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UX

Best behaviour

Stating the obvious, lifting a smartphone and tapping any app’s icon represents a choice for the device owner – a choice between using the app, and doing literally anything else. For successful apps, use becomes habitual. More than that – for successful apps, it must become habitual.

One of the best insights I’ve seen on this topic (I don’t recall the source so unfortunately can’t give due credit) correctly stated that establishing a new habit means creating time for it. By implication, that will almost certainly require taking time and attention away from something else.

The assumption that a product will simply be used is an optimism bias that afflicts so many entrepreneurs and technologists. Viewing the challenge of designing products as not only the creation of a compelling experience, but one that impels someone to make room in their life to use it, is a sobering thought.

The ability of an app to achieve this place in someone’s life can go beyond what it offers in terms of functionality, and certainly how it looks. Every investment in a product or app, as noted by the BufferApp blog earlier this year, is an investment in a future self; a better self. For use of an app to become a habit, it must be able to deliver a desired transformation. The transformative potential of interactive technologies is something I’ve been immersed in on a number of key projects this year at Fathom.

First alerted to the resource by a blog post from Joe Leech, BJ Fogg’s Behavioural Model has been nothing short of a revelation. Like so much of what user-centred thinking brings to the table, it comes across as simple common sense, clearly articulated. And like so many of the best tools in UX work, it offers a framework around which to plan and execute design and content strategies. Think of it as an ‘Elements of User Experience‘ for behaviour change.

Fogg is a computer scientist and founder of the Stanford Persuasive Technology Lab. Although not intended specifically for UX work, the Behavioural Model finds a natural home in the user-centred design process.

The link with Stanford certainly imbues the model with academic credibility, putting it alongside the work of Weinschenck, Kahnemann et al as a reference point for designers wanting to leverage the power of psychology in their work. In use, the model excels as a starting point in assessing the nature of a challenge, and pointing the way to the response without authoring it outright.

Work on the models sadly appear to have stalled with no updates in a couple of years, and the detailed resource guides withdrawn from the website. But what remains is left is a godsend for designers hungry for another framework to bring structure to the design process.

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