course been invoked. I think I&#8217;d respectfully argue that choice architecture as discussed in an economic context doesn&#8217;t really care too much about <em>persuasion</em> itself: it aims to influence behaviours, but doesn&#8217;t explicitly see changing <em>attitudes</em> as part of that, which is very much part of persuasion. </p>
<p>&#8216;Catalyst design&#8217; is a great term &#8211; I&#8217;m not sure (other than as the name of <a href="http://www.google.co.uk/search?hl=en&#038;q=%22catalyst+design%22">lots and lots</a> of small consultancies) whether it has any precedent in the design literature or whether Robert coined it himself (something <a href="http://www.fergusbisset.com/blog/">Fergus Bisset</a> asked me the other day on reading the article). On first sight, catalyst design sounds as though it might be identical with Buckminster Fuller&#8217;s <a href="http://en.wikipedia.org/wiki/Trim_tab#Trim_tab_as_a_metaphor">trimtab metaphor</a> &#8211; a small component added to a system which initiates or enables a much larger change to happen more easily (what I&#8217;ve tried to think of as &#8216;<a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/">enabling behaviour</a>&#8216;). However, Robert broadens the discussion beyond this idea to talk about participatory and open design with users (such as <a href="http://www.janchipchase.com/">Jan Chipchase</a>&#8216;s work &#8211; or, if we&#8217;re looking further back, Christopher Alexander and his team&#8217;s groundbreaking <em><a href="http://books.google.co.uk/books?id=u2NSI4vSu_IC&#038;lpg=PP1&#038;ots=J3vvv_PWYM&#038;dq=oregon%20experiment&#038;pg=PP1">Oregon Experiment</a></em>). In this sense, the <em>designer</em> is the catalyst, facilitating innovation and behaviour change. <a href="http://web.mit.edu/evhippel/www/democ.htm">User-led innovation</a> is a massive, and growing, field, with examples of both completely ground-up development (with no &#8216;designer as catalyst&#8217; involved) and programmes where a designer or external expert can, through engaging with people who use and work with a system, really help transform it (Clare Brass&#8217;s SEED Foundation&#8217;s <a href="http://www.seedfoundation.org.uk/projects/hirise/">HiRise project</a> comes to mind here). But it isn&#8217;t often spoken about explicitly in terms of behaviour change, so it&#8217;s interesting to see Robert present it in this context. </p>
<p>Finally, &#8216;performance design&#8217;, as Robert explains it, involves designers performing in some way, becoming immersed in the lives of the people for whom they are designing. From a behaviour change perspective, empathising with users&#8217; mental models, understanding what motivates users during a decision-making process, and why certain choices are made (or not made), must make it easier to identify where and how to intervene to influence behaviour successfully. </p>
<p><strong>Implications for designers working on behaviour change</strong></p>
<p>It&#8217;s fantastic to see high-profile, influential design companies such as frog explicitly recognising the opportunities and possibilities that designers have to influence user behaviour for social benefit. The more this is out in the open as a defined trend, a way of thinking, the more examples we&#8217;ll have of real-life thinking along these lines, embodied in a whole wave of products and services which (potentially) help users, and help society solve <a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">problems with a significant behavioural component</a>. (And, more to the point, give us a degree of evidence about which techniques actually work, in which contexts, with which users, and <em>why</em> &#8211; there are some great examples around at present, both concepts and real products &#8211; e.g. as <a href="http://www-staff.lboro.ac.uk/~cddl/how_others_have_done_it.htm">collated here by Debra Lilley</a> &#8211; but as yet we just don&#8217;t have a great body of evidence to base design decisions on.) It will also allow us, as users, to become more familiar with the tactics used to influence our behaviour, so we can actively understand the thinking that&#8217;s gone into the systems around us, and choose to reject or opt out of things which <em>aren&#8217;t</em> working in our best interests.</p>
<p>The &#8216;behavioural layer&#8217; (credit to <a href="http://www.slideshare.net/boxman/the-subtle-art-of-persuasion">James Box</a> of <a href="http://clearleft.com/">Clearleft</a> for this term) is something designers need to get to grips with &#8211; even knowing where to start when you&#8217;re faced with a design problem involving influencing behaviour is something we don&#8217;t currently have a very good idea about. With my <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent toolkit work</a>, I&#8217;m trying to help this bit of the process a bit, alongside a lot of people interested, on many levels, in <a href="http://groups.google.com/group/design-and-behaviour">how design influences behaviour</a>. It will be interesting over the next few years to see how frog and other consultancies develop expertise and competence in this field, how they choose to recruit the kind of people who are <a href="http://www.slideshare.net/dings">already becoming experts in it</a> &#8211; and how they sell that expertise to clients and governments.</p>
<p><strong>Update: Robert responds &#8211; <a href="http://designmind.frogdesign.com/blog/the-ethnography-defense.html">The &#8216;Ethnography Defense&#8217;</a></strong></p>
<p><strong><em><a href="http://danlockton.co.uk">Dan Lockton</a>, Design with Intent / Brunel University, June 2009</em></strong></p>
<p> *TU Eindhoven’s Maaike Roubroeks used this technique to great effect in <a href="http://portal.acm.org/citation.cfm?doid=1541948.1541970">her Persuasive 2009 presentation</a>.<br />
**The debate comes over who decides &#8211; and how &#8211; what&#8217;s &#8216;best&#8217; for users and for society. Governments don&#8217;t necessarily have a good track record on this; neither do a lot of companies. </p>
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