Design-Behaviour website launched

Screenshot from design-behaviour.co.uk

Loughborough’s Dr Debra Lilley, who has done extensive research into designing for behavioural change, has just launched an excellent new website, Design-Behaviour, which brings together her research findings and some great examples of behaviour-changing products from different fields to illustrate the approaches identified. The site is:

[A] resource specifically developed to support designers and engineers in exploring how design (in its broadest sense) can influence user behaviour to reduce the social and environmental impacts of products during use… You can use this site to find information about design-led approaches for behavioural change and learn how others have applied these approaches in practice.

Most of the examples on the site relate to design for sustainable behaviour, but there are also some aiming to curb ‘inappropriate’ social behaviour, such as impolite mobile phone use. The next step planned for the site is a discussion of some of the ethical issues surrounding behaviour change and the persuasion-coercion dimension - this is especially important and will be a welcome addition.

Thanks to Debra for letting me know.

Making users more efficient: Design for sustainable behaviour

International Journal of Sustainable Engineering I’m pleased to say that a paper I wrote earlier this year has been accepted by the International Journal of Sustainable Engineering, a new journal based at Loughborough University. The publishers (Taylor & Francis) allow authors to post a preprint* version online, so here it is.

Making the user more efficient: Design for sustainable behaviour [PDF, 160kb] is a brief review of approaches to designing products and systems which could shape or change users’ behaviour in an environmentally friendly way; if you’ve followed this blog, there’s probably little new in it, but it’s (hopefully) a useful summary. (At present that PDF is hosted on this website, but once Brunel allows me access to deposit papers in its institutional repository, BURA, I’ll change the above link. UPDATED: Changed link 2nd May)

Abstract: User behaviour is a significant determinant of a product’s environmental impact; while engineering advances permit increased efficiency of product operation, the user’s decisions and habits ultimately have a major effect on the energy or other resources used by the product. There is thus a need to change users’ behaviour. A range of design techniques developed in diverse contexts suggest opportunities for engineers, designers and other stakeholders working in the field of sustainable innovation to affect users’ behaviour at the point of interaction with the product or system, in effect ‘making the user more efficient’.

Approaches to changing users’ behaviour from a number of fields are reviewed and discussed, including: strategic design of affordances and behaviour-shaping constraints to control or affect energy or other resource-using interactions; the use of different kinds of feedback and persuasive technology techniques to encourage or guide users to reduce their environmental impact; and context-based systems which use feedback to adjust their behaviour to run at optimum efficiency and reduce the opportunity for user-affected inefficiency. Example implementations in the sustainable engineering and ecodesign field are suggested and discussed.

Keywords: ecodesign; sustainability; managing use; managing consumption;
behaviour change; sustainable innovation; persuasive technology

Until it appears in the journal (probably towards the end of 2008) I’m not sure what the guidance is on referencing, but something like Lockton, D., Harrison, D.J., Stanton, N.A. (2008) ‘Making the user more efficient: Design for sustainable behaviour’, To appear in: International Journal of Sustainable Engineering (forthcoming) is probably about right.

*Required disclaimer:

This is a preprint of an article whose final and definitive form will be published in the International Journal of Sustainable Engineering. © 2008 Taylor & Francis; International Journal of Sustainable Engineering is available online at: http://journalsonline.tandf.co.uk/

Home-made instant poka-yokes

Everyday poka-yoke

Update: Also known as Useful Landmines in the 43 Folders world - thanks Pantufla!

Mistake-proofing - poka-yoke - can be as simple as encouraging/forcing yourself to do things in a sequence, to avoid forgetting or avoiding intermediate steps. If you’re the sort of person who hangs a jacket or bag on the door handle, so it can’t be forgotten on the way out, puts things in front of the door so you can’t forget them when you’re going out, or at the top or bottom of the stairs so you’ll remember to carry them to their intended destination next time you’re using the stairs, you’re engaged in mistake-proofing. You’re introducing a behaviour-shaping constraint to assist your own effectiveness.

In the above photo, putting the mobile phone (on-charge) inside a shoe makes it more likely that it will be remembered when going out: the act of putting the shoes on requires the user to pick up the phone, which could otherwise be easily forgotten. Similarly, Mark Hurst (of Good Experience and ‘Broken’ fame) regularly features two very simple poka-yoke procedures in his Uncle Mark’s Gift Guide & Almanac:

How to remember if the batteries aren’t in your camera

Summary: If the batteries are dead, or aren’t in the camera, keep the battery compartment open.

Description: When you’re charging your camera batteries (in a wall charger, say), keep the camera’s battery compartment open. That way, if you pick up your camera to put it in your pocket or purse, you’ll see that the battery compartment is open and will remember that the batteries aren’t in it.

Leaving the camera battery door open

There’s also this:

How to make sure they see the papers you dropped off

Summary: Put the papers on their chair.

Description: Here’s a tip I learned years ago and have used ever since. If you want to make sure that someone sees the papers you dropped off at their desk, put the papers on their chair. The natural inclination is to drop the files on the keyboard, or beside the mousepad. What’s the first thing the person does when they get back to their desk? They shove the papers aside, onto a nearby pile. They want to check their e-mail immediately, and those papers are in the way!

But put the papers on their chair, and watch what happens: the person refuses to sit on them! They take a second to pick them up, and while they’re in-hand, the person takes a look at the files while they get comfortable in the chair. Bingo: you guarantee attention to your drop-off.

Papers on chair

Of course the papers-on-chair method can also be used to remind (or discipline) yourself about dealing with important papers.

This kind of very simple sequencing poka-yoke comes almost naturally in our everyday lives, at least with certain tasks. Sometimes it’s simply reminding ourselves to do something (e.g. putting a Post-It note somewhere we can see it); other times it’s trying to prevent us proceeding until some action has been taken (e.g. putting a Post-It note right in the middle of the computer screen so we can’t ignore it). Donald Norman’s Things That Make Us Smart has some interesting discussion of the power of Post-It notes and their importance as “information in the world”, disburdening some of our mental load - also part of the whole Getting Things Done phenomenon.

Sometimes we even (consciously or otherwise) try to ‘trick’ ourselves into behaving how we want to (or know we should) - the random offset alarm clock (patent; Halfbakery discussion) and Gauri Nanda’s “runaway success” Clocky being examples that spring to mind. (I once had a bedside clock radio where the button to set the minutes no longer worked, which meant that I could only set it either on-the-hour, or, because I forgot to do it at the right moment, set it maybe between 5 and 30 minutes fast. That meant that there was an uncertainty built into every time I glanced at the display, and indeed every time the alarm went off. I was rarely late, as a result.)

I have a hunch that almost trivially simple sequencing poka-yokes (in particular) could be important in designing for sustainable behaviour, such as reducing energy use and waste generation. For example, if your rubbish bin had a recycling box built into the top, so that you had to lift it out of the way (hinged, perhaps, to make it hassle to remove entirely) before putting anything into the main bin, it would be difficult to ignore the recycling box. Hence, learning as much as possible about different methods people use to mistake-proof themselves, or shape their own everyday behaviour, is likely to be useful in exapnding this line of research.

So, what are the everyday home-spun (or otherwise) tricks you use to help mistake-proof yourself?

Spear’s Spellmaster: Poka-yoke in the classroom

Back in September we looked at Mentor Teaching Machines, a clever type of non-linear textbook from the early 1970s which guides/constrains the user’s progression, in the process diagnosing some common types of misunderstanding and ‘remedying’ them. The comments were enlightening, too: there’s a lot more history to programmed teaching texts and programmed instruction than I realised, and I will certainly be covering some of this, and what useful design principles and inspiration can be drawn from it, at some point.

Now, this is not in the same league, but interesting nonetheless: a ‘game’ to teach children (4 years onwards) spelling using a poka-yoke technique. The Spellmaster, from J W Spear & Sons - the example here is from 1980 (the Enfield factory was closed after a Mattel takeover in 1994) featured eighty plastic letter tiles, Scrabble-like but larger, with raised pegs underneath, a different pattern for each letter.

Spear's Spellmaster

Spear's Spellmaster

Spear's Spellmaster

Spear's SpellmasterSpear's Spellmaster

The letter tiles are used to spell the names of objects and concepts (colours, numbers) illustrated on punched cards which fit onto a backing board, the tiles only fitting in their spaces correctly if the pegs pattern aligns perfectly with the punched holes. If the wrong letter is used, the tile doesn’t fit properly and sits at an angle rather than snapping neatly into place. The ’snap’ of a correctly positioned letter is actually pretty satisfying - surprisingly so, given the combination of plastic (urea formaldehyde, I think) and 30-year old cardboard.

Spear's Spellmaster

Spear's Spellmaster

Spear's SpellmasterSpear's Spellmaster
Left: The wrong tile - the pegs do not align with the punched holes. Right: The correct tile - everything lines up. Below: The wrong tile here - note the extra peg on the left-hand edge of the tile, which doesn’t match up with the punched hole, and leads to the tile not sitting down properly.
Spear's Spellmaster

Spear's Spellmaster

Letters which could work either way up, such as ‘o’ and ’s’ have - as would be hoped - symmetrical peg patterns. It’s a simple system, but it’s clever and while not offering any ‘remedial’ function to the child, I would think it’s not too likely that many children would try all 25 other letters assuming the first one didn’t fit. Hence, there is some bias against pure trial-and-error. It’s interesting to think how immediately we might consider a computer-based solution to this kind of design brief today, where a purely physical one would work very well and give a different kind of tactile satisfaction.

Spear's Spellmaster

Spear's Spellmaster

Towards a Design with Intent ‘Method’ - v.0.1

As mentioned a while back, I’ve been trying to find a way to classify the numerous ‘Design with Intent’ and architectures of control examples that have been examined on this site, and suggested by readers. Since that post, my approach has shifted slightly to look at what the intent is behind each example, and hence develop a kind of ‘method’ for suggesting ’solutions’ to ‘problems’, based on analysing hundreds of examples. I’d hesitate to call it a suggestion algorithm quite yet, but it does, in a very very rudimentary way, borrow certain ideas from TRIZ*. Below is a tentative, v.0.1 example of the kind of thought process that a ‘designer’ might be led through by using the DwI Method. I’ve deliberately chosen an common example where the usual architectures of control-type ’solutions’ are pretty objectionable. Other examples will follow.

General view of the method diagram v.0.1

Basics of the DwI Method, v.0.1

1. Assuming you have a ‘problem’ involving the interaction between one of more users, and a product, system or environment (hereafter, the system), the first stage is to express what your intended target behaviour is. What do you actually want to achieve?

2. Attempt to describe your intended target behaviour in terms of one of the general target behaviours for the interaction, listed in the table below. (This is, of course, very much a rough work in progress at present, and these will undoubtedly change and be added to.) Your intended target behaviour may seem to map to more than one general target behaviour: this may mean that you actually have two ‘problems’ to solve.

General target behaviours v.0.1

3. You’re presented with a set of mechanisms - loosely categorised as physical, psychological, economic, legal or structural - which, it’s suggested, could be applied to achieve the general target behaviour, and thus your intended target behaviour. Some mechanisms have a narrow focus - dealing specifically with the interaction between the user and the system - and some are much wider in scope - looking outside the immediate interaction. Different mechanisms can be combined, of course: the idea here is to inspire ’solutions’ to your ‘problem’ rather than actually specify them.

The mechanisms, illustrative v.0.1

 

An example

This example is one that I’ve covered extensively on this blog: the most common ’solutions’ are, generally, very unfriendly, but it’s clear to most of us that the ‘wider scope’ mechanisms are, ultimately, more desirable.

Original photo by David Basanta
Sleeping on a bench in Hyde Park, London. Photo by David Basanta

Introduction

A number of benches in a city-centre park are occupied overnight or during parts of the day by homeless people. The city council/authorities (’they’) decide that this is a problem: they don’t want homeless people sleeping on the benches in the park. Expressed differently, their intended target behaviour is no homeless people sleeping on the benches.

So, which of the general target behaviours is closest to this?

Currently the list (disclaimer: v.0.1, will change a lot, letter allocations are not significant) is:

A1:  Access, use or occupation based on user characteristics
A2:  Access, use or occupation based on user behaviour
B:   No access, use or occupation, in a specific manner, by any user
C:   User provided with functionality only when environmental criteria satisfied
D:   Separate flows and occupation; users have no influence on each other
E:   Interaction between users or groups of users
F:   No user-created blockages or congestion caused by multiple users
G:   Controlled rate of flow or passage of users
H:   User follows process or path
I:    User pays the maximum price which still results in a sale

While we might think the ‘discriminatory’ implications of A1 and A2 are relevant here given our assumptions about the authorities’ motives, in fact ‘they’ probably don’t want anyone sleeping on the benches, regardless of whether he or she’s actually homeless, just having a lunchtime nap before returning to a corner office at Goldman Sachs, or anywhere in between. They don’t mind someone sitting on the bench (grudgingly, that would seem to be its purpose), as long as it’s not for too long (that’s another ‘problem’, though with very similar ‘solutions’), but they don’t want anyone sleeping on it. It’s not exactly the same problem as preventing anyone lying down (we might imagine a bright light or loudspeaker positioned over the bench, which allows people to lie down but makes it difficult to sleep), but the problems, and most solutions, are very close.

So it turns out that B, ‘No access, use or occupation, in a specific manner, by any user’, best matches the intended target behaviour in this case:

General Target Behaviour close-up, v.0.1

From mechanisms to ’solutions’

Looking at the diagram (PDF, 25k, or click image below), a number of possible mechanisms are suggested to achieve this target behaviour. (Again, a disclaimer: this is very much work in progress, and many mechanisms are missing at this stage.) There are physical, psychological, economic, legal and structural mechanisms, some with a narrow focus, and some much wider in scope.

Category B preview, v.0.1

I’ll try to pick out and discuss a few mechanisms - physical, psychological and structural (leaving out the legal and economic for the moment) - to demonstrate how they can be applied in the context of the bench example, but first it’s important to note two things:

  • Different mechanisms can of course be combined to produce solutions: e.g. legal mechanisms would need some kind of surveillance, either human or technological, to enforce; a ‘stick‘ approach along with a ‘carrot’ may be more effective than simply one or the other. So a fine for interacting with the system (i.e. sleeping on the bench) would probably have more effect if combined with making the alternative more attractive, e.g. providing somewhere else for people to sleep.
  • None of these mechanisms is an actual ’solution’ to the ‘problem’ directly, and even if applied rigorously, the actual effectiveness in terms of physically forcing, psychologically encouraging, or otherwise enforcing the intended target behaviour is not guaranteed. Users are not mechanical components; nor are they all rational economically. Your results will vary.
  • The most obvious physical mechanism for addressing the issue is the placing of material - to interrupt the surface of the bench, or perhaps even to cause injury (usually not done deliberately with park benches, but surely done, at least in the sense of conditioning the user not to repeat the interactions, with some pigeon spikes, barbed wire, anti-climb and various anti-sit spikes).

    Mechanisms close-up, v.0.1

    Interrupting the surface of the bench is usually done by adding central armrests (which do at least serve another function in addition), as illustrated here:

    New anti-homeless bench being installed at Richmond Station

    Belson Georgetown Bench
    A new bench with armrests being installed at Richmond Station, just as London Overground takes over from Silverlink; and the Belson Georgetown Bench, “Redesigned to face contemporary urban realities, this bench comes standard with a centre arm to discourage overnight stays in its comfortable embrace.”

    Of course, it is possible to sleep on a bench with central armrests, but it’s certainly discouraging, as the Belson quote suggests.

    Sleeping over armrests on bench, photo by Rick Abbott
    Photo by Rick Abbott

    Placing of material could equally be subtractive rather than additive - so interrupting the surface might also suggest removing elements to prevent or discourage sleeping. This could be in the form of removing every (say) third section of a bench, thus making the remaining length too short to lie down on properly (this has been done in some airport lounges), making the benches shorter altogether, or even separating the seats into ’single-occupancy benches’ - which would seem to be suggested by the spatial mechanism:

    Short bench - image from Yumiko Hayakawa Single occupancy benches - photo by Ville Tikkanen
    “A man tries to sleep on a deliberately shortened bench at the park” - photo from this excellent article by Yumiko Hayakawa discussing anti-homeless measures in Tokyo; ‘Single-occupancy benches’ in Helsinki - photo by Ville Tikkanen

    Indeed, simply narrowing the bench (making a kind of perch), and/or removing the backrest from a bench which already has central armrests, so that someone can’t even lean back to doze, would also count in terms of removing material.

    Mechanisms close-up, v.0.1

    Designs suggested by the orientation of material mechanisms are also fairly common - most often, a simply angled seat surface, as used on many bus-stop perches or these benches:

    Angled bench - photo from Yumiko Hayakawa
    “Can’t Lie Down, Can’t Lean Back - A man has a hard time getting a break on this partitioned, forward-leaning bench at Tokyo’s Ueno Onshi park”. Photo from Yumiko Hayakawa’s article.
    Bench by Joscelyn Bingham
    The ‘Lean Seat’ by Joscelyn Bingham

    Curved surfaces, both convex and concave, can also be employed:

    Curved bench - photo from Yumiko Hayakawa Curved bench - photo from PhatalbertConvex surface tubular bench in Tokyo - photo from Yumiko Hayakawa’s article; Concave surface bus shelter perch in Shanghai - photo by Albert Sun

    And curvature can be combined with the use of armrests (and height - which suggests that spatial might also be expanded to include something like “dimensional change to alter distance between elements of system”) to create something like the ‘Oxford Cornmarket montrosity’, which might prevent people sleeping on it, but certainly doesn’t stop people occupying it in a way the designers didn’t intend:

    Monstrosity, Oxford Cornmarket

    Monstrosity in use, Oxford Cornmarket
    The ‘benches’ in Oxford’s Cornmarket Street, discussed here and here. Second photo by Stephanie Jenkins

    Looking at some of the other relevant physical mechanisms, it’s worth noting that change of environmental characteristic - ‘local temperature change’ - also finds an expression in the convex Tokyo bench pictured above - as Yumiko Hayakawa notes in the original article:

    The hard curved surface of this stainless-steel bench, too hot in summer, too cold in winter, repels all but one visitor to Ikebukuro West Park.

    We might also think of positioning a street lamp right above a bench - to make it took bright to sleep there easily at night - as a similar tactic in this vein, ‘local illumination change’.

    What about the other relevant physical mechanisms? Change of material characteristic could mean a bench that deforms in some way when someone lies on it, or maybe has an uncomfortable surface texture (nails?). But both of these would probably preclude the bench’s use for sitting, in addition to sleeping. Movement or oscillation could suggest a bench which is balanced somehow so that it requires the user’s feet to be on the ground, in a normal sitting position, to keep it stable, and which would fall over (extra degree of freedom introduced) when someone tried to lie down on it, or maybe a bench which is sited on a turntable continually rotating, or a vibrating base, so that the user’s feet on the ground are again needed for stabilising, and someone lying down would fall off. None of these is an especially realistic ’solution’, but would all address the ‘problem’ even if simultaneously introducing others.

    (At this point, we might consider that if the ‘problem’ mainly occurs at night, we might want a bench that only becomes un-sleepable on - or unusable - at night. This would be best addressed by general target behaviour C, ‘User provided with functionality only when environmental criteria satisfied’ - many of the suggested mechanisms will be similar, but with conditional elements to them - if it is dark, or after a certain time, the bench might automatically retract into the ground, or become uncomfortable, if it weren’t already.)

    As noted on the diagram (PDF, 25k), I’ve (so far) had a bit of a mental blind-spot in coming up with wider-scope physical mechanisms to address this general target behaviour. The only sensible ones so far relate to applying the placing of material on the approach to the system, so in this case, it might mean putting the bench on an island surrounded by mud, water or spikes and so on, which doesn’t really seem useful. This wider-scope line-of-thinking needs much further development for some types of mechanisms, although it’s fairly obvious where it relates to making an alternative system more attractive.

    Mechanisms close-up, v.0.1
    Narrow-scope psychological mechanisms

    Turning to psychological mechanisms, with both narrow and wider scopes, the emphasis pretty much comes down to a ’stick’ or ‘carrot’ approach: either scare/warn/otherwise put off the user from sleeping on the bench, or make an alternative more attractive/available. It’s about creating unattractive perceived affordances, perhaps, where the physical mechanisms are about removing real affordances.

    From the narrow scope point-of-view, some of the applicable psychological ’solutions’ might include: ‘warning’ potential sleepers off with signage or colour schemes (not that this would do much; it’s more likely to provoke amusement, as in the photo below); making benches which look uncomfortable (whether or not they are); paying(?) scary or unattractive other ‘users’ to hang around the bench to scare people away (which perhaps defeats the object slightly); or, probably most likely, using overt surveillance of the bench, by humans or cameras, which brings in considerations of the legal mechanisms too (and maybe economic, in the form of fines). Another aspect of surveillance is making the (unwanted) interaction visible to other users - using the pressure of social norms to ’shame’ people into not doing something (positioning the sink outside the bathroom, in a kind of ante-room visible to others, is a good example), but it’s difficult to see how to apply this to the bench example - even if the bench is, say, positioned where lots of people will see the user sleeping on it, the pressure to vacate it is pretty low. This is a kind of ‘public’ feedback; feedback itself is an extremely important psychological mechanism in interaction design, but seems (from my research so far) to be much more applicable to some of the other general target behaviours.

    Sign in bushes, photo from Tacky Fabulous Orlando Mechanisms close-up, v.0.1
    A genuine sign in Orlando, via Boing Boing; and some applicable wider scope psychological mechanisms.

    The wider scope psychological mechanisms are much more positive - indeed, more positive than anything else so far in this example. Here, the aim is to make alternative systems - i.e. an alternative to sleeping on the park bench, whatever it might be - more attractive. This is where this sort of thing comes into play:

    Sean Godsell, House in a Park Sean Godsell, House in a Park
    Sean Godsell’s ‘House in a Park’, a bench that folds out into a rudimentary shelter (above) and (below) Bus Shelter House, which “converts into an emergency overnight accommodation. The bench lifts to reveal a woven steel mattress and the advertising hoarding is modified to act as a dispenser of blankets, food, and water.”
    Sean Godsell, Bus Shelter House

    Note that at this level, the alternative systems themselves are attractive (more attractive than sleeping on the park bench) by simply fulfilling users’ needs rather than any psychological ‘tricks’. There is a lesson there.

    ‘Guerrilla’ responses by users frustrated at heavy-handed anti-user measures don’t directly have a place in the DwI Method, at least as currently constituted, but in this case, for example, providing temporary cardboard seating (/sleeping benches) or even parts that fit over benches with central armrests to permit sleeping once again, as Crosbie Fitch suggests, are worth thinking about:

    Perhaps also, for each anti-sit seat design, one could come up with cardboard add-ons that re-enable long-term seating and recumbence. These could be labelled “Temporary Seat Repairs”, “Protective Seat Covers”, “Citizen City Seats”, or something far wittier.

    Mechanisms close-up, v.0.1

    It’s the structural mechanisms which suggest the more large-scale ’solutions’, from provision of alternative systems (as in the Sean Godsell examples above) to actually removing the need for anyone to sleep rough. Ultimately, of course, that’s a better goal than any of the above - anything discussed in this article - but it’s not really a ’solution’, rather a desirable aim, or even an intended target behaviour in itself, addressing a social issue rather than a ‘design’ one. Addressing the ‘disease’ rather than merely disguising the symptoms is surely preferable in the long-term.

    Alternatively, some cities have simply removed benches altogether where there is a ‘homeless problem…

    Benches removed - photo by Fredo Alvarez
    Benches stripped in Washington DC - “A small homeless population [had grown] there within the past few months”. photo by Fredo Alvarez.

    …’removal of system entirely‘ being the structural mechanism there: doing absolutely nothing to help the homeless users, and in the process removing the benches for everyone who uses the park.

    Conclusions

    The choice of such a negative example for demonstrating this very early version of the Design With Intent Method - where almost all the ’solutions’ suggested are anti-user and generally unfriendly - reflects, pretty much, where my ‘architectures of control’ research came from in the first place. Most of the examples posted on the site over the past couple of years have generally been about stopping users doing something, forcing them to do something they don’t want to do, or tricking them into doing something against their own best interests - certainly more than have been about more positive efforts to help and guide users.

    I thought that using the DwI Method initially to see if I could ‘get inside the head’ (possibly) of the ‘they’ who implement this kind of disciplinary architecture would be a useful insight, before applying the method to something more user-friendly and worthwhile - which willl be the next task.

     

    *As ‘Silverman’ cautioned before, the aim must not be to remove the use of engineering/design intuition - most creative people would not respond well to that anyway - but primarily to inspire possible solutions.