內容簡介
新一波産品浪潮專注於幫助人們改變其行為和日常生活,無論是更多的鍛煉(JawboneUp)、管理財務(Hellowallet)還是組織郵件(Mailbox)。溫德爾編著的《行為變化設計(影印版)》這本實用指南將為你展示如何為那些力圖采取行動並達成目標的用戶設計這些類型的産品。 Stephenwendel是HelloWallet的首席研究員,他將帶領你一步步地把行為經濟學和心理學應用到産品設計和開發的實際問題中去。 你將學習到一種簡單的迭代方法來確定目標用戶及其行為、構建産品和評估效果。同時你也會瞭解到如何創建易用的産品來幫助人們作齣積極的改變。
目錄
ForewordPrefacePART I UNDERSTANDING THE HIND AND BEHAVIOR CHANGEChapter 1 How the Mind Decides What to Do NextThe Deliberative and Intuitive MindMaking Sense of the MindMost of the Time, We‘re Not Actually “Choosing” What to Do Next.Even When We “Choose,” Our Minds Save WorkThe Obvious, Simple Stuff Is Really ImportantA Map of the Decision-Making ProcessOn a NapkinChapter 2 Why We Take Certain Actions and Not OthersA Simple Model of When, and Why, We ActThe Create Action FunnelOn a NapkinChapter3 Strategies for Behavior ChangeA Decision or a Reaction: Three Strategies to Change BehaviorStrategy 1: Cheat!Strategy 2: Make or Change HabitsStrategy 3: Support the Conscious ActionA Recap of the Three StrategiesOn a NapkinPART II DISCOVERING THE RIGHT OUTCOHE, ACTION, AND ACTORChapter 4 Figuring Out What You Want to AccomplishStart with the Product VisionNail Down the Target OutcomeIdentify Additional ConstraintsGenerate a List of Possible Actions for Users to TakeOn a NapkinChapter 5 Selecting the Right Target ActionResearch Your Target UsersSelect the Ideal Target ActionDefine Success and Failure :How to Handle Very Diverse PopulationsOn a NapkinPART III DEVELOPING THE CONCEPTUAL DESIGNChapter 6 Structuring the ActionStart the Behavioral Plan.Tailor ItSimplify ItMake It “Easy”On a NapkinChapter 7 Constructing the EnvironmentTactics You Can UseIncrease MotivationCue the User to ActGenerate a Feedback LoopKnock Out the CompetitionRemove or Avoid ObstaclesUpdate the Behavioral PlanOn A NapkinChapter 8 Preparing the UserTactics You Can UseNarrate the Past to Support Future ActionAssociate with the Positive and the FamiliarEducate Your UsersHow Training Your Users Fits InUpdate the Behavioral PlanHow Behavior Change Techniques Relate to the Thoughtthe Behavior RequiresOn a NapkinPART IV DESIGNING THE INTERFACE AND IMPLEMENTING ITChapter 9 Moving from Conceptual Designs to Interface DesignsTake StockExtract the Stories or SpecsProvide Structure for Magic to OccurOn a NapkinChapter lo Reviewing and Fleshing Out the Interface DesignsLook for Big CapsLook for Tactical OpportunitiesOn a NapkinChapter 11 Turning the Designs into CodePut the Interface Design in Front of UsersBuild the ProductGo Lean If PossibleOn a NapkinPART V REFINING THE PRODUCTChapter 12 Measuring ImpactWhy Measure Impact?Where to Start: Outcomes and MetricsHow to Measure Those MetricsDetermining Impact: Running ExperimentsDetermining Impact: Unique Actions and OutcomesOther Ways to Determine ImpactWhat Happens If the Outcome Isn’t MeasurableWithin the Product?On a NapkinChapter 13 Identifying Obstacles to Behavior ChangeWatch Real People Using the ProductCheck Your DataFigure Out How to Fix the ObstaclesOn a NapkinChapter 14 Learning and Refining the ProductDetermine What Changes to ImplementMeasure the Impact of Each Major ChangeWhen Is It “Good Enough”?How to (Re-)Design for Behavior Change with anExisting ProductOn a NapkinPART VI PUTTING IT INTO PRACTICEChapter 15 Common Questions and a Start-to-Finish ExampleAn Example of the ApproachQuestions About How and Why We ActQuestions About the Mechanics of BuildingBehavior Change ProductsChapter 16 ConclusionFour LessonsThemesLooking AheadAppendix A: Glossary of TermsAppendix B: Resources to Learn MoreAppendix C: BibliographyAppendix D: EndnotesIndexAbout the Author
前言/序言
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