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# Bj frogg behavior model |
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# Stephen wendell create action funnel |
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# Spectrum of thinking interventions |
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# Dual process theory |
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# Frameworks |
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# Human decision making |
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# Nudge theory |
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# Persuasive technology |
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# Behavior design |
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# Behavioral science |
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# Behavioral economics |
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# Ux buzzwords |
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# Help user think about their action |
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# Educate and encourage user |
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# Changing user behavior |
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# Defaulting |
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# Make it incidental |
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# Automate act of repition |
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# Cheating |
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# Help user avoiding the cue |
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# Replace the routine |
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# Use consciousness to interfere |
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# Mindfulness to avoid acting on the cue |
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# Crowd out old habit with new behavior |
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# Existing behavior |
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# Make or change habbits |
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# Bj frogg behavior grid |
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# Classifying behavior |
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# Behavior change strategies |
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# Nir eyal hook model |
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# Cue routine reward model |
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# Making users addicted |
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# Target outcome |
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# Target actor |
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# Target action |
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# Clarify product |
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# Create user personas |
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# Define target users |
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# Business model canvas |
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# Lean canvas |
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# Existing business model |
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# Understand the product |
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# Business model inspirator |
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# Competitor analysis |
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# Five forces model |
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# Swot analysis |
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# New business model |
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# User stories |
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# Create product backlog |
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# Custom experience map |
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# Simple flowchart |
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# Event driven process chain model |
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# Business process model and notation |
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# Deliverables |
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# Conceptual design |
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# Keep it short simple |
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# Make it easy |
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# Make progress visible |
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# Make progress meaningful reward user |
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# Make successful completion clearly visible |
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# Things to lookout for |
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# Good layout rules |
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# Prototyping |
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# Call to action |
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# Status reports |
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# How to tips |
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# Reminders planning prompts |
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# Decision making support |
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# Behavior change games |
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# Gamification |
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# Planners |
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# Reminders |
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# Social sharing |
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# Goal trackers |
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# Tutorials |
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# Ux patterns |
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# Figma |
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# Adobe xd |
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# Sketch |
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# Balsamiq |
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# Wireframing |
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# Avoid temporal myopia |
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# Remind of prior commitment to act |
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# Make commitment to friends |
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# Make reward scarce |
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# Create urgency |
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# Tell user and ask |
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# Make it clear where to act |
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# Clear the page of distractions |
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# Getting attention |
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# Prime user relevant associations |
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# Leverage loss aversion |
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# Use peer comparisons |
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# Use competition |
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# Avoid cognitive overhead |
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