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Framework for understanding and designing behavior change interventions

Core Idea: The BJ Fogg Behavior Model explains that behavior occurs when three elements converge simultaneously: motivation, ability, and a prompt. For successful behavior change, all three elements must be present above a certain threshold.

Key Elements

Core Components

Motivation Factors

  1. Pleasure/Pain: Immediate sensory response
  2. Hope/Fear: Anticipation of outcomes
  3. Social Acceptance/Rejection: Desire for social approval

Ability Factors (Simplicity Factors)

  1. Time: How long it takes to complete
  2. Money: Financial resources required
  3. Physical Effort: Energy expenditure needed
  4. Brain Cycles: Mental effort required
  5. Social Deviance: Going against social norms
  6. Non-Routine: Breaking from established habits

Types of Prompts

  1. Spark: Prompts with motivational elements
  2. Facilitator: Prompts that make the behavior easier
  3. Signal: Pure reminders when motivation and ability already exist

Behavior Change Methodology

Implementation in Gamification

Additional Connections

References

  1. Fogg, B.J. "Tiny Habits: The Small Changes That Change Everything." Houghton Mifflin Harcourt, 2019.
  2. Fogg, B.J. "A Behavior Model for Persuasive Design." Persuasive '09: Proceedings of the 4th International Conference on Persuasive Technology, 2009.
  3. Chou, Yu-kai. "Actionable Gamification: Beyond Points, Badges, and Leaderboards." Octalysis Media, 2015.

#behavior-change #psychology #habit-formation #user-experience #persuasive-design

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